Homebrew Zuka'ril Species Details
The Zuka'ril are a pure bloodline of the Zuka'si lizardfolks. They are a species inhabiting jungle, claiming to have descended as an offspring of a green dragon and a lizardfolk. Over centuries, the dragon blood within them got increasingly rare. However, some pure bloodlines retained the original property. Though diluted by time, the familiarity with poisons remains a predominant feat of every Zuka'ril. Within the society, these creatures are viewed as dragon-touched, and moved to temples to train in the ways of the Zuka'ril warrior. This lifestyle is highly encouraged in them since childhood, as it promises to teach them how to utilise their gift to it's fullest potential, though most accept it eagerly, seeing it as an honor and a testament to their biological superiority. Although Zuka'ril monks teach primarily the use of weapons, they teach how to properly use their reptilian body as a weapon. A zuka'ril warrior can just as easily use his claws, legs, tail and teeth as he can his weapons. Frequently, two weapons become the weapon of choice, to fully utilize the gift of poison. Many Zuka'ril worship the god Kelemvor, and see themselves as the predator that concludes the life of his victim/prey. It is not uncommon for a Zuka'ril warrior to grant his opponent a warrior's burial. These reptiles are, by their very nature, arrogant and are taught of their superiority since birth. They rarely stray from the order's master's demands, and never abandon the path of the monk. Doing so is believed to be frowning upon the draconic heritage that made them what they are.
Physically, Zuka'ril are reptiles with feathered features and bright colours that serve as a camouflage within the jungle that is their home. They rarely venture outside, and if so, then to better understand outside threats and report of their potency when their scouting is concluded. As warriors, the doctrine is very strong with their mindset, and they often see other races as prey - but they aren't unwilling to cooperate if they see benefit in it. They will, however, prioritize protecting their village over all else, as it is their perceived destiny and honor. They're the elite monastic bloodline of the Zuka'si and if they perish in battle, they believe Kelemvor will give them the fate they deserve.
Zuka'ril Traits
Creature Type: Humanoid
Size: Medium (about 5–7 feet tall)
Speed: 30 feet, 30 swim
Draconic Resilience
Your draconic blood grants resilience against toxins and the effect of poisons
Amphibious
Your lizardfolk roots have given your lungs the ability to breathe both air and water
Breath of Emerald
By years of teachings how to harness your gift, you learned how to use the poison within your lungs to coat your weapons in poisonous miasma.
As a Bonus Action, you may coat all melee weapons currently held in your hands with this mist.
The coating lasts for a number of rounds equal to your Proficiency Bonus. The effect ends early if:
you are Incapacitated,
a coated weapon leaves your hand,
or a coated weapon becomes fully submerged in water.
While the effect is active, each coated weapon can deal extra Poison damage once per turn when you hit a creature with it using a weapon attack.
The extra damage is determined by your level:
Character Level Extra Poison Damage
1–4 1d4
5–10 1d6
11–16 1d8
17+ 1d10
(If you never truly committed to the ways of the monastic order, you never learned to concentrate your poison. If you strayed from the path of a monk, even a little bit, your miasma becomes a purely esthetic mist exhaled upon use.)
Once you use this trait, you cannot use it again until you finish a Short or Long Rest.
Emerald Extract
Your lingering draconic toxins can be distilled into unstable venom.
If you finish a Long Rest without having used your Breath of Emerald trait since your previous Short or Long Rest, you may spend 10 minutes using a Poisoner’s Kit to create one dose of Basic Poison.
This poison loses its potency and becomes inert at the end of your next Long Rest.
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Posted May 9, 2026Lizard goes brrrrrrr