Homebrew Zaterran Species Details
The Zaterrans welcomed us to their village, treating us as their equals. They were not as primitive as we expected - they did not carry crude wooden spears or tools made of stone, nor did they wear only hides, but they carried greatswords, maces and daggers made of metal, and wore leather, chain and plate. They spoke Common to us, but spoke among themselves in an ancient language. The Zaterrans had come a long way from where their ancestors began.
Zaterran
The Zaterrans, also known as Raptors and Saurians, are a species found in Zaterra.
History
The Zaterrans used to be the dominant species before humans came about, where their civilisation thrived countless years ago. However, millions of years ago, their age came to an end when a war raged out amongst the gods. This conflict ravaged the lands and lead to the near extinction of the Zaterrans. The Zaterrans who remained managed to flee the devastation left to another land known know as Zaterra.
Zaterra
Home of the Zaterrans, Zaterra is a land of dark swamps, lush forests and barren deserts. The Zaterrans dot the land of Zattera with many towns and citys.
In their homeland Zaterrans live in huts or buildings similar to that of human houses depending on how close to the capital of Zaterra, Tetsurri, they live.
Biology
The Zaterrans are reptilian humanoids, having evolved from dinosaurs. Because of having bigger brains than their ancestors, they have the potential for more complex thought.
Appearance
Standing tall on two legs they have a large reptilian and muscular body covered in green, beige or black scales that secretes an acidic mucus with a large, prehensile tail and sharp claws. Their face is that similar to lizardfolk with green eyes and a large mouth filled with fangs and a long tongue that can be used to grab prey.
They can also appear to alter their form to become invisible and their saliva is so corrosive it can melt metal.
Diet
Zaterrans primarily eat meat and insects, but are capable of eating plant life.
Zaterran names
Male Names: Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz, Ba’thoss, Gaador, Greveth, Ka’voss, Krathor, Si’vek, Slevan, Syzoth
Female Names: Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol, Breveth, Da’for, Hathaa, Ka’bith, Rethkk, Sselva, Ta’vess
Zaterran Traits
Zaterrans have traits that increase combat efficiency and stealth in all environments.Ability Score Increase
Your Strength score increases by 2, and your Charisma score increases by 1.
Age
Young zaterrans grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live can live for hundreds of years.
Size
Zaterrans are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Zaterran Genesis
Choose the environment of your birth. Your damage resistance is determined by your scale colour, as shown below.
Acidic Saliva
You can use your action to spit corrosive saliva. When you use your Acid Spit, each creature in the area of the spit must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Damage Resistance
You have resistance to acid damage and the damage type associated with your scale colour.
Languages
You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Acidic Mucus
You can use your action to make a bubble of acidic mucus. You have three different Forceballs: Standard Forceball, Slow Forceball and Fast Forceball
Standard Forceball moves 10ft per round up to 20ft, Slow Forceball moves 5ft per round up to 10ft, Fast Forceball moves 15ft per round up to 30ft.
Any creature hit must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d4 damage and gets pulled 10ft towards where it was used and knocked prone on a failed save, and half as much damage and stays where they were on a successful one. The damage increases to 2d6 at 6th level, 2d8 at 11th level, and 2d10 at 16th level.
Zaterran Invisibility
You can use your action to turn invisible for 1 minute. You can do this 2 times per short rest. The amount of times increases to 3 at 6th level, 4 at 11th level, and 5 at 16th level. At 19th level you can do this infinitely.
Claws
Any unarmed attacks done with fists deal slashing damage instead of bludgeoning damage.
Tail
You can use your action to strike with your tail. When you use your Tail Strike, your target must make a saving throw. The DC for this saving throw equals 8 + your Dexterity modifier + your proficiency bonus. A creature takes 1d4 damage and is knocked back 5ft on a failed save, and half as much damage on a successful one. The damage increases to 1d6 at 6th level and becomes a bonus action at 11th level.
You can also use your actions to preform a tail sweep. When you use your Tail Sweep, each creature in the area of the sweep must make a saving throw. The DC for this saving throw equals 8 + your Dexterity modifier + your proficiency bonus. A creature takes 1d4 damage and get knocked prone on a failed save, and avoids the attack on a successful one. The damage increases to 1d6 at 6th level
Fangs
You can use your action to bite with your teeth. When you use your Bite, any creature hit must make a saving throw. The DC for this saving throw equals 8 + your Dexterity modifier + your proficiency bonus. A creature takes 1d4 damage on a failed save, and half as much damage on a successful one. The damage increases to 1d6 at 6th level and becomes a bonus action at 11th level.
You can also use your actions to preform a death roll. When you use your Death Roll, The target must make a saving throw. The DC for this saving throw equals 8 + your Dexterity modifier + your proficiency bonus. The target takes 4d4 damage and gets knocked prone on a failed save, and avoids the attack on a successful one. The damage increases to 4d6 at 6th level. You are prone after this move.
Zaterran Tongue
You can use your action to grapple a target up to 10ft with your tongue. When you use your Tail St, your target must make a saving throw. The DC for this saving throw equals 8 + your Dexterity modifier + your proficiency bonus. The target gets grappled until they either escape or are attacked on a failed save, and avoids the attack on a successful one. Targets cannot be more than than one size larger than you
Cold Blooded
Vulnerability to cold damage
Mutant Zaterran
Once in a blue moon a Zaterran child is born with the ability to shapeshift into a human. They become almost indistinguishable from a human being except their reptilian eyes.
They can shapeshift their entire body or just part of it.
Regardless, those born with this unique ability are shunned and cast out.
Human Shape-Shift
Take the form of a human. When you use Form Change, you take the appearance of a human indefinitely until you turn back, you can shape-shift your body as a whole or each part individually. Unarmed strikes in human form deal Bludgeoning damage. This does not take up an action.
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