Homebrew Zyranis Species Details

Fallen angels and ascended devils. The story of Zariel, the angel who fell, is known widely amongst the universe and told as a warning story to celestials that might follow her path. But few know of the fate of the zyrani - at creation, either devilish or celestial, but given a new turning point to ponder: free will. Scholars throughout the ages have wondered whether creatures of absolute law such as celestials and creatures of absolute evil such as devils have free will to govern themselves - at least the followers of true gods and true devils seem to simply follow orders. Zyrani either attain or are created with true free will, and all choose the middle path, essentially estranging them from both sides of the war. Their free will allows them to realize the horrible truth that neither devil nor angel wishes to accept: that there is no true good and no true evil, and that the grey in between stretches to encompass everything.

Dethroned generals. Zyrani of either devilish or celestial side that choose the middle path are generally destroyed by other members of their circle in an attempt to stop the perceived "wrongdoing" of the zyranis. Those that survive this ordeal or who manage to escape have punishment placed upon them threefold: celestial zyrani have their wings torn from them and their healing powers removed. Devilish zyrani have their regeneration stripped, and their devilish eyesight reduced. Both parties lose a majority of their abilities and are reduced to lesser creatures of their type, but a zyranis who chooses this path becomes a new being and gains strength from their choice. They themselves become the in-between: a strange, otherworldly amalgamation of devil and celestial that is simultaneously both beautiful and horrific.

A new life. Zyrani that are removed from Mount Celestia or the Nine Hells settle in between: they find their place on the Material Plane, usually passing as high-ranking generals of armies or royal advisors, using their ability to change their physical shape in order to pass as a humanoid creature. Those who can count a zyrani amongst their allies has a powerful force behind them, as a zyrani isn't tied to any particular way of life or code of behavior, and will fight for whatever cause seems best at that moment. The zyrani's neutrality allows for them to see from a new point of view, and they rarely choose sides in humanoid conflicts such as wars, unless the conflict may be a personal attack on the zyranis' place in the world.

Friends and companions. Because of their neutral stance and their willingness to live amongst humanoids without detection, zyrani can become allies with nearly all neutral-aligned parties. They may pass as a druid protecting a grove that represents the circle of life, or they may live as a scholar amongst men, studying the works of history. Some zyrani choose to live as powerful, legendary beasts, in seclusion, and others may instead seek fame as a master thief, talented artist or intelligent sage. Zyrani avoid companionship with celestials and devils out of fear of detection or out of disinterest, and they shun causes that are outright evil or outright good, such as cults or religious sects.

Hybrid nature. The zyranis has two creature types: celestial and fiend (devil). It can be influenced by an effect if it works on either of its creature types.

(VIA dev-the-dm on Tumblr)

Zyranis Traits

Zyrani are nestled between Good and Evil as a True Neutral. They seek knowledge, and will help either or any side of conflict if it suits their personal beliefs.

Language

As a Celestial/Feind turned neutral, they have had access to many pieces of knowledge. Zyrani are scholarly by nature, seeking out the truth of the universe and beyond. If there is something they don't know, they will learn. They hold a steady grasp on most, if not all, current known languages. Those regional, cultural, or perhaps ancient beyond belief - can be learned but do not come naturally. 

Blindsight

Blindsight is a special ability possessed by certain creatures in the world of D&D that allows them to sense their surroundings without the use of vision. This ability can be extremely useful for creatures that live in environments where visual senses are not practical, such as underground, in total darkness, or in the depths of the ocean.

Damage Resistances

Considering their Origin, Zyrani have natural resistances. While still susceptible to the worst of it, they can take a hit of more extreme measures.

Damage Immunities

As their form is ethereal and nontangible at times, they are highly shielded from most physical attacks when in their true form. But, in the Human form they can be damaged more easily. 

Condition Immunities

Zyrani have the ability to telepath, meaning they are very hard to mentally trick, deceive, or be persuade. Charming does not work on them often unless the CHR stat is exceptionally high. Without a true material form they can go on for infinitum until their mind is worn, the same can be said for paralysis. Without any real threat of death, fear is a small concept, and they can metabolize poisons rapidly.

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