## Quaggoth
Savage and territorial, quaggoths climb the chasms of the Underdark. They maul their foes in a frenzy, becoming even more murderous in the throes of death.
### Quaggoth Origins
Quaggoths were never an enlightened species, but they were not always the brutal Underdark denizens they are today. In a distant age, quaggoth tribes dwelled upon the surface as nocturnal arboreal hunteers, possessing their own language and culture. When elves appeared in the mortal realm, they clashed with the quaggoths, eventually driving them to near extinction. Only by fleeing deep into the Underdark did the quaggoths survive.

As they passed the ages deep beneath the world,the quaggoths' fur lost its color and their vision adapted to the darkness, even as the constant danger and weird magic of their new realm transformed them. Turning increasingly brutal and savage, they ate whatever food they could find—and when they could not find it, they preyed on each other.As cannibalism became part of their culture, their past was abandoned.
### Servants of the Drow
The ancient emnity between quaggoths and surface alves makes them easy converts to the dark elf cause. In recent years, the drow have taken an interest in breeding quaggoths, encouraging their ferocity while strengthening their obedience. Wealthy drow houses have legions of quaggoths at their command. Even worse, the drow cultivate the quaggoths' hatred of the elves by leading them on surface raids against known elven enclaves.
### Thonots
Some quaggoths absorb psionic energy that suffuses certain parts of the Underdark. When a tribe discovers that one of its own has inherited such powers, they press it into the role of tribal shaman, or thonot. A thonot keeps a tribe's lore and ensures its superiority against enemies. A thonot that fails its tribe is slain and devoured in a cannibalistic ritual, In the hope that its power passes on to another more worthy quaggoth. 
### Quaggoth Names
Although their cultural history is long gone, quaggoths have retained one part of their society: names. Quaggoth names do not distinguish between gender, and are derived from words in the lost quaggoth tongue. A clan also has its own name, typically a unique jumble of syllables with no particular meaning that the quaggoths know of.

**Quaggoth Names:** Arfasu (Brute), Gretchaff (Roar), Purokkat (Stone), Quilldor (Wild),  Uurcuth (Hide), Vaassetaroth (Claw)

**Quaggoth Clan Names:** Kathigarr, Olfret, Baarethi, Truggeat, Gurrick, Lebaonush
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### Quaggoth Traits
Your quaggoth charcater has the following traits.

***Ability Score Increase.*** Your Strength score increases by 2, your Constitution score increases by 1, and your Sanity or Intelligence score decreases by 2.

***Age.*** Quaggoths reach adulthood at the young age of 12, and can live for up to a century. However, they rarely do because of their dangerous lives.

***Alignment.*** Because of their savage nature, quaggoths are nearly always chaotic, and many of them carelittle for morals, tending toward neutrality.

***Size.*** Quaggoths are some of the largest and heaviest humanoids, frequently surpassing 7 or 8 feet tall, and weighing over 250 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet, and you have a clmbing speed of 30 feet.

***Superior Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dimlight. You can't discern color in darkness, only shades of gray.

***Cave Dweller.*** You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to climb in caves.

***Fierce Claws.*** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage.

***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

***Thick Hide.*** You have thick, durable fur. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. In addition, you do not suffer exhaustion penalties due to being in a cold environment.

***Venomous Prey.*** You have immunity to poison damage and the poisoned condition.

***Languages.*** You can speak, read and write Undercommon.

> ##### Racial Feat: Thonot Psionics
> *Prerequisite: Wisdom 13* 
> 
> You develop limited psionic power, allowing you to gain the following benefits:
> - You can cast *feather fall* and *mage hand* at will, using no material components. When you cast *mage hand* with this feat, the hand is invisible.
> - You can cast *cure wounds* once without material components, using Wisdom as your spellcasting ability. Once you cast it, you cannot do so again until you finish a long rest.

##### Random Height and Weight
| Base Height | Base Weight | Height Modifiers | Weight Modifiers |
|:----:|:----:|:----:|:----:|
|6'10"| 200 lb. |+2d12|× (2d6) lb.|
\page

<div class='descriptive'>
##### Detect Balance
This has a somewhat antisynergous design because most builds that need STR and CON won't benefit from natural armor or weapons. On the other hand, most builds won't care about the INT penalty.
##### Detect Balance Rating
| Trait | Score |
|:----:|:-------------|
| Ability Score Increase  | +8 |
| Speed  | +2 |
| Superior Darkvision | +4 |
| Cave Dweller | +2 |
| Fierce Claws | +2 |
| Powerful Build | +2 |
| Thick Hide | +2 |
| Venomous Prey | +8 |
| Languages | -1 |
| Synergy | -2 |
| **TOTAL** | 27 |
You can find the guide [here](https://docs.google.com/spreadsheets/d/1vq1kz6PRAbw5LHy6amH-bNb4OuB8DBXL1RsZROt03Sc/edit#gid=0).

</div>

Credit:
 - Flavor text comes from Monster Manual, made by Wizards of the Coast
 - Evaluation comes from Detect Balance, made and maintained by Eleazzaar, SwordMeow, and Zagorath.