Homebrew Zereskaal Species Details
Never get on a Zereskaal's bad side, or you'll regret it till the end of your life, which won't be long. They hold grudges better than dwarves.
- Thaedal Vineris, Renowned Mercenary.
Zereskaal are huge alligator-like humanoids that live a very tribal life in the swamps in small "clans" of 40 or less. They love combat, solving most disputes through fighting. Due to this and their huge, bulky stature they are often seen as monsters and feared as such, though in reality they are quite intelligent and somewhat docile, usually trying to talk first before engaging in combat.
Towering Reptilians
Zereskaal have the appearance of giant, two-legged alligators or crocodiles, often being called Gatorfolk by simpler people. They are sexually dimorphic, with females being larger than the males, having flatter spinal ridges and wider snouts, with scales colored with dark greys and swampy greens. And the males being smaller, with highly pronounced spinal ridges and narrower snouts, their scales being colored with dark blues and reds. Though even the smallest of males rarely reach under 7'6". Their eye color differs anywhere from a beautiful amber, to a swampy green, to a golden yellow. Some have even been known to have intimidating blood red eyes. The rest of their bodies are simply put: bulky, towering masses of reptilian flesh, looking almost exactly like an alligator or a crocodile.
Matriarchal Society
Zereskaal live in a matriarchal society due to the females being bigger and stronger than the males, though the males could still rip you limb from limb with ease. Their Clan Chieftain is always the strongest female, who governs the whole clan and directs them as need be. The females typically stay home in the clan village, acting as guards to the young who cannot defend themselves as well as the adults, though sometimes a clan chief will allow them to become members of hunting parties if there is an excess of females and not enough males out hunting. The men are tasked as hunters and gatherers, bringing home food and supplies for the clan, and sometimes acting as scouting parties to watch over the lands surrounding the clan in times when it is necessary.
There have been a few rare cases of males challenging the female clan chief for control, and even rarer cases where he was successful and not thrown out by the other clan members, though in these rare cases the female clan leader was either tyrannical, unusually weak, stupid, or was overpowered by multiple traitorous males. And in all of the cases the males was replaced by a female at the end of his reign.
Combat Loving People
The Zereskaal love combat, having it dictate a majority of their culture. From settling disputes and debts, to picking warriors and hunters. Combat is the pinnacle of Zereskaali culture.
They often hold tournaments, in which hunters are chosen to go out and provide meat for the clan. And the losers are chosen as gatherers, tasked with bringing back useful materials and non meat food items. They also hold these tournaments to decide the chief of the clan, and for simple entertainment. But despite this love for combat it's not the first thing they resort to when dealing with intruders and outsiders, in fact, they try their best to talk to them first, seeing combat as a last resort rather than the first option.
When a member of a Zereskaal clan steals from or kills one of their clan members, it is settled through combat rather than death, exile, or imprisonment. If a Zereskaal steals and is found out, then they are to duel the one they stole from. The winner receiving the item that was stolen. If a Zereskaal kills another clan member - or just makes an attempt on their life - then others are called to face them in combat. If the accused wins, via knockout or opponent forfeit, they are exiled. But if their opponent dies, or if their opponent wins, they are killed, for they are too weak to survive alone in the wilderness, or have committed a second murder which is in excusable.
Renowned Mercenaries, Feared Outlaws
Due to their awesome strength and love of battle they often leave their homes - sometimes because they are exiled, and other times for some other reason - to become mercenaries and sellswords, fighting for money and glory. In the world of men they often gain reputations as feared bandits, fearsome mercenaries, and powerful adventurers. Often they sell themselves out to the highest bidder, or whoever will bring them the most glory in battle. Whatever the case whoever is lucky enough to hire a Zereskaal is often the victor in all their battles.
However, there are some that become filled with evil and hate, forming bands with other exiled Zereskaal as raiders and bandits, pillaging and stealing from small towns either to survive, or to thrive for their own benefit. These gangs often become unstoppable, only quelled by powerful mercenaries and adventurers, often other Zereskaal who despise this use of combat only being used to bring suffering and worthless glory.
Zereskaal Names
Zereskaal names are often brutish and tough, their names are given based off of deeds they preform, often deeds they preform in combat or notable feats of strength and resilience. For example, a Zereskaal who survived multiple arrows through the chest might be called Grufaak-Klet which translates as "arrow eater". A Zereskaal who uses a tree as a weapon might be called Xurkt-Pruktar which translates as "tree hammer".
Zereskaal make no distinction between male and female in their naming conventions. Each example name includes it's translation in parenthesis.
Zereskaal Names: Anxark-Hshkerkt (scar-maker) Grarfaax-Krekt (iron-breaker) Grufaak-Klet (arrow-eater), Kraxt (fist), Loruk-Parkt (orc-tamer), Raxilk-Klet (arm-eater) Xurkt-Pruktar (tree-hammer), Zemm-Haldxt (man-wielder)
Zereskaal Traits
Your Zereskaal character has the following racial traits.Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Age
Zereskaal grow quickly after hatching, reaching maturity around age 15, but then the aging process slows down rapidly, making them live anywhere between 200 and 300 years old.
Alignment
Most Zereskaal tend toward neutral alignments. Only really caring about protecting themselves and their clan against the dangers of their swamp homeland.
Size
Zereskaal tower over most races, and their bulky wide forms make them take up more space than most other races their height. Your size is Large.
Speed
Your base walking speed is 25 feet, and you have a swimming speed of 50 feet.
Tough Hide
Zereskaal have very tough scales, most strikes glance off of them as if you were wearing armor. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Hold Breath
Due to the Zereskaal's amphibious nature, you can hold your breath for up to 2 hours.
Strong Stature
Due to the Zereskaal's strong stature they are more athletically adept and intimidating than most other races.
You gain proficiency in the Athletics and Intimidation skills.
Crushing Jaws
Zereskaal are known for often using their jaws and biting in combat, grabbing opponents in their powerful maws and thrashing them about.
Your crushing jaws are a natural weapon, which you can use to make unarmed strikes. if you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally you may make a grapple attack in the same action. You may only grapple a creature in such a way if the target is no larger than one size smaller than you.
Intimidating Presence
The Zereskaal have a terrifying roar - which some wizards say is an innate magic - which makes ones knees weak and the sight of the Zereskaal who roared nightmarish.
Once between short rests, as a bonus action you let out a terrifying roar. each creature that you choose within 30 feet of you that can hear you must make a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Intimidating Presence for the next 24 hours.
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Posted Sep 24, 2019I am open to, and want critique. Please tell me if this race is bad or needs fixing.