Homebrew Zar'Dragor Species Details
Zar'Dragor are a very seclusive race of beast like creatures. They live in the most secluded and darkest parts of the world not really seen by most folk if ever.
They resemble a large reptilian creature, with slitted pupils for their eyes and scales covering most of their bodies. They also have fur in certain places on their bodies and padded reptilian feet. Zar'Dragor are also adorned with two large horns on their heads used primarily for combat and intimidation. A Zar'Dragors mouth is filled with a few molar like teeth, but primarily filled with sharp pointed teeth. They have patterns on their scales and fur that vary with each individual.
While most Zar'Dragor tend to live alone in the unknown, a few become adventurers and travel the land. When traveling most Zar'Dragor face a little difficulty interacting with most peoples due to their monstrous look.
Zar'Dragor Traits
Racial TraitsAbility Score Increase
Your Strength score increases by 1, your Constitution score increases by 1, and your Dexterity score increases by 1.
Age
Zar'Dragor reach adulthood at age 18 and live up to around 5000 years, noticeably showing old age around 3000 or so years of age.
Alignment
Most Zar'Dragor tend to lean towards Neutral.
Size
Zar'Dragor average 6 to 9 feet in height, and they have strong builds. Your size is Medium.
Speed
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Hybrid Nature
You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Long-Limbed
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Darkvision
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.
Nightmare's Knowledge
You gain proficiency with two of the following skills of your choice: Animal Handling, Stealth, Nature, Perception, Survival, Intimidation, Athletics, and Investigation.
Horns
Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier.
Monstrous Rage
In battle, you can throw yourself into a vicious frenzy. As a bonus action, you can make a special attack with your bite, and horns, and tail. If the attack hits, it deals its normal damage with all three, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier + your proficiency bonus, and you can’t use this trait again until you finish a short or long rest.
Unseen Strike
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Spiked Tail
You have a poisonous spiked tail that is a natural melee weapon, with which you’re proficient. When you hit with it, the target takes poison damage equal to 1d8 + your Strength modifier.
Languages
You can speak, read, and write Common, Draconic, and Goblin.
Bite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Large Lungs
You can hold your breath for up to 15 minutes at a time.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
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