Maliaformes: Referred to as “Mals”, about a hundred years into the project, a scientist on Pioneer 2 had access to the DNA storage that was kept from all of the animals on Hiolon. In secret he conducted experiments on that DNA and his mad machinations created a whole series of anthropomorphic life forms that were saved and given citizenship after years of testing was done to verify if they were capable of being civil.
ASI: Your Dexterity score increases by 2.
Age. A Mal reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment: Most Mals love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
Size. Mals can vary in height depending on the type of creature they are, from 3 feet to over 7.
Speed. Your base walking speed is 25 feet for smaller ones, 30 feet for larger.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Animal Nimbleness (Small). You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and Malian, a language devised when the races were being created in the lab.
Subrace. There are six main sects of the Maliaformes; Lupine, Vulpine, Ursine, Feline, Ovine, Avian. There are other various ones, these are just the most well known.
Lupine Mals (Small):
Wolf’s Wisdom: You gain a +1 bonus to your Wisdom Score
Claws: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Vulpine Mals (Small):
Fox’s Guile: You gain a +1 bonus to your Intelligence Score.
Naturally Stealthy. Vou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you
Bear’s Fortitude: You gain a +1 Bonus to your Constitution Score.
Ursine Endurance: You gain 1 additional HP per level.
Feline Mals (Small):
Tiger’s Awe: You gain a +1 Bonus to your Charisma Score.
Cat’s Luck: Once per short rest when making a Dexterity saving throw, he can roll the saving with advantage. He must decide to use this ability before the saving throw is attempted.
Ram’s Vigor: You gain a +1 bonus to your Strength Score.
Horns: You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d4 piercing damage.
Ram’s Vigor: You gain a +1 bonus to your intelligence Score.
Beak: You are never unarmed. You are proficient with your beak, which are a melee weapon that deals 1d4 piercing damage.