Homebrew Vernid Species Details

(Note: Author is writing this for their own campaign. I want to stay more aligned with the reference sources provided but culture, traits, limitations, and abilities may be canon to said Author's world only. Talk to your DM BEFORE using this homebrew species. Thank you for understanding! <3)

    Vernids are a dragonoid like species, resembling more of that of lion when observing more of their earliest evolutions. They are good at hunting, grouping in tribes*, and can be a dangerous ally and foe with how protective they can be, while having the body to tackle down even the vicious of prey like dire wolves. They have three evolutions, all of which can coexist in said campaign, universe(as sourced from credited artist)- that being Feral, Early Vernids, and the Present/Modern Vernids. 

Feral Vernids

Feral Vernids are Hypercarnivores, hunting in groups or alone hidden in difficult forest/jungle terrain. Usually classified as beasts, they mainly reside in jungle environments to set territories and start packs, or hunt in the night on unsuspecting prey who may be traveling in the night, to which travelers can notice signs being of shining eyes in the dark. One way to avoid such encounters is to leave behind shiny objects to lure the vernid out to said object and add distance from them. They take pride in their appearance, as their ears is known to be the highest honor. Damage to the ear means to lose and to be humiliated, and there are no biological means to regrow said ear. They spit acid out from their maws, and it could ruin skin if not washed off in time!

 Early Vernids

 Early Vernids are more akin to that of homo sapiens neanderthalensis, settling down to one group and hunting as a tribe together. These Vernids are more dragonoid in nature, being able to walk but able to still chase/walk like a normal quadruped animal. They can make jewelry made out of bone, feather, and wood and with all of those skillsets, these Vernids turn out to become warriors to protect to tribe, hunters to hunt prey and chase down unwanted foes who invaded the territory, and shamans who contact spirits of the other side and their own, using these abilities to mend the village and in times leave foes with a unforgettable hex. Early Vernids may also follow and worship dragons and said gods and deities. Best to be careful when traveling in jungle territories. 

Modern Vernids

Modern Vernids are the latest evolution of vernid, having bipedal traits to them while keeping their hypercarnivorous diet. This evolution are known to be misfits amongst civilizations and garner a bad reputation, hindering them from having strong relations with villages, cities, and kingdoms. They usually can thrive in jungle/overgrown environments with their normal biological capabilities, but also in underskirts where crime rings may reside in, as rings can benefit with their prowess and lethal saliva, claws, and bite to back it up. 

Biology

Vernids can come in all shapes and forms when seeing them within a normal anthro crowd, in a tribe territory, or a pack in a overgrown jungle. Feral Vernids can carry diseases and be protective of their kin, even when matured Vernids may stray away from their parents in search of an mate. Not all nor Early/Modern Vernids follow this rule and as long as the reference is looked over from credited artist and followed, whatever you make should be fine! Some Vernids may have scales or horns if they are a royal vernid, which is referenced for them having dragon ancestors. They can spit out acid from their mouth, which doesn't melt flesh of their own but against others, which more over is used within an act of self-defense. They can also finally charm their prey with pulsing eyes, which can draw targets into deep-like trances and left mesmerized by the said vernid, which is another reason vernids have a bad reputation..

Vernid Traits

Vernids are Agile, Hypercarnivorous, Nocturnal, and sneaky beasts that comes with chaotic surprises for any unknowing opposition. Being bipedal or quadruped, they can make for a fierce build or foe.

Agile

Gain +2 to Dexterity, -1 to Constitution, and gain advantage on Dexterity Checks/Saves

Hypercarnivores

Your diet consists of rich meat. When going without quality meat after 2d4 days, it can cause you to feel sickly. It's not proven that you will die without meat, but going without any sourced meat will make you sick until there is some way to circumvent the need.

Nocturnal

From any evolution, you are given Darkvision up to 30ft

Acid Spit

Vernids are capable spitting out acid, being able to cast spit acid at their target. The target must make a dexterity saving throw, taking 3d8 Acid Damage, taking half of much damage on a success. 

Hypnotic Gaze

You are able to charm their targets at will with their eyes, as they are able to pulsate within the Vernids pupils. Lasts for 10 minutes and are unable to charm the same target until 24 hours/Long Rest. The effect works as if under the charm person/monster spell. (Requires Level 8*)

Natural Attack

Vernids have a powerful bite, along with claws! You gain Bite which deals (*STR MOD)d4 damage and Claws that deal 2d4 Slashing Damage

Shiny Weakness

Vernids have a fascination for shiny things, leaving them weak against anything that may come across as traps, objects, or properties with a bright shine! Targets that are being chased down by Vernids often leave or drop shiny objects down to stop more pursuing of Vernids, but that doesn't mean a few more won't stop the chase for small loot..

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