Starfinder Trox Playable Race
Ability Score Modifiers +2 Str, +2 Con, -2 Dex
Hit Points 8 HP
Size & Type Trox are Large Monstrous Humanoids. Trox have a space and reach of 10 feet.
Bulwark When a trox fights defensively or takes the total defense action, he can grant half the bonus to AC granted by that action to an adjacent ally.
Burrower Trox have a burrow speed of 20 feet.
Chitin Trox chitin can help deflect effects, granting trox a +1 racial bonus to Reflex saves.
Darkvision Trox have darkvision with a range of 60 feet.
Frenzy Once per day when a significant enemy causes an ally to take Hit Point damage, a trox can fly into a frenzy, gaining a +2 racial bonus to melee attack rolls and a –2 penalty to AC for 1 minute.
Grappler Trox gain a +2 racial bonus to grapple combat maneuvers.
Spiritual Fervor Trox gain a +2 racial bonus to Intimidate and Mysticism skill checks.
Swift Trox have a land speed of 40 feet.
Vestigial Arms A trox’s four vestigial arms can be used to hold, draw, or put away items of negligible bulk, but not to make attacks, wield weapons, or use items.
Trox are massive, sturdy creatures. They have chitinous armor and a fearsome, mandibled countenance that belies their gentle spirits.
Three distinct, related creatures have been called trox. The original trox were eight-legged arthropods until a time long ago when their spiritual leader ordered their magical transformation into their current humanoid form. Spellcasters made four of the trox’s eight legs into powerful limbs, shaped mandibles into scythes, and transformed chitin into layered armor plates that can flare in an intimidating display.
Although they were created as emissaries, trox also make great soldiers. They are protectors of the spiritual center, and they greet all peaceful visitors with humility and grace. The influence the philosopher worms of Nchak hold over the trox is mysterious. Trox speak of these worms only to say that they serve the beneficent aims of the Forever Queen.
Trox often serve as spiritual guides and advisors. Trox travel more often to teach and protect others than to seek adventure. Despite their might, they prefer to use their imposing presence to defuse conflict before it starts.
To trox, hammers are ancient symbols of constructive power, and are also useful for vanquishing threats to peace.