Pact tactics. Zygerrians have advantage on attacks against a creature while within 5 ft of an ally.
Throw net. Net thrown 5/15 on hit creature is restrained. A creature can use its action to make a dc 15 strength check to free itself or deal 10 damage ac 12 to break the net.
Whip. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) [slashing] damage.
Light crossbow. RangedWeapon Attack: +5 to hit, range 80/320 ft., 1 target. Hit: 6 (1d8 + 3) [piercing] damage.
Description
The Zygerrians are a humanoid species that built a once powerful empire by selling their slaves. Their renown grew as rumors spread about the Zygerrians and their slaves who never rebelled or attempted to flee due to their "slave processing". They value wealth and power above all else.
"Slavery is the natural order of things. The weak need nothing more than to kneel before the strong."
Their bodies are covered in short, fine brown or grey fur with large pointed ears and bony spurs on their forehead and chins.
A Race of Slavers. They do not kill their targets, Zygerrians believe there is no creature or person they cannot enslave, and the stronger the opponent the more they will be worth as a slave. They will travel is a large group and do not venture far from their lair when hunting.
Cunning Trappers. Smart beings, the Zygerrians have a mind for constructing intracate traps and cages meant to mame not kill. The most skilled rouge has trouble detecting or disarming their traps and even the strongest of barbarians would struggle against the strength of their cages. Due to the small number of Zygerrians left their defense relies more on their traps, mazes and puzzles rather than a brute force of their warriors.
I remember these from the clone wars. might find a way to include them :)