Homebrew Ferreti Species Details

We were 2 days from Duldebad when they struck, pale, gliding shadows carrying spears. Rengrim was dead before we realized it, pierced through the chest, and Sanya was soon to follow. Soon, we were swarmed by the things, diving past to stick a spear into whatever target they could find before disappearing into the darkness, only to return with another one like it not a minute later! Thats when i managed to knock one out of the air with my mace. It was a horrible sight. Pale, pinkish skin, like a fresh scar, but it was riddled with metal rings and spikes! And its eyes! like looking into the darkness itself i tell ye. I came closer so i could finish it off, when the thing suddenly began kicking and screaming, its broken arm flailing uselessly. I thought it was afraid of me at first, but then i realized it was my torch! So thats why i ordered Oglaf to burn the carts. Saved our lives! Soon as the first cart lit up the things were flailing and screaming, fallin out the sky everywhere. The bunch we didn't kill on the spot then fled up the walls, to some damn nest or other no doubt. so long story short, sorry for losing your cart of gold Burdin, but you can blame the damn bat-things for that.

                                                                                 — Harald Hjellvengr, veteran employee of Burdin & sons underdark transport 

  Bean-shaped, Long limbed, and seemingly lacking a neck, one would not be faulted for assuming the Ferreti a monster. indeed, its pale, hairless body and its wrinkled, flabby skin inspire disgust, and its huge fleshy ears and nose and pitch black sockets inspire horror in many who see it. but behind those black pits lies a cold and cunning mind, capable of deep planning and calculated moves.

Adapted to their surroundings


As like most creatures in the underdark , Ferreti are shaped by a life in total darkness, though perhaps further than most, with their over-developed ears and nose, and their eyes having been replaced by thermal pits. most unlike other creatures in the underdark though, their bodies are adapted to a life of crawling on the underdarks many walls and ceilings, with their long, muscled limbs being connected by long flaps of skin for gliding around the dark depths, and their surprisingly light bean-shaped bodies adapted to surviving long-falls unharmed. this allows the Feretti to thrive in locations in the underdark too steep or too hostile for other races, with concepts such as ceiling or floor making little difference to them. they use this to their maximum advantage, often making their homes in above underground lakes, pits, or other inhospitable locations, where they are free to thrive away from the underdark's unusually murderous inhabitants.

A society isolated


The average Feretti society is one heavily structured, with everyone having dedicated roles to fulfill; the hunters hunt, the leaders lead and the serfs serve. it does have one curious property though: not only is each settlement isolated from the rest of the underdark, but from other Ferreti settlements as well. indeed, each colony is entirely self-sufficient, gathering its own food, and making its own tools, and as such, every settlement's culture and traditions differ vastly from the next, with some practicing ritual cannibalism and only hunt for food, and others having domesticated animals and upside-down temples. this discrepancy between cultures, combined with their isolationist nature, have only added to the mysteriousness of the race of gliding carnivores, and most sentient races not as deep underground consider them simply myths, fanciful creatures made-up by a dwarven explorer scared by a giant albino bat. 

Macabre individuals


whereas their societies are known for their differences, invidual Ferreti are notoriously hard to keep apart, with the same horrifying face being repeated nearly ad infinitum. to distinguish one's self the most accepted tradition is the use of ritual scarification and piercing. The piercings even serve a double purpose! seeing as their flaps dont allow them to wear proper belts or clothing, least they lose their ability to glide, iron ring-piercings serve as the main way of holding tools and equipment, attached via chains, while the more detailed scars and expensive piercings are a sign of power and influence, being the main way for Ferreti individuals to attract mates. this causes the average individual to be riddled with bits and pieces of metal and long swirling scars that can signify any number of things.

not only their appearance is highly similar though. All Ferreti share the same mindset, rational and aware of the outside world and its possibility, yet at the same time utterly uninterested in things that do not directly correlate with their designated role. this leaves them weirdly sober of any emotion towards death, misfortune and suffering, both towards allies and enemies. two Ferreti will have a casual conversation while a butcher skins a Grimlock alive, and only pause temporarily when the captive turns on the butcher and rips off a piercing, perhaps remarking that they should have watched out more.

Scions of the depths


It is rare for one of the Ferreti to become an adventurer, seeing as most are content to simply stick to roles. it does happen however, by slavery, or the destruction of the colony, that a Ferreti individual is left to their own devices, and has to use their unusual skills to find their new role in life. far more likely though, is that when a Ferreti is encountered all by its lonesome, that one is seeing a scion of the deep. the religions and cults of the deepest people are many indeed, but their practices differ in all ways but one. the role of the scion. depth scions are chosen by the myriad of gods worshiped by the priesthood, and they are tasked a simple task. "Upwards". the why does not matter, and the how is up to them, but the moment they are chosen they are equipped to venture outside of their colony, and venture upwards, ever higher, towards the upside-down abyss where they will await a fate unknown.

Aware yet uncaring

Feterri are, as a rule, extremely perceptive, not just of their surroundings, but the moods and thoughts of those around them as well. this could perhaps be used in a way to strengthen one's position with other races, were it not that Feterri are simply incapable of caring about nuance. this often leads to them disturbing other races by lacking any sense of subtlety on delicate subjects.

Drow. "untrustworthy, greedy, fast, they think they are smarter than Ferreti. sometimes are, sometimes not. watch out for spells. can be useful to quest, but require promise of price, or fear of death. do not show weakness, they strike without hesitation. do not eat before boiling, some are poisonous.

Duergar. "like to hide, organized and strong, dangerous. can go big and be stronger. kill them before. They never come alone. do not show them weakness. determined, will not hold back. very dangerous enemy, very useful ally. easily scorned. make them swear oaths. if goes bad, make good meal"

Svirfneblin. "very, very sneaky, keep close watch. will not attack unless provoked. can be bought with gems. very good guide. beware of poison and traps. make small meal, not worth trouble" 

 

Ferreti Traits

The Feterri are an alien race, perfectly adapted to their habitat. as such, they have many unique traits and abilities not seen elsewhere

Ability score change

Your strength, dexterity and intelligence are all increased by 1, however your charisma decreases by 2

Age

a Ferreti can live to be about 50 years, though most do not make it past 30. an individual is fully grown at the age of 3, and functional only 1 year after birth

Alignment

due to their strictly structured society and their lack of interest towards anything that does not involve their specified role, nearly all Fetteri tend towards lawfulness and neutrality, with a  very select few descending into self-centered evil.

Size

an average Ferreti individual is 5 ft tall, having very little height difference among them, the largest perhaps reaching 5 1/2 ft. their light-weight bodies are generally in the range between 80 and a 100 pounds. your size is medium.

Speed

your base walking speed is 25 ft.

Blindsight

The Ferreti perceive the world through a combination of echo-location and thermal vision, which means that, in addition to normal blindsight provided by echolocation, they can detect sources of heat in their line of sight, even through some substances. thanks to this, they gain advantage on detecting warm objects and creatures in their line of sight. however, if they look directly at a source of extreme heat (fire), they are blinded for a turn. their blindsight goes up to 60 feet

Peaked senses

your smell and hearing is extremely sensitive, giving you automatic advantage in perception checks involving sound or smell. however, you take double damage from thunder attacks, and especially intense smells or loud noises will incapacitate you for a turn.

gripping fingers

with hooked and gripping fingers on both your hands and feet, you have a base climbing speed of 25ft, and can even hang upside down should you so wish. this is only marginally tiring. you may also use your feet to hold items or weapons, and even use them to attack with disadvantage.

Gliding membranes

you have thick membranes of skin connecting your limbs, allowing you to glide at a speed of 60 ft per second. while gliding you may not use your hands for anything but passively holding and letting go of objects, and you cannot wear armor, clothing, or anything that would obstruct the membranes.

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