Homebrew Zarkharr Species Details
Zarkharr are creatures born from the chaos of creation. A defect that was never meant to exist. Their nature allows them to naturally see things other races can't. Originally, their origins made them very chaotic and violent toward other races. They were mostly the ones that started the wars after disappearance occured. But in the end, after the wars ended, they accepted peace with other cultures. Hopefully, that will never change.
Zarkharr are short, sentient creatures that usually aren't taller than 160 cm. Their entire bodies are covered with black, or red fur. They have long ears designed to catch as many sounds as possible, allowing them to have much better hearing than most races. They also have long horns that can reach up to 50 cm in length. Their tusks are bug enough to constantly stick out of their mouths - which most of the time makes them look like they're grinning. That's the reason why some Zarkharr decide to remove their fangs. They are very agile and suprisingly strong. Their long, flexible tails help them with balancing their bodies. But the most noticable part of their bodies is their third eye - it's closed most of the time, but when a Zarkharr opens it, it allows them to see things that other races can't.
As a Zarkharr, you have these special traits.Third Eye
Zarkharr can open their third eye to see what other races can't. You can use two of these spells twice per long rest without wasting a spell slot: Detect Magic, Detect Poison and Disease, Detect Evil and Good, Soul Vision.
Dark Vision
You gain 60ft of dark vision.
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