Homebrew Darakhul Species Details
A ghoulish race from Kobold Press.
In the lightless depths beneath the ground, an empire of devouring ambition grows and plots and dreams. Its citizens call themselves the People, but the rest of Midgard calls them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. Their cities lie out of sight, their agents infiltrate the underworlds of a score of surface cities, and their goals know no limits. To them, if you are not a member of the People, you are food. Their empire maintains complex social structures and forges serious alliances, particularly among the undead princes of Morgau and Doresh. Unofficial embassies exist in Zobeck, the Ironcrag Cantons, Krakova, and Magdar. Other hidden outposts may lurk below the Seven Cities, Illyria, or beyond. They scheme and plot. They hunger for the flesh of the living. They are the darakhul.
INTO THE BIG, WIDE WORLD
Some darakhul venture into the wider world on the business of the Imperium. Maintaining their state requires envoys and ambassadors, messengers and scouts, traders and commerce, as well as knowledge of events in the surface world. These undead diplomats engage with races they might otherwise consider food out of duty to the Imperium and with a specific purpose.
Other members of their kind, however, have no such obligations. For adventuring darakhul, those in self- imposed exile, or those who never belonged to the Imperium, the quest to master their own hunger, to transcend their role as predators of sentient beings, is as much a part of their journey as the current quest. These characters typically want to grow beyond their ghoulish appetites and regain some part of their former lives in the cultures and societies of the world’s surface. No one knows better than the darakhul that they can’t overcome their nature unless they confront it.
But no matter how urbane or well-controlled the rare diplomat or merchant might seem to be, the prejudice of the living against the undead is powerful and visceral. Humanity views the darakhul with suspicion if not outright hostility, and it is difficult—but not impossible— for a darakhul to allay those fears.
THE CUT OF YOUR CLOAK
A quality disguise is one of the best tools for a darakhul trying to make its way among the breathing. Almost all ghouls traveling on the surface maintain a disguise kit and a concealing outfit to match their cover identity. With a good costume, a ghoul might pass unchallenged among humans for a long time. Possibilities include the wrappings of a leper, the enshrouding robes that are common within the Magocracy of Allain, the veils of Siwali ladies, or the head-to-toe garb of the desert raiders of the Tamasheq. Each of these disguises requires appropriate details to help the deception withstand scrutiny: the right language skills along with knowledge of the region and its customs.
Even a convincing disguise doesn’t explain a darakhul’s need to eat alone and behind closed doors. Darakhul can use cultural or religious requirements to justify such behavior in most situations.
In cases where a costume and a cover identity are impractical, a skillful application of cosmetics and a few gold coins slipped into the right hands are often enough to make a request for privacy seem more reasonable. Ensuring a sufficient supply of raw meat is a challenge left to the darakhul’s imagination.
DARAKHUL CHARACTERS
Both ordinary ghouls and darakhul arise from the infected corpses of other races. Most traits of the previous race are gone, although every darakhul carries some trait of their previous form (see the Heritage Subraces). Even their cosmetic features, such as supple skin and long beards, fade over time into the gaunt, skull-like faces, fanged maws and taut, gray skin of the ghouls.
Darakhul Traits
Your darakhul character has certain characteristics incommon with all other darakhul.Hunger for Flesh
You must consume 1 pound of raw meat each day or suffer the effects of starvation. If you go 24 hours without such a meal, you gain one level of exhaustion. While you have any levels of exhaustion from this trait, you can’t regain hit points or remove levels of exhaustion until you spend at least 1 hour consuming 10 pounds of raw meat.
Powerful Jaw
Your heavy jaw is powerful enough to crush bones to powder. Your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Undead Resilience
You are infused with the dark energy of undeath, which frees you from some frailties that plague most creatures. You have resistance to necrotic damage and poison damage, you are immune to disease, and you have advantage on saving throws against being charmed or poisoned. When you finish a short rest, you can reduce your exhaustion level by 1, provided you have ingested at least 1 pound of raw meat in the last 24 hours (see Hunger for Flesh).
Languages
You can speak, read, and write Common, Darakhul, and a language associated with your Heritage Subrace.
Heritage Subrace
You were something else before you became a darakhul. This heritage determines some of your traits. Choose one Heritage Subrace below and apply the listed traits.
Ability Score Increase
Your ability scores each increase by 1.
Age
An upper limit of darakhul age has never been discovered; most darakhul die violently.
Darkvision
You can see in dim light within 60 feet as though it were bright light and in darkness or bright light as if it were dim light. You can’t discern color in darkness or bright light, only shades of gray.
** Imperfect Undeath.**
You transitioned into undeath, but your transition was imperfect. Though you are a humanoid, you are susceptible to effects that target undead. You can regain hit points from spells like cure wounds, but you can also be affected by game effects that specifically target undead, such as a cleric’s Turn Undead feature. Game effects that raise a creature from the dead work on you as normal, but they return you to life as a darakhul. A true resurrection or wish spell can restore you to life as a fully living member of your original race.
Speed
Your base walking speed is determined by your Heritage Subrace.
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