Homebrew Servaound Species Details

The canid humanoids called servaound are the embodiment of the word "stalwart". Their words are their bond, and their loyalties unwavering. For whoever the servaound swear allegiance to, they may rest assured these tenacious hounds of loyalty shall execute their task without hesitancy, even at the cost of their own well being.

The Hounds of Lions

Amongst the grand scholars of the planes, none are more wise and knowledgeable than the Androsphinx & the Gynosphinx. Divine guardians over the sacred treasures granted by the gods, these wise protectors diligently sought out to safeguard such relics and knowledge scattered throughout the planes. However, their own numbers were too few to effectively undertake an ordeal on such a cosmological scale.

No one can comprehend how the sphinxes achieved such a feat, at some point though, there began to wander a new humanoid, canid race acting as their loyal servitors inside the sphinxes domains. These faithful creatures known as the servaound wielded the keen senses to detect and track intruders, along with the skills to pursue them until apprehended or killed. They possess an unshakable loyalty and conviction amongst their ranks, prevailing against the trickery and deceit of petty thieves and sly enchanters who subtly try pilfering from their bestowed charge.

Loyal & Trustworthy

Two things are held as sacred amongst the servound. The first is the loyal bonds they form with the creatures around them. The second is their word. The spoken word of a servound is like the oath of a paladin, binding and unwavering. As such, these canid creatures carefully choose their words and try their best to avoid obscure language that might leave any hesitancy in their own speech.

Many servaound typically tend to find themselves as loyal factotums to local barons, kings and even mercenary groups. Some customary positions these faithful creatures typically undertake are those of scouts, clerics, soldiers, and paladins. It is also not uncommon to see them employed as shop hands amongst the common folk.

The fierce pride they have in their own word is so sacred, that a servaound who is caught knowingly violating their promises is marked with a symbolic reminder of their heresy and disloyal behavior, typically followed by banishment from the race. These servaound are known amongst their former kin as "wandering jackals."

The Chance For A Clean Slate

A wandering jackal can regain their former status as a servaound by beseeching a sphinx for forgiveness in the form of a trial. Upon promptly demanding this trial, they will be rigorously tested using their own past treacheries to judge them. If they succeed, their symbolic mark is removed and they enter the ranks of the servaound once more. However, if they were to fail this trial, they would be turned into a loathsome jackalwere and forced to wander the halls of the sphinx's domain as an unwilling guardian until death comes for them.

Servaound Names

Servaound names typically follow the tradition of the local culture, but can be expected to have short syllables and deep, basal sounds akin to the barking and growling of their ancestors.

Male Names: Aaron, Alf, Arno, Boris, Cain, Duran, Edd, Fargo, Klaus, Mortimer, Paul, Rolf, Rudy, Sid, Winston

Female Names: Amber, Anne, Barb, Bella, Cheska, Diana, Elwyr, Gertrude, Hadda, Nenna, Ora, Rhea, Sam, Zelda

Servaound Traits

Your servaound character has the following racial traits.

Ability Score Increase

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

Age

Servound mature quicker than humans, reaching maturity by the age of 6. This quick maturing process is coupled with a shorter lifespan however, as most servound tend not to live past the age of 50.

Alignment

Servound are a fiercely loyal race. As such, they tend to gravitate towards lawful alignments.

Size

Servound are about the same size as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

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.

Bite

Your 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.

Keen Hearing and Smell

You gain proficiency in the perception skill. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Chase

When a creature ends its turn further from you than when it started, you can use your reaction to move up to half your speed toward it. If you end this movement within 5 feet of the creature, you can attempt to grapple or shove the creature as part of this reaction.

Loyal Servator

Your strong sense of loyalty aids you against manipulation of other creatures. While a friendly creature you can see or hear is within 30 feet of you, you have advantage on saving throws against becoming charmed or frightened.

Blessing of the Sphinx

The grand wisdom and intellect of the sphinx runs through you. When you make an Intelligence (History) check regarding to the recollection of information and knowledge, roll a d4 and add it to the roll.

Languages

 You can speak, read, and write Common.

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