Homebrew Agropelter Species Details

High in the trees of deep forests climb the agropelters, simian humanoids with the snarling face of tusked mandrills, and in the place of a tail arise two long rope-like arms with two functioning hands at their ends. With these two extensive prehensile tails, they dominate most woodlands they exist in. These Mandrill-faced humanoids do not take kindly to intruders on their property, however, quickly resorting to violence, so most woods they live in have little elven, fey, or human activity- unless the fools want to wake up with a lump on their head, their wares stolen away and booted out onto the other side of the forest. Their xenophobic and territorial nature seems to be a crumbling idea of the past, however, as more and more agropelters dare to venture beyond and back to their hidden forest clans.

Agropelter's hair covers their whole simian body, barring their four hands, their feet and their colorful noses. They can range from a dusty blonde to a muddied orange to a pale grey color. Their eyes are usually yellow or orange, and their noses always are bright blue and red. Agropelters typically don themselves with loincloths and females usually wear a cloth-wrap top alongside that. Agropelters admire jewelry and are fond of wearing bone and gem-adorned necklaces, circlets, and bracelets on their ankles and each wrist. Gaudy rings are placed on each of their three-fingered hands, and richer Agropelter clans may have elaborate piercings on their tusks, and gaudy earrings dangling from their fox-like ears. 

Intrepid Unenterprisers

Agropelters suffer from the trappings of many humanoids-- a fascination with the cultures of others, leading to a society somewhat based around this cognitive dissonance. Many to-be-adventures leave the tribe and return after many years away, telling tales and stories of wondrous sights and escapades (of course, never turning down a chance to gripe or groan, but always leaving enough opinion out to give the story life.) Intruders which have been dealt with are shuttled to the other sides of forests as if each unconscious elf or orc was an exotic regent, looked upon with shock and awe. 

Tree-Scalers and Acrobats. 

Using their incredible climbing ability, whole clans of agropelters can move across the trellises in record times. Some clans use this as an advantage, consistently moving through a forest on their self-styled crusade of protecting their charged homeland. Some use this to their advantage in adventuring, as well, crossing through forests as expert rangers or slinking scouts for adventuring parties. Agropelter societies are built entirely on and within treetops, with gargantuan platforms built into the sides of giant trees and on top of sturdy, worming branches. Adept at leaping from tree to tree, they can surround entire campsites without ever having so much as a hair touching the forest floor. Entire colonies of ettercaps and wood elves have been booted out by the tree-scalers, not because they weren't inattentive or underprepared, but because they were never given any suspicion, indication or reason to ever look up and see the forest folk readying a surprise volley.

Agropelter Names

Agropelters are given names only once they reach maturity. Females typically have longer names with three or more syllables, while Males have strictly two-syllable names. Agropelters also have clan names, taking the form of small phrases placed before the individual's name, such as "Chi' Gahnra."

Male Names: Adji, Beri,  Bimba, Gadjam, Gahnra, Lauli, Tuffm,  Zimbra

Female Names: Agamo, Cadori, Doriga, Glassala, Glandridi, Sarsazim, Ytrusta, Zimbrabim, Zongynte

Clan Names: Ach', Bla', Chi', Doh', Eyh', Fah', Glyn', Hy', I', Jie', Khuh', Lach', Mu', Ni', Oi', Pah', Rey', San', Ti', Uuk', Vah', Wee', Yak', Zo'

Agropelter Traits

As an agropelter, you get certain abilities, resulting from your unique physiology.

Languages

You can speak, understand, and read Common. You can speak and understand Sylvan, however the agropelter dialect of Sylvan is rhythmic, forceful, harsh and choppy, tending to stress syllables which other Sylvan speakers wouldn't ever think to, leading many inattentive listeners to not comprehend it as Sylvan at all. You cannot write Sylvan, as well, as agropelters' writings in Sylvan use the Common script alongside several unique symbols. In this case, you can read and write Agro-Sylvan.

Many agropelters keep records and journals in Agro-Sylvan, as they know that their texts are hard for outsiders to decipher and can be seen as simple rambling dada by spying eyes.

Ability Score Increase

Your Dexterity score increases by 2, and your Strength score increases by 1.

Age

Agropelters reach maturity by age 5, and live for around 90 years.

Alignment

Most Agropelters lean towards a self-serving attitude, but rarely attempt to actively cause evil in the world, opting more towards neutrality or in outlying cases, good. Tribal leaders or guards may be lawful, while adventurers or explorers might lean more towards chaos.

Size

Agropelters stand between 4 and 5 feet tall, the tallest barely cresting over 5 and a half feet. Weighing at an average of 75 pounds, your size is Medium.

Speed

You have a walking speed of 30, and a climbing speed of 35.

Four Arms

You have four arms. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you can wield up to four weapons at once. You can also wield two weapons and one two-handed weapon, or two two-handed weapons instead.

Your two tail arms are not strong enough to equip Heavy weapons without using two hands, and are not articulate enough to use tools without using both hands as well. 

You can use your back arms like natural slings, and for this weapon ammunition can be anything that can fit in your palm (depending on the DM's ruling.) The range for your arms are 80/300, and the damage die is 1d6 piercing or bludgeoning, depending on the object and/or the DM's ruling.

 

Arboreal Ambler

Due to your swinging ability, if you are in a forest biome or similarly tree-filled area and have at least two hands which are not holding anything, you can increase your walking speed to 45 feet as you swing from the trees. At the DM's discretion, this trait can also allow you to ignore ground-based traps or bypass rough terrain.

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