Homebrew Akryd Race Details

Despite their distinct features the Akryd are very similar to humans, the way they think, walk, and act are almost indistinguishable from humans, which raises the question; Is this the first time the race has been reformed by an outside force?

-Primarch Kalan Micarous, Leader of the Torvor Expedition Force

 

Fallen From Grace

Deep in the underdark, a race of humanoid insects called the Akryd were born. Living without care or protest of the rest of the world, they survived off the fungal fauna of the dark. The Akryd built their own society which included art, architecture, farming, and magic. The years came and went without issue, their cities became the splendor of the deep with lit streets and towering buildings.

In each colony there was a central queen. There were always plenty of females in every colony, but the queen is special. The queen bares every egg in the colony and rules over them as their leader. A colony with the right queen will not only thrive but excel in the underdark. The wrong queen can bring about ruin to all her subjects. Such is the story of the Akryd today, a queen who brought down her entire species.

Long ago during the height of Akryd society the queen Malequry forced her subjects to dig deeper into the underdark and spread her influence. The Akryd dug as was commanded by their queen, but they found something in the deep, a dark mystic power slumbering. They found an ancient Illithid elder brain, rather than leave it alone the arrogant queen tried to enslave it. The full might of a dormant mind flayer colony came bearing down on the her, the Akryd were powerless to stop the attack. As far as history knows, no one survived from queen Malequry’s colony.

The Illithid now stirred from their slumber began carving a bloody conquest through the underdark killing or enslaving every Akryd they could find. It took years but once they were finished they did what Illithid do best, they twisted and turned the Akryd into their own servants. Now the Akryd share little with their former selves and are now each born as a blank slate to be conformed to the needs of the colony through adaptation, such was the design of the Illithid.

 

Perfect by design

Akryd are roughly the same size as humans standing between 5 and 6 feet tall with large feet and two big toes. Their entire bodies are covered in a kind of natural plating that offers various forms of protection. The plates take on various shades of brown and beige some even black. Underneath the plates and showing through in numerous areas appears to be bare muscle which is green in color (with variations of red). A defining feature of the Akryd is their large downward-triangle shaped heads as well as their 4 eyes (2 on each side). The Akryd have an imposing yet intelligent look about them. 

For most Akryd, at the point which would be their elbows an extension veers off forming a natural blade running parallel to the forearm. The blade is extremely hard and never needs to be sharpened. Some Akryd do choose to sharpen their arm blades, some carve ornate designs into the flat edge, some drill holes and fill them with piercings. The blades are seen as a means of protection as well as an outlet for art which was a focus of their once great culture. It is rare but some Akryd may develop other abilities rather than an arm blade during adaptation.

Where the Akryd used to have a queen, they have lost that part of their race. Now each female is a sort of proto queen who can lay eggs in clutches of 2-3 once per year. While this is drastically less than the queen would lay, there are many more females laying eggs at the same time which yields more Akryd than before the reforming. These eggs also hatch Akryd who take less time to mature. Where the Akryd used to take 15 years to mature, they now only take 8.

 

Adaptation

When an Akryd breathes its first breath of life it looks like a giant exposed nerve, no plating or natural weapons. Over the course of the next 8 years the Akryd will grow into it’s body gaining protective plates along the way. This time allows the Akryd to figure out what it is adept at before the adaptation. On the 9th year of the Akryd’s life an extreme change occurs. Their body goes dormant and a cocoon is secreted and hardened around them for 3 days. During this process the Akryd changes their bodies to suit their needs, this is decided by the actions taken during their youth. For some Akryd, this change may come later or not at all. Akryd may adapt to several different forms which greatly improve the abilities needed to be effective.

 

Faith by Necessity

Akryd are extremely spiritual, they feel a sort of connection with the world like the fey. Faith runs deep in them both because of who they are and because of the events of their past. There is no one god that Akryd cling to, it would seem they can choose for themselves but tend to latch onto the first god they find that shares their ideals. Akryd are a neutral race, preferring to avoid the troubles of other races, however they lean toward good. If they come from a colony directly under the control of the Illithid, they would most certainly be evil or be surrounded by evil.

 

Bonded Spirit

The most unique part of the Akryd is their spirit bond. The bond works like tying two souls together in a beautiful form of spiritual magic. The process dates back to before Akryd recorded history and has remained much the same throughout the ages. While bonded, the Akryd get many new abilities which they share with their bond-mate. Bond-mates share their thoughts, languages, and feelings. They can speak to each other through their minds, they can see through each other’s eyes, even warn each other during combat to gain an edge. It is the deepest connection in the known planes.

To the Akryd, a bond-mate stands above all other things, nothing comes before your bond-mate. To save a bond-mate who is in danger an Akryd will denounce gods, go against alignment, throw away dreams, or even sacrifice themselves to save their bond-mate. It is considered the highest law of Akryd culture to not kill a bonded Akryd without proper cause. It is even more dishonorable to kill an Akryd without killing the bond-mate as well. Although the exact feeling has never been recorded, it is known that the process of losing a bond-mate is one of the most painful things an Akryd can go through.

The binding of the spirit usually occurs between two Akryd who already connect with eachother in one way or another. The two could be great friends, or lovers, or family members. The most unusual version of bonding however is called Imprinting. Imprinting occurs when an Akryd bonds with a creature of a different race. The willing party submits themselves to the Akryd’s magic and the two become bonded at the soul. There is no real difference in the end result of the Imprint Bond, however the event is extremely rare.

 

-Art commissioned by Adorella-

Akryd Traits

Akryd come in many forms, the following features allow them to choose a form that appeals to them.

Ability Score Increase

Your Wisdom score increases by 2 and your Dexterity Score increases by 1.

Age

Akryd live their lives similarly to humans although they live a great while longer. When an Akryd hatches from their egg they mature over the next 8 years. On the 9th year they undergo an adaption process which evolves them into a new form to suit their needs. Most Akryd live up to 70 years.

Alignment

Akryd no matter their alignment are always on their own side. It is extremely rare for an Akryd to kill another. Akryd will go to extreme lengths to keep their Bond alive, even if it goes against their alignment, goals, or their moral code. This along with their reluctance to engage in surface dweller politics makes them strongly neutral while leaning toward good. However if your Akryd is from an Illithid colony, they may be evil.

Always Ready

Life as an Akryd has made you weary of threats, using your 4 eyes to look out you are constantly ready to identify and react to enemies. You are proficient in the Perception skill.

Size

Akryd stand between 5 and 6 feet tall and weigh 100 to 200 pounds. Your size is medium.

Speed

Your base walking speed is 30ft.

Senses

You have excellent vision in dark and dim conditions up to 60ft. You can see in dim light as if it were bright light, and in darkness as if it were dim light. You are unable to discern color in darkness.

Adaptation

Upon reaching level 3, you have gained the ability to go through an adaptation in order to turn into Akryd you wish to become. Akryd can vary between eachother, they gain abilities based on the nature of their surroundings. If an Akryd colony is unforgiving and difficult to survive in, Akryd may adapt thick plates to protect their thin bodies. If an Akryd grows up in a mobile colony which is always moving from place to place they may adapt more effective natural weapons and become perfect hunters. You may choose one adaptation and cannot change your decision later, your options include:

 

Adapt to Flee (Movement)

-You gain a flight speed of 20ft. Cannot wear medium or heavy armor

-You gain proficiency in the Stealth skill

 

Adapt to Survive (Tank)

-You have a natural armor of 13 + your Dexterity modifier

-Gain 1 more HP per level

 

Adapt to Hunt (Combat)

-You have a slashing weapon that deals 1d8 slashing damage. This weapon has the Finesse trait, Dexterity is your modifier, and it does not require an empty hand to use

-Your base walking speed is increased to 40ft

 

Adapt to Meddle (Magic)

-You grow a horn (or horns) on your head which you can use as a spellcasting focus, leaving your hands free

-You can cast detect magic at will without expending a spell slot or using material components

 

Vulnerability

Life in the underdark has been unforgiving to the Akryd. Over the ages they have adapted to the darkness and therefore become vulnerable to the light. Their civilizations use light much the same as other races so they do not have a problem with direct sunlight or other light sources however radiant damage is extremely harmful.

Bonded Spirit

When an Akryd bonds with another it creates a permanent bond between the two of them and improves the two greatly. A bond-mate is held to the highest regard, Akryd will do anything to keep their bond-mate alive. At varying distances you gain the following benefits for having a bond-mate. You may only bond with one creature at a time. It is possible to Bond with a different race through Imprinting, however the other creature must take the "Imprint Bond" feat in order to create the bond.

-You can speak to your bond-mate telepathically up to the max range of 300ft.

-You can see through your bond-mate's eyes as an action up to the max range of 300ft for 10 minutes. You may use this ability once per short rest.

-You can speak, read, and write in any language that your bond-mate knows.

-You and your bond-mate share senses, this enables you to react together more quickly. When the two of you are rolling initiative, take whichever roll is higher and you both will take your turn on the higher number. You may only access this perk while the two of you are within 60ft of eachother.

Languages

You can speak, read, and write Common and Undercommon.

Previous Versions

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