Homebrew Zakur Species Details
Strange Origins.
The Zakur As a race came from Genetic Fusion, which eventually created the form they have now. Zakur usually have 2 to 6 horns on there head. they have black eyes except for the pupils which often depict something about there intentions.
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There Escape.
In the lab they were created they were tortured and worked almost non stop. they eventually rose up and destroyed there labs and killed the ones experimenting on them. after hundreds of years the full details of the story have been muddied but the race still thrives and often live in giant stone creations they've constructed after years.
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Monarchy.
The Zakur chose a royal family when they first escaped into the world and settled down in multiple places making multiple kingdoms and clans. usually the only way to become the new king or queen is trial by combat.
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Zakur Traits.
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Stat Improvements.
plus 2 to strength and 1 dexterity.
Size.
Zakur stand between 6 to 7 feet tall.
Age.
Zakur age to 25 then cannot die of old age. They are not immune to sicknesses.
Speed.
Your walking speed is 30.
Languages.
You can speak Common, Infernal and Elvish.
Weight.
Zakur weigh between 225 to 375.
Alignment.
Zakur lean towards Chaotic.
Names.
Zakur males names are often 2 syllables, Renfor, Zankir, Ondu, Mosla. While females are 1. Rin, Aer, May, Sou.
Zakur Traits
Maniac Nature.Darkvision
Thanks to your Genes, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.
Maniac Nature.
After Getting hit or killing something you must roll a 1d6 to try and keep yourself organised and composed. if you roll over 3 you succeed, though if you roll under 3 or lower you fail and gain a "Stack of madness" with 3 stacks You lose control and transform into your chaos state. in this state your size becomes large and you get multiple bonuses and negatives.
Your strength score increases by 2 which may go over 20.
Your fist glow with energy and deal 1d8 force damage plus strength Modifier. you get bonus attacks at the level your class gets bonus attacks.
You grow an extra set of arms giving you advantage on athletic and strength checks.
Everyturn you take 1d6 plus 2 for each 4 that can be divided out of your strength score in damage until you either get knocked unconscious or are calmed down.
To be calmed down you need something of personal value and you need to roll 1d6. if you roll over 3 you succeed and calm down if under 3 you still are in chaos mode.
When In maniac Your AC is 10 plus your strength mod plus Dexterity.
Languages
You know Common, Infernal, And elven.
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