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Reptilian Humanoid

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1 Reptilian Humanoid on Mon Oct 25, 2010 8:46 am

Reptilian Humanoid

Reptilian humanoids are differentiated from humanoids by their animalistic features, and not all are technically "humanoid" in body form. They also often have supernatural or extraordinary abilities. All reptilian humanoids have darkvision out to 60 feet. As a group, they have no other special abilities or immunities.

The following are examples of reptilian humanoids in Faerun.

* Asabi
* Kobold
* Lizardfolk
* Saurials
* Urds
* Troglodyt

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2 Re: Reptilian Humanoid on Mon Oct 25, 2010 8:47 am

Kobold

Kobolds are often characterized as filthy little reptiles barely better than goblins. They're malicious but of little actual menace. Catch kobolds in their lairs, where they are almost certainly hard at work mining, and such a description might be fitting. No one ever suspected that being underestimated was the kobold's goal. Kobolds are meticulous creatures with sorcery in their blood, a variety of reptile with a strong work ethic. Discounted as pests or worse by many others, kobolds are a long-suffering race with many talents and clever tricks. Only the foolish overlook the threat that kobolds actually pose. Kobolds are short, reptilian humanoids with bony frames and small tails.

They stand approximately 2 to 2-1/2 feet tall and weigh 35 to 45 pounds. Sinewy, double-jointed legs, naturally bent and poised for sudden speed, contribute to their height. When her legs are stretched out, a kobold can increase her height by up to 1 foot, but doing so is uncomfortable. Kobolds have
scaly skin, varying in color from rusty brown to reddish black. They have strong teeth, and their hands and feet have long digits tipped with very small claws A kobold’s face is like a crocodile's, with a jaw that can open wide enough to hold a whole melon.

Constantly alert and wide, the eyes of a kobold range in color from burnt ochre to red. A ridge of small, hornlike bone juts above each brow and sweeps backward, the protrusions growing larger and more pronounced toward the rear of the skull. Kobolds usually consume plants or animals but are not averse to eating intelligent beings. They spend most of their time fortifying the land around their lairs with traps and warning devices (such as spiked pits, tripwires attached to crossbows, and other mechanical contraptions). They hate almost every other sort of humanoid or fey, especially gnomes and sprites.


Racial Traits:

- Ability Adjustments: -4 Strength, +2 Dexterity, -2 Constitution.

- Darkvision: Kobolds can see in the dark up to 60 feet.

- Small: As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

- Light Sensitivity: Kobolds suffer a -1 penalty on attack rolls in sunlight or within the radius of a daylight spell.

- Trap Maker: +3 racial bonus to Craft (Traps) and +2 racial bonus to Search checks.

- Natural Armor: +1 natural armor bonus.

- Favored Class: Sorcerer. A multiclass kobold's sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +0:

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3 Re: Reptilian Humanoid on Mon Oct 25, 2010 8:47 am

Firenewt

Though they are distantly related to the lizardfolk, firenewts are unlike many of the other scaly races because they were not created by the sarrukh. Some sages have suggested that a few lizardfolk wandered into the Firelands (the Underdark region that lies below the jungles of Chult) and slowly evolved into firenewts, while others believe that these creatures were the result of magical experimentation.

Firenewts are cruel marauders that roam hot and volcanic regions. They are native to the Peaks of Flame, a chain of volcanoes in the southern part of Chult. They can also be found in other volcanic regions throughout Faerun, however, including regions around the Lake of Steam and Arnrock Island, Mount Hotenow (in the Neverwinter Woods), and the mountains of Turmish. A warband has also been spotted in warm caverns beneath the Hill of Lost Souls, though that region is not known for volcanic activity.

A firenwet's skin is a mottled sepia color, darkest along teh spine and fading to near-white on the belly. The smooth flesh and features resemble those of an eel. The eyes are deep crimson. they stand around 5 1/2 to 6 feet tall and weight 170 to 180 pounds.


Racial Traits:

- Ability Adjustments: +2 Dexterity, +2 Constitution, -4 Intelligence, -2 Charisma.

- Breath Weapon: Firenewts can breathe fire like a red dragon disciple.

- Fire Resistance: Firenewts have fire resistance 55 and only take half damage from fire based spells or attacks.

- Favored Class: Barbarian. A multiclass firenewt's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +0:

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4 Re: Reptilian Humanoid on Mon Oct 25, 2010 8:47 am

Asabi

Like many of the scaly races, asabis were created by the sarrukh before the fall of their empires during the Days of Thunder. The sarrukh designed asabis specifically to fight their battles. In the millennia since their creation, these warlike creatures have not changed their focus at all, nor have they spread throughout Faerun as many other species have done. Many asabis who were originally loyal to the sarrukh remained so when their empires crashed down around them.

Today, the offspring of those loyal asabis continue to live in what remains of Isstosseffifil, namely, a single subterranean stronghold in the catacombs of ruined Oreme. The sixty ancient sarrukh liches who dwell in the Crypt of Dreaming Lizards nominally rule this place, though only one of them is awake at any given time. The one currently in charge allows the asabis to govern themselves, considering them trustworthy since they have chosen to remain of their own volition. These asabis maintain a powerful defense against potential intruders. The asabis of Oreme believe it is their duty to protect the lich kings and go to war for them should the need arise.

Other asabis that were once loyal to the sarrukh fled underground when the three empires were destroyed. The harsh life there caused disagreements that fragmented the group, and eventually several different asabi clans carved out homes within the Underdark. Many of those communities thrived, continued to multiply, and conquered new territory below ground. Others were enslaved under powerful masters or chose to put their instinctual aptitude for war to use as mercenaries.

A normal asabi stands about 7 feet tall and has a 9-feet long tail that stabilizes the creature when it stands upright. Asabis' thick, pebbly skin is brown or gray in hue, fading to dun or light green on the belly. They hae yellow, egg-shaped eyes which horizontal slit pupils. Their limbs protrude from their sinuous bodies at odd angles, and they move with quick, awkward-looking gestures. Their heads swing from side to side atop thin necks. Their narrow skulls have sloping foreheads that end in protruding brows.


Racial Traits:

- Ability Adjustments: +2 Dexterity, +2 Intelligence, +2 Wisdom.

- Long Gait: Asabis base land speed is 40 feet. Their gait is long and loping and they can cover great distances quickly.

- Armor, Weapon & Shield Affinity: Asabi are naturally proficient with all simple weapons and shields, except tower shields.

- Natural Armor: +2 Natural Armor Bonus.

- Favored Class: Fighter. A multiclass asabi's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +1: Asabis are somewhat more powerful and gain levels more slowly than other races. It will take more experience for a asabi to reach level 2 than it would for normal races, for

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5 Re: Reptilian Humanoid on Mon Oct 25, 2010 8:48 am

Lizardfolk

Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. Altough they are omnivores, lizardfolk prefer meat; popular lore holds that lizardfolk prefer humanoid flesh, but this charge is largely unfounded (though some tribes do eat captives or slain foes). some more advanced tribes build huts and use a variety of weapons and shields; leaders of these tribes may have equipment stolen from or obtained in trade with other intelligent creatures. A liyardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.

Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.


Racial Traits:

- Ability Adjustments: +2 Strength, +2 Constitution, -2 Intelligence.

- Natural Armor: +3 Natural Armor Bonus.

- Armor, Weapon & Shield Affinity: Lizardfolk are naturally proficient with all simple weapons and shields, except tower shields.

- Favored Class: Druid. A multiclass lizardfolk's druid class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +1: Lizardfolk are slightly more powerful and gain levels more slowly than other races. It will take more experience for a lizardfolk to reach level 2 than it would for normal races, for example.

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6 Re: Reptilian Humanoid on Mon Oct 25, 2010 8:48 am

Urd

Urds are distant relatives of kobolds with the power of flight, due to a pair of bat-like wings, who otherwise maintained separate societies from standard kobolds. They are frail, around 3' (90cm) tall with mottled yellow to red scales and a pair of ivory horns. Their leathery wings span 8 feet. Although they can live over a hundred years, life expectancy is only around fifty. Urds tend to attack under cover of darkness by flying over their foes and dropping rocks on their heads. When in places that they cannot do this, they fight with daggers and short spears. Urds are cowardly and are prone to flee if met with even the barest force.


Racial Traits:

- Ability Adjustments: -4 Strength, +4 Dexterity, -2 Constitution, -4 Intelligence, +2 Wisdom

- Darkvision: Urds can see in the dark up to 60 feet.

- Light Blindness: Urds suffer a -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight.

- Small: As a Small creature, a urd gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

- Wings: Due to their wings, urds move 20% faster than other races.

- Skills: +2 racial bonus to Hide checks, to Listen checks, and +4 racial bonus to Move Silently checks.

- Favored Class: Rogue. A multiclass urd's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +0:

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7 Re: Reptilian Humanoid on Mon Oct 25, 2010 8:49 am

Yuan-ti

Long before humans dominated the continent of Faerun, the Creator Races ruled Toril. The reptilian Creator Race, the sarrukh, were foremost amongst these and built up great empires. They bred the first yuan-ti by magically experimenting with and breeding men with snakes. This way they also created naga, and through a similar process, lizardmen. They eventually fell from power and the resourceful yuan-ti rose up to claim their Creators' power vacuum, even while sustaining the empire of Mhairshaulk. Of the fragmented World Serpent deity that the sarrukh had worshiped, the yuan-ti venerated the strongest aspect, a cruel and despotic deity, Merrshaulk, who grew distant and aloof.

As the yuan-ti's power became less visible on Faerun, and they instead fell to infiltrating human and demihuman society through their organizations and long-sighted plots, Merrshaulk had sunk into a slumber, ignoring his followers. Eventually, around the time of the collapse of the human empire of Netheril, Merrshaulk himself was also reborn as a winged yuan-ti avatar named Sseth, who became the yuan-ti's new primary deity. In the end, though, Sseth too sank into somnolence.

At this point some sarrukh, long suffering a heavy war on other planes or sunken in hibernation in their ruins, began to return in some numbers. They crucially needed help from their deity, but Sseth was not answering prayers in his slumber. So for aid in their endeavors some of the sarrukh made a bargain with the Mulhorandi deity Set, that put Sseth into a deeper sleep but allowed Set to assume Sseth's mantle and grant the sarrukh their aid. Most yuan-ti do not even know of this transaction, though now Sseth struggles at his bonds some are being made aware of it.


The yuan-ti come in several distinct castes or breeds. The three most prevalent are as follows:

Pure-bloods: Appear mostly human, with
minor reptilian features, such as slitted eyes, a forked tongue, or patches of scales on their skin. They serve as diplomats and infiltrators, pretending to be human.

Half-bloods: Humanoid in shape but have a wide variety of noticeable serpentine features, such as a snakelike tail in place of legs, a complete covering of scales, a hood like a cobra, a snake's head, or snakes in place of arms. Half-bloods serve as warriors and temple assistants.

Abominations: Almost completely snakelike, with only a few human features, such as arms or a humanoid head. They are the most venerated within the yuan-ti society, serving as clerics and in other roles of power.


Sub-breeds
In addition to the three main breeds, other breeds have been described as well:

Tainted ones: Human agents of the yuan-ti who have willingly undergone a ritual of transformation to make themselves yuan-ti, are known as tainted ones; they gain a venomous bite and slight psionic ability in the process. They retain their human appearance but often develop reptilian mannerisms, such as frequently licking their lips or drawing out sibilant sounds as they speak.

Histachii: Also known as brood guards, these are humans who have undergone the ritual of transformation but have been found unworthy, degenerating into hairless, near-mindless reptilian monsters. The yuan-ti employ these wretches as watchers over egg-broods and other demeaning tasks.

Ignans: Another rare subspecies of yuan-ti that dwell in hotter climes of the world, including in volcanoes and on the Elemental Plane of Fire. Ignas are similar to yuan-ti half-bloods, except they are slightly more powerful due to some of the fire spells they wield.

Holy guardians: A rare breed specifically bred as temple guards, holy guardians are also sent on missions to obtain needed goods for abomination priests. They uniformly have a serpentine tail in place of legs and a snakelike head and are naturally servile and follow their superiors without question.

Mageslayers: Another rare type of yuan-ti, mageslayers are bred for the special purpose of battling or hunting down human magic-users, and most of their abilities are magical rather than psionic. They have a human-like head but a snakelike tail instead of legs.

Anathemas: By far the most powerful and loathsome of yuan-ti, anathemas are worshiped as divine incarnations of Merrshaulk. They are truly bizarre in appearance, with a body like a 25-foot-long serpent; a pair of humanoid arms with clawed, three-fingered hands; and six serpentine heads rising from its shoulders. An anathema's power dwarfs even that of an abomination, but since they represent such unfettered chaos, they are usually found away from yuan-ti cities, establishing cults that worship Merrshaulk through them. They make a common practice of grafting yuan-ti body parts onto humans and other races for use as personal servants. Anathemas are extremely rare, however, and only a handful are likely to exist on any world.

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8 Re: Reptilian Humanoid on Mon Oct 25, 2010 8:50 am

Yuan-ti Halfblood

Like purebloods, yuan-ti halfbloods appear human-like, but they always have obvious snake features. The snake-like features of a halfblood may reflect any of a variety of venemous snakes, so a halfblood may habe a cobra's hood or a diamondback's distinctive scale pattern. These features are usually consistent within a single troupe of yuan'ti, and often mark a troupe's status within a tribe. A halfblood is about the same height and weight as a human.

The most common form of yuan-ti halfbloods are with the head and scaly skin of a serpent but otherwise human features. The curse of the yuan-ti produces a wide variety of halfbloods however, manifesting their serpentine nature in different ways. So they could have, for example, a human head but arms which are living snakes. It is also possible for a halfblood to have a snake tail in addition to human legs or even a full grown snake tail instead of legs.


Racial Traits:

- Ability Adjustments: +4 Strength, +2 Dexterity, +2 Constitution, +8 Intelligence, +8 Wisdom, +6 Charisma.

- Darkvision: Yuan-ti Halfbloods can see in the dark up to 60 feet.

- Scaled Skin: +3 Natural Armor Bonus.

- Scent: Yuan-ti Halfbloods can detect approaching enemies, sniff out hidden foes, and track by sense of smell. This allows the them to track hidden and invisible targets when using the Track ability.

- Spell Resistant: Spell resistance of 11+ character level.

- Snake Blood: You gain a +1 bonus on Reflex saves. Also, any saving throws versus poison gain an additional +2 bonus.

- Spell-Like Abilities (1/day):
Animal Trance
Cause Fear
Charm Person
Darkness
Entangle

- Favored Class: Ranger. A multiclass yuan-ti halfblood's ranger class does not count when determining whether she takes an experience point penalty for multiclassing.

- Level Adjustment +4:Yuan-ti Halfbloods are much more powerful and gain levels more slowly than other races. It will take much more experience for a yuan-ti halfblood to reach level 2 than it would for normal races, for example.

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9 Re: Reptilian Humanoid on Mon Oct 25, 2010 8:50 am

Tainted One

One of the most insidious aspects of the yuan-ti is their human heritage, for this vile race of serpent folk is descended from humans who interbreed with an ancient sauroid race. In their monstrous evil, the yuan-ti continue this mingling of serpentine and human blood, creating a type of agents and servitors who are not quite human - nor fully yuan-ti. Yuan-ti create most of their servitors from human prisoners. They also may transform human worshipers who voluntarily agree to become tainted ones. humans become tainted ones by drinking a distillation of yuan-ti venom mixed with certain herbs and roots.

These servitors appear just as normal humans. Though their bodies do not show signs of their tainted blood, their personalities and mannerisms do: they often develop habits such as frequently licking their lips, drawing out their sibilants, or keeping large serpents as pets. Tainted ones serve the yuan-ti as agents who can pass unnoticed among other races and infiltrate where even a pureblood yuan-ti might risk discovery.


Racial Traits:

- Ability Adjustments: +2 Constitution.

- Medium: As Medium creatures, extaminaar have no special bonuses or penalties due to their size.

- Alertness: A tainted one gains the Alertness feat due to their heightened senses.

- Snake Blood: By having snake blood in their veins, an extaminaar gains a +1 bonus on Reflex saves. Also, any saving throws versus poison gains an additional +2 bonus.

- Immunity to Poison: Tainted ones are immune to all forms of venom.

- Spell Resistance: Tainted ones have spell resistance 11+1 per character level.

- Favored Class: Any. When determining whether a multiclass tainted one suffers an XP penalty, his highest-level class does not count.

- Level Adjustment +1: Tainted Ones are slightly more powerful and gain levels more slowly than other races. It will take more experience for a tainted one to reach level 2 than it would for normal races, for example

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