Homebrew Anthrophis Species Details

"And there it stood, stranded in the middle of what looked like nowhere to it. Curiosity took control of its mind as it tirelessly gazed it the tall trees, bushes, rocks, and a few cattails resting in a pond. Then, it saw me. It began walking towards me. Well, I say walking, but it actually slithered towards me like a snake, hypnotized by its ceaseless curiosity. The smoke from the creature's crash landing began to clear now, and the colors from the creature's skin began to become clearer to my eyes. It was wearing some weird clothing, like a bright white suit that protected its upper body, but stopped when it reached the creature's tail. Actually, it was kind of hard to tell where the thing's body ended and it's tail began. It grabbed me by the shoulder with its seemingly unnatural looking hands, keeping hold of my trembling body as I shivered in fear of what could happen next. Instead, it asked me, 'Where am I?'"

Physical Characteristics

Generalized Description

Anthrophises are a highly technologically advanced species of snake-like humanoid creatures. They have mostly snake-like anatomy, such as scales, cold blood, lack of legs, and a tongue that does the sniffing for them, as well as human-like traits, like higher levels of cognitive thinking, arms and hands (which are covered in scales and also have claws), and even a sense of love and compassion, which most snakes have a lack thereof. The color of an anthrophises scales vary, and can reflect almost any color of the rainbow, except black. Usually, anthrophises have a unique pattern of colors on their bodies, many of which believe is responsible for how one acts and behaves. Patterns on scales include simple shapes like ovals and stripes, but can sometimes be quite complex too with no sort of generalization for how these patterns exist due to how wild they may look. As previously mentioned, anthrophises have snake-like lower bodies, meaning they don't having legs, but instead, slither around like actual snakes. Because of this, it may be a bit more difficult for these creatures to carefully maneuver around rough terrain, climb, and swim. The only limbs that anthrophises have are arms. Their arms are about as long as a regular human's arms, and they have hands on the ends of their arms too. Unlike humans, anthrophises have short claws at the end of each of their fingers, and only have 4 fingers, including their thumb. Anthrophises have two known genders, Male and Female, as most all organisms do, with the main difference between the two genders being their tails. Males have much longer tails than females, and females have much thicker and bold tails. Usually, anthrophises stand at around 1.8 to 2.1 meters tall (6 to 7 feet), have a total length of about 5.5 to 7.3 meters (18 to 24 feet), and weigh around 113.4 kilograms (250 pounds).

Snake-ish Quirks

Anthrophis are extremely similar to their non anthropomorphic cousins on Earth, each sharing a set of features that others of their kind may also have. A study from an anthrophis biologist states that each anthrophis has only one "Snake-ish Quirk", as it is called. The scientist also states that these quirks are scarily similar to another species that exists on a different planet (Earth). These quirks are physical traits that anthrophis still carry to this day, but is thought by historians to have only been useful in the "pre-modern" era, claiming to give different anthrophises different survival advantages. Here are a few examples of common Snake-ish Quirks that many anthrophises have:

  • Rattle Tail: Similar to rattlesnakes on Earth, the Rattle Tail quirk gives the anthrophis a rattle-like structure at the end of their tail that can generate a very unnerving rattling noise. This is the most common quirk seen among anthrophises. (The anthrophis has advantage on Intimidation checks involving sound.)
  • Venomous Fangs: Venomous Fangs give the anthrophis the ability to create a very dangerous chemical in their teeth, which only takes effect when it finds a way into an organism's blood. The venom isn't fatal, but scientists claim, "It hurts a lot!" (In place of an unarmed strike, the anthrophis can deal 2d8 piercing damage to a target, which they are proficient in. This damage increases by 1d8 at levels 6, 11, and 16. The DC of this attack is Con 14.)
  • Camouflage: Many anthrophises have the ability to camouflage themselves with their surroundings very easily with the help of their Camouflage quirk. With this, the anthrophis can slightly alter the way their scales appear to virtually disappear into their environment. (If the anthrophis isn't wearing armor or clothing, they can use the Hide action in an attempt to hide in plain sight after rolling for a Dexterity Stealth check. If they succeed, the anthrophis has full benefits from hiding, including disadvantages on opposing attack rolls.)
  • Sky High Glide: This extraordinary quirk is quite advantageous, and is common for how helpful it can be. It gives the anthrophis the ability to unfold their hidden wing-like appendages and glide through the air. (The anthrophis has the ability to glide through the air for a short amount of time, or reduce falling damage if the anthrophis is capable of opening up their wings in time by half. While gliding in the air, your Flying Speed is equal to your Walking Speed [30].)

Of course, many other snake-ish quirks exist that have not been mentioned in this list, and many quirks are waiting to be discovered. Scientists are still learning about these quirks and their various implications (If you wish for your anthrophis to have a unique quirk or adjust the rules of a certain quirk above, ask your DM if it is okay to do so. In order for your unique quirk to be more successful in approval of your DM, try making the quirk reasonable and fair.)

Age

Anthrophises are born when they hatch from eggs that the females lay, with the help of males fertilizing the eggs. Anthrophises learn to speak when they are about half a year old, begin attending to education at around 4 years of age, and reach adulthood at 16 years of age. When they are hatched, not only are they quite small, but they haven't developed arms and hands yet. Their arms will begin to grow at around 6 years. Their tail is also quite small after hatching, growing much larger as a result of age. Anthrophises tend to live an uninterrupted life around the age of 140 years, but some anthrophises live longer or shorter. The longest life an anthrophis has ever lived (on record) is about 200 years.

Names

Anthrophises, like many other intelligent species, name their offspring so that it is easy to recall them if needed. There are no gender defined barriers when it comes to naming their children, but names for their children include names like Venom, Fangs, Python, Cobra, and other names that highlight the characteristics of their snake-like anatomy.

Psychology

Generalized Psychology

Anthrophises are a very unique and curious species, often times doing research and exploring things that spark interest in them. It is for this reason that anthrophises enjoy adventure, science, and seeking thrills. If something catches their attention, they will usually raise questions and undergo research in an attempt to understand what exactly they are observing. While growing up, anthrophises spend a large portion of their life understanding their environment and communicating with their friends and family about such things. When they are adults, they understand a lot of the world around them, and don't raise questions as often. However, anthrophises now best too, and will ignore something if it is nothing they are interested in or if they are busy. Although a very curiosity stricken species, they know when they need to get something done. Outside of the curiosity spectrum of an anthrophis' brain, they are very helpful species, willing to help others even if it's to their own expense and not engaging in war unless necessary. Likewise to many other species, indivduals can vary in their behavior, so it's not out of the question to see an anthrophis act evil, let alone bad.

 

Culture

Climate

Anthrophises reside on a planet called Fisopy, located in a nearby solar system that isn't terribly far from Earth. There, it is a hot climate to support their cold-blooded bodies, and so happens to be the best place to grow alien fruits and vegetables, as well as raise alien livestock in the solar system. That said, anthrophises are omnivores, as opposed to their Earthly counterparts, which are exclusively carnivores. The planet consists of a unified continent called Fisopolis, islands neatly organized throughout the ocean, and speaking of ocean, a vast body of water which makes up about 60 percent of the planet's surface. Fisopy is roughly 1.5 times as large as Earth. Given all of this, the anthrophises population is pretty large.

Territories

Being a large continent that it is, it may be hard for a single ruler to tend to every need on Fisopolis. For this reason, Fisopolis is split into seven territories, each governed by a democracy that is influenced by the citizens of each territory. Every two years, a president-like representative is elected by citizens in their respective territories, and work side-by side with another representative that was elected previously. Additionally, each of the islands that is scattered across the ocean is not related to any of the territories whatsoever. Instead, these islands, big or small, are ruled in a different fashion, usually a monarchy or an oligarchy. Some even have a theocracy in place (more info on religion soon). The islands and Fisopolis are virtually connected to each other by large ships carrying cargo or passengers. This allows anthrophises to travel around to different islands or initiate trades for materials, food, or even opportunities that may not be present in other islands or Fisopolis itself.

Economy

The anthrophis economy is very similar to the economy on Earth, where anthrophises trade various coins for goods or services. It is believed to be a coincidence, but scientists alike claim that the economy on Fisopy and Earth are almost identical, where coins exist as copper, silver, electrum, gold, and platinum. This has been the study of many scientists for years on end. At any rate, the economy exists very closely to what Earth's is like, including supply chains too. Many vehicles and ships are used to transport goods to many districts across Fisopolis.

Politics

As mentioned earlier, the citizens of Fisopolis are in charge of electing representatives as part of a democracy. Each representative runs on a four-year term, but elections take place every two years. This is because two representatives work together to act as the head of the democratic body in their respective territory. Every year, these representatives meet to discuss any issues that must be resolved and to communicate about advances in technology, agriculture, or anything of the like that is advantageous to their constantly evolving society. As for the islands scattered across the ocean, there isn't much to say besides that each island is governed by a monarch, members of an oligarchy, or anthrophises giving governmental power to their gods.

Religion

Anthrophises believe that there is a higher power that is responsible for the creation of their kind and the universe as a whole. According to them, there are three gods, referred to as The Pantheon of Life, which hold the three ideals of life: First, there is the God of Muse, responsible for giving life the gift of creativity, whether it be art, music, or expressing themselves in any way to put in generally. Then, there is the God of Independence, whose job is to give life the gift of free will, and is responsible for making sure that creatures aren't bound to only a single path in life. Lastly, there is the God of Compassion, whose duty is to ensure that opportunities exist for creatures that they are sure to enjoy and find a passion for when they find it. Without all three of these gods, it is said one cannot live their life as it was set out for them. Usually, the anthrophises worship their gods biweekly through prayer, fasting, sacrifice, and through celebration. Like many religious groups, special holidays and days of celebration are scattered across the calendar to bring pleasure to the gods and thank them. However, some anthrophises have different ideas about who they place their faith towards. The Pantheon of Life just happens to be the most worshipped gods in Fisopy.

Technology

One of the most important thing about the anthrophises is their technology. Unlike Earth, the citizens of Fisopy have advanced in technology far quicker, engineering vehicles that can drive themselves to a destination, creating aeroplanes, radically improving architecture, creating breakthroughs in agriculture, et cetera. Of course, that's not the limit of how far technology has come. Fashion, everyday items, and furniture have also become benefitted by technology, offering new ways of communication, relaxation, you name it. The only thing that has refrained to become overtaken by technology are the anthrophises themselves. According to scientists and engineers, it is dangerous to try and attempt to replace anthrophises with technology. It could be catastrophic to their economy if it becomes too big of a problem. Therefore, technology can be considered the anthrophises greatest ally and enemy.

Fashion

Fashion is all the rave in a sci-fi society like the one the anthrophises belong in. Many popular forms of fashion include single-lens sunglasses that cover a whole anthrophis' face, bright tank tops, and fingerless gloves. More wealthy anthrophises may sometimes commission fashion chains to incorporate holographic technology into their articles of clothing. This can allow the wearer of such clothing to receive holographic video transmissions while they are attending to other business. As far as leggings go, anthrophises don't have proper legs, meaning they have no need for pants. Instead, they will usually wear an article of clothing that covers most of the tail, except for the tip of the tail and the part of their tails that grip the ground and allow them to move.

Military

While the government believes fighting is unnecessary and a counter-productive way of solving problems, the anthrophis' military is prepared for action if it is absolutely necessary. Each territory has a military at the ready whenever a threat arrives that must be dealt with through violence. As far as weaponry goes, their army is equipped with many basic ranged weaponry, like assault rifles, shotguns, rocket launchers, and many weapons of the like, that have been upgraded through the use of technology. They also use military grade melee weaponry too, such as spears, battering rams, and axes. Heavy weaponry like jets and aircraft carriers also exist, including weaponized saucer-like machines that levitate off the ground as well.

Evolution

As it has been seen multiple times, the anthrophises seem to share quite a lot in common with a few other species on Earth. This has led many scientists to attempt to untangle the mysterious if their species has evolved from species that existed on Earth or if it just a huge coincidence. While many scientists like to claim that it is a coincidence, strong evidence in their language, fashion, economy, government, and their features  may point otherwise. Paleontologists have uncovered many bones of their ancient ancestors which appear to be almost identical to the modern skeleton of anthrophises. If it is true that anthrophises are an evolved species of humans or snakes, it may have been a long time ago since the first snake-like human has appeared in Fisopy, as in nearly a few million years ago. The answer still remains unknown, but there is quite a bit more evidence to back scientists up who believe it is a matter of snake or human evolution.

Tips for Creating

Backstory

If you choose to play as an anthrophis, try to come up with a creative backstory that led them to where they are. Maybe they decided they liked Earth more, or maybe they were exiled from their home planet. Perhaps they need help returning home, but in the meantime, are residing on Earth while trying to meet people that can help them. What's important is that your character's backstory makes sense and explains why they exist on Earth.

Language

Anthrophises can speak Common and one other language of your choice.

Size

Anthrophises are typically about 6 to seven feet tall, have a total length of around 18 to 24 feet, and weigh around 250 pounds. Your size is Medium.

Alignment

As it was aforementioned, anthrophises are a very caring and helpful species, so they tend towards an alignment that is good, commonly existing in a Neutral Good alignment, but can be anywhere from lawful to chaotic. Additionally, anthrophises can exist anywhere on an alignment chart, but it's somewhat uncommon to see one that isn't good.

Anthrophis Traits

+2 Dexterity, +1 to Any Other Ability Score, Cold-Blooded, Snake-ish Quirk, Snake-Like Anatomy, Snake Strike

+2 Dexterity

Anthrophises are quite nimble creatures, being able to bend their body in weird ways. Because of this, it receives an additional 2 points to its Dexterity ability score.

+1 to Any Other Ability Score

Anthrophises are quite flexible creatures, some being able to take on different tasks than others. Some may be stronger, faster, tough, smart, wise, or cunning than others. Because of this, your anthrophis gains an additional point to any of its ability scores of your choosing.

Cold-Blooded

Anthrophises are cold-blooded creatures, meaning they are unable to generate their own heat. Therefore, when rolling for a Survival check while in a hot climate, it has advantage. Inversely, it has disadvantage when rolling for a Survival check in a cold climate.

Snake-ish Quirk

Anthrophis have unique genetics, and each is equipped with their own Snake-ish Quirk. These quirks were originally huge survival advantages that the anthrophis used that gave them unique abilities. Because of this, you can give your anthrophis a custom Snake-ish Quirk, as long as it is fair and reasonable, instead of being too powerful.

Snake-like Anatomy

Anthrophises have anatomy that is very similar to snakes. Because of this, it is difficult to swim and climb, and your speed for climbing and swimming are 10.

Snake Strike

With their strong tails, anthrophises can wrap around their targets and begin to squeeze them and damage them. This action cannot be used if the target is too big or if the user isn't within 5 feet of the target. While being squeezed, the target cannot move and takes 1d6 damage at the end of their turn. You are considered proficient with this attack, and this attack's damage will increase by 1d6 at levels 6, 11, and 16.

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