Homebrew Perikin Species Details

When the peridrakes first created their own warlocks, they initially forbade them from interbreeding with surface dwellers, both to prevent the spread of half-peridrake children with no understanding of the Colony's secrecy and to prevent unnecessary fatalities, as the vectors of transmission for Periflesh had not been comprehensively studied. This forbiddance was lifted after unions within the Colony itself were found to be stable, so long as a stable environment was maintained to instill the same virtues and mission inside of a warlock's progeny. The end result is the perikin, a debased half-peridrake which is formed from a cross between a half-peridrake and any other humanoid.

Aliens from Below

Although perikin bear at least a superficial resemblance to other draconic races, their uncanny physical features ensure that nobody will mistake them for anything else. Perikin are devoid of the thick scales of lizardfolk, the diverse scale colors of half-dragons, the extra frills and horns of dragonborn, or the ears and snouts of kobolds. Instead, perikin come into this world with silvery smooth scales, translucent skin, and a streamlined lizard-like head. Their horns and teeth contain high concentrations of black minerals, which allow them to crush rock and pierce bones. Their eyes appear to be little more than large black orbs, promising lifeless gazes and hollow stares to those who would dare approach them; only in darkness do they take on any life, when their irises begin to glow a bioluminescent white. The unsettling differences do not end there, as perikin also inherit an extra set of arms, each tipped with three taloned fingers. Even their lower body is distinguished by large, grasping hands where their feet should be, complete with large velociraptor-like index fingers. Completing their aberrant appearance is their tail, which is as smooth and featureless as the rest of a perikin's body until it ends with a serpent's head. The only distinguishing patterns on a perikin's body are the gem-colored markings surrounding their eyes, which match the color of translucent flesh beneath their sleek scales. The unnerving appearance of a perikin is often likened to that of a changeling when it is not attempting to disguise itself, made all the more poignant by their more monstrous forms.

This uncanny form is often accompanied by an uncanny mindset, as perikin are born and raised to cherish loyalty above all else- first to their Colony, then to their family. A perikin's parents will often not teach anything about their Colony other than its rules until they have been put under a Geas to ensure they do not tell the rest of the world about it. Because of this, the second greatest virtue a perikin adopts is often confidentiality. Beyond protecting the Colony's secrets, this may manifest as withholding nonessential information from allies, hoarding knowledge and secrets, or preemptively destroying things before they can fall into the wrong hands. A properly raised perikin can be groomed into an incredibly effective emissary, serving their Colony as scouts, spies, thieves, and soldiers. Magically inclined perikin frequently use spells such as disguise self or alter self to blend in better with society, either to advance the Colony's goals as a double agent or to achieve a greater sense of independence.

Thicker than Water

As perikin were formed from traditional marital unions instead of through Periflesh, their blood is less potent than that of the warlock parent. In fact, to preserve the distinctness of their race, many Perikin refuse to take spouses or reproduce until they have awakened their potential through much the same transmutation ritual that their parent used. This process, known as Ascension, requires the Perikin to spend copious amounts of time and effort awakening its mind and evolving its body. Reproduction is also a strange affair in and of itself, as perikin inherit the same quirks which result in peridrakes organizing their Colonies around Broodlords. Once a perikin has undergone Ascension and found a suitable mate, they must consume foods rich in ficin to trigger a second puberty which will fully develop their secondary sex characteristics, including a signature mane of cryptocrystalline hair tendrils; until they do so, perikin appear as bald, androgynous adults. Perikin are fully hermaphroditic, and similarly to Broodlords, they are capable of producing eggs as fast as they can digest the food to make them. It is for this reason that perikin are often put on diets by their Colony's decree, lest they grow too numerous and be perceived as a threat by other nations.

Perikin inherit the same anatomical features as their warlock parents, but are physiologically closer to their mundane parents. Like the warlocks they are descended from, their aberrant anatomy is all at once a blessing and a curse, giving them numerous benefits and tradeoffs. Perikin are often incredibly hot to the touch, as many of the alchemical processes which occur inside of peridrakes and their warlocks continue to well up inside of perikin, even if these organs are merely vestigial until they achieve Ascension. Where the Colony permits them to venture, Perikin often lead a socially isolated existence outside of the Colony, but are valued by those who learn to trust them for their versatility and resilience.

Perikin Names

From the moment they are born or hatched, perikin are given personal names, whose naming conventions may be derived from either their half-peridrake parent or mundane parent. They are also frequently given the surname of the mundane parent to maintain a level of discretion. The androgynous appearance of perikin, combined with how their secondary sex characteristics develop, means most of their names are either gender-neutral or feminine. Beyond that, there is little consistency across perikin names, although first names derived from draconic races are the most popular. Additionally, if a perikin should find itself in the company of those of a different language family, they often receive childhood names to distinguish them more easily. Many of these nicknames focus on the physical features which stand out the most to others, including what they might use to hide their true appearance.

First Names: Arcana, Arytiss, Gethiss, Haurach, Hurthi, Iothorn, Irthiski, Kepeska, Kethend, Kurikiss, Lexi, Noachi, Othixen, Uskoth, Verselir, Vorelux

Childhood Names: Blacktooth, Claw, Cloaker, Fang, Handy, Hood, Iris, Masque, Pointy, Robes, Scales, Snake, Sneak, Talon

 

To learn more about Ascension, please see my "Awakened Perikin", "Evolved Perikin," and "Enkindled Perikin" homebrew feats.

To learn more about the Peridrake warlock patron, please see my "The Peridrake" homebrew subclass.

Perikin Traits

Your perikin character has a wide array of traits, courtesy of their arcane origins.

Ability Score Increase

Your Constitution score increases by 2, and your Dexterity score increases by 1.

Age

Young perikin grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 2, and reach full maturity by 5. They inherit the biological immortality of their half-peridrake parent, but are not generally considered adults until they reach the age of adulthood for at least one of their parents.

Alignment

Most perikin are Lawful, being raised as noble servants to the Colony which their half-peridrake parent represents.

Size

Perikin can vary wildly in size, depending on their parents, but most grow to an average stature. Your size is Medium.

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 20 feet.

Aberrant Nature

Your creature type is Aberration (Dragon). You are immune to many spells which may target humanoids, but you can no longer benefit from desirable effects that only work on Humanoids, and you are vulnerable to effects targeting Aberrations or Dragons.

Underground Extremophile

You do not need to breathe, you have advantage on Athletics checks, you cannot be aged magically, and you are immune to disease and the effects of difficult terrain. However, the lightless conditions of your home make you vulnerable to radiant damage.

Unnatural Presence

While your unusual visage or anatomy is not concealed or disguised, you have advantage on Intimidation checks, but you suffer disadvantage on all other Charisma skill checks towards any non-allied creatures that are neither dragons nor aberrations. You also have disadvantage on Animal Handling checks, as many animals can sense unnatural and unfamiliar creatures.

No Release

You automatically stabilize when you drop to 0 HP as your body enters a healing coma.

Darkvision

Your inky black eyes can absorb every trace of light in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light.

Prehensile Appendages

Your tongue and tail can grasp objects and manipulate them, but you cannot perform any actions with them which require the use of fingers, nor can you effectively wield weapons with them. You can also use your feet to grasp objects, and even engage in fine manipulation with them, but doing so will reduce your speed to 5.

Extra Arms

Your four-armed anatomy lets you perform the somatic components of spells even when you have weapons or a shield in three of your hands, and you can make up to three off-handed strikes using light weapons or claws. The attacks stack with other multiattack abilities. The Dual Wielder feat lets you make off-handed strikes with any combination of weapons and shields, so long as you have enough hands to hold them.

Talons

Your fingers have black gem-like talons, capable of rending holes in creatures. You can use a claw attack as a natural weapon, which you have proficiency in. The talons deal 1d4 slashing damage per hit.

Bite

Your strong jaws are full of black, gem-like teeth, capable of crushing rock and bone alike. You can replace one of your unarmed strikes with a bite attack. As a natural weapon, it deals 1d4 piercing damage and 1d4 bludgeoning damage per hit.

Tail-Snake

Your tail ends with the head of a fanged serpent, granting you advantage on Perception checks. As a reaction to a creature approaching or starting its turn within 10 feet of you, the serpent at the end of your tail can lash out at enemies within 10 feet of you. It can use this bite attack as a natural weapon, which it has proficiency in. As a weapon, the bite deals 1d4 piercing damage and 1d4 fire damage per hit, and you can immediately make a grapple check against the target on a successful hit.

Languages

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

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