Homebrew Zotz Species Details

Zotz, the bat people of Xibalba, are a quick breeding and long-lived race of blind cave dwellers. In the expansive tunnel networks below Tlalli they form massive swarming colonies capable of over whelming any intruder.

Individual Zotz are physically weak and they almost always travel and live in large groups for safety and comfort, as such individual Zotz tend to be conformist and of lawful alignment, thou they have no tendency towards good nor evil.

Fang and Wing

Zotz resemble people with large leathery bat wing growing from their shoulder blades, if seen from below while they cling to the roof of a rest cave the Zot would be superbly camouflaged, almost invisible before it silently descends.

Standing upright a Zot might reach 5 ft tall and has long claws on its feet as well as a strong additional toe sprouting from its heel. Zotz are almost blind, with milky white orbs where their eyes should be.

Deep Dark Depths

Zotz are most comfortable deep underground and prefer to emerge on the surface only after dark to feed on surface creatures and collect other food. Zotz lack molars and possess razor sharp fangs giving a clue to their diet, soft fruit, fungus, soft bodied insects, and the blood of other creatures.

Beneath the ground the Zotz carve out their colossal city complexes, built for flying creatures these cities are defined by large vertical shafts rather than main roads, or are built as a series of tall towers carved out of the titanic stalactites and stalagmites found in the unfathomable vastness of caves below Tlalli. Dominating each of these cities will be a temple complex dedicated to the Cult of the Wandering Sun, the religious and governing voice of the Zotz. The greatest of these temples are along the Scorched Way, the path travelled by the Sun under the world each night.

The Fervent Swarm

The Cult of the Wandering Sun, or the Cult of Tonatiuh, dominates the culture of the Zotz, as they are intrusted with guarding the body of the Tonatiuh the sun god as he makes his way under the earth at night. Every night the priests and Sun Guide warriors of the Zotz flank the Scorched Way the protect Tonatiuh from those who would covet the splendour of this celestial entity. To keep them from desiring the Sun for themselves the priests and Sun Guides are magically blinded, and Sun Guides are Gifted with magical obsidian weapons and armour that gains unique magical properties when in the sun light.

The Cult of Tonatiuh, has a firm grip on the Zotz of Tlalli, they educate all born in the cities in the correct religious practices and how the read the holy inscriptions, which are written in a form similar to braille. As a result, most Zotz are follows of the cult and hold to the precepts of the religion. The Cult of the Wandering Sun also practices a most common religious ritual on Tlalli, that of blood sacrifice. Tonatiuh demands the sacrifice of those most opposed to him and his rule of heaven or he will refuse to light the world, and bring about a freezing end of Tlalli.

Leaving the Nest

Why might a Zotz become an adventurer, especially on the surface? For most Zotz leaving the colony, or Tonatiuh forbid the caves, for an extended adventure would only be done at the behest of the colony leaders or the priests. A threat to the colony, rumours of the resurfacing of relics sacred to Tonatiuh, or the emergence of his ancient enemies would all be meet first with the dispatching of agents to investigate and combat the threat. Most commonly Zotz are dispatched to hunt down and capture the enemies of Tonatiuh, so that sacrifices may be made and Tonatiuh appeased.

There are also the curious among the Zotz, many who long to experience the world drenched in Tonatiuh’s light and discover other caves unknown to the Zotz of Xibalba, and there are those who chafe under the rule of the Cult of the Wandering Sun. Those who oppose the Cult openly are lucky to escape the caves and are doomed to wander the world above dodging the heretic hunters and wary of the eye of Tonatiuh above.

Zotz Names

Zotz names tend to be short with one or two syllables, often having harsh Z, K, X, or Q sounds. For example, Zeek, Quint, Zak, Ka, Bak, Qwen, Quow, Ket, K-le, Za-le. When a Zot achieves a high rank on society they often take a new longer name.  

Zotz Traits

Playing a Zot requires special consideration from your DM, as flying at Lvl 1 is an exceptionally useful ability.

Size

Zotz tend to be around 5ft tall and 80 to 100 pounds. 

Flight

You have a base flight speed of 50ft, to use this you must not be wearing medium or heavy armour.

Darkvision

Although Zotz rely almost entirely on thier echolocation they are not truly blind and can see up to 10ft.  

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 2. Your strengh decreases by -1.

Age

Zotz reach maturity at 16 and can live to 100 years of age. 

Alignment

Most Zotz tend towards Lawful.

Speed

Your base walking speed is 25ft.

Langages

You can read, write and speak Zotz and Common. 

Echolocation

Zotz perceive the world through echolocation using sounds with a frequency above must creatures hearing. You have advantage on Wisdom (Perception) checks that rely on sight or hearing within 60ft of you. You cannot "see" beyond 60ft but you can hear as well as any other adventurer. You have disadvantage on stealth checks against creatures with Keen Hearing, unless you choose to stop echolocating, forcing you to rely on your normal sight which has a range of 10ft. 

Comments

Posts Quoted:
Reply
Clear All Quotes