Homebrew Alabzorxian (Alien) Species Details
Sequestered on the black planet, traveling far and wide through galaxies, the Alabzorxians, usually called the people of the black planet, evoke fear and wonder. Many Alabzorxians aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Ethereal Plane.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.
Something Extraordinary
From below, Alabzorxians share some similar characteristics with a dragonborn. Only when they descend to refill their tanks or rest on the ground does their humanoid appearance reveal itself. Standing upright, Alabzorxians might reach about 6 feet tall. They are brightly colored, with colors ranging from light blue to green, sometimes they can even be red or yellow. Their heads complete the alien appearance, being something like a lizard with distinct tribal variations.
Space Wardens
Nowhere are the Alabzorxians more comfortable than in space. They can spend hours in their ships, and some go as long as days, with some ships having built in sleeping chambers and auto-pilot. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.
Draconic Mannerisms
The resemblance of Alabzorxians to dragons isn’t limited to physical features. Aarakocra display many of the same mannerisms as ordinary dragons. They are fastidious about their property, frequently tending their homes, keeping close watch on any trespassers that might have stumbled in.
Many Alabzorxians punctuate their speech with screeches, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An Alabzorxian might become frustrated with people who fail to pick up on the nuances; an Alabzorxian's threat might be taken as a jest and vice versa.
Homelands
Most live on the Ethereal Plane. Alabzorxians can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send some Alabzorxians tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish outposts in high mountains or in old forests.
Once tribes of Alabzorxians settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large town, similar to human towns and villages. The eldest acts as leader with the support of a shaman.
Great Purpose
Alabzorxians enjoy peace and solitude. Most of them have little interest in dealing with other peoples. For this reason, it takes an exceptional circumstance for an Alabzorxian to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the Alabzorxian adventurer’s chosen path.
Two other circumstances might call an Alabzorxian to adventure. First, Alabzorxians have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos’s monstrous champion, Miska the Wolf-Spider.
When plunged into Miska’s body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil.
Second, Alabzorxians are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Alabzorxian word for gargoyle is loosely translated as “flying rock,” and battles between Alabzorxians and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Alabzorxians on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts.
AARAKOCRA BACKGROUNDS
Backgrounds that are most appropriate for Alabzorxian include the outlander, the hermit, and the sage.
The small colonies of Alabzorxians are insular and remote, and few Alabzorxians live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more than a few dozen Alabzorxians live away from the homes of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.
Alabzorxian (Alien) Traits
As an Alabzorxian, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an Alabzorxian requires special consideration by your DM.Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
Alignment
Most Alabzorxians are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Size
Aarakocra are about 6 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Flight
You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
Talons
Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages
You can speak, read, and write Common, Aarakocra, and Auran.
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