Homebrew Zarx Species Details

It is assumed that the first zarxii were people who were trapped in the Dark Under and then learned to survive in the dark place by shape shifting. Werecreatures are believed to be an attempt to artificially create zarxii.

Most zarxii choose to remain in their four legged form with spines along their backs and a set of horns on their head. The exact features of the zarx differs by the individual.

Zarx Traits

You have a number of features in common with other Zarx.

Ability Score Increase

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

Age

Zarxii tend to reach adulthood around 15 and live as long as humans.

Alignment

Stemming from the Underdark most Zarxii are evil.

Size

Zarxii are heavier than humans, standing around 6 feet tall and averaging around 250 pounds. Your size is medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Languages

You can speak, read, and write Common and Undercommon.

Animal Form

As a Zarx you can transform into a beast or back into a humanoid as an action and can neither move or make a bonus action on the turn you do so. This transformation lasts up to an hour and once used it cannot be used again until you finish a long rest.

You choose one beast at character creation that you assume the shape of when you transform. This beast must have an inborn walking speed. You will be unable to change which form you turn into.

The following rules apply in Animal Form:

  • You retain your alignment, personality, current hit points, and skills. You also retain all of your skill and saving throw proficiencies
  • You do not gain any of the features from the beast you transform into.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
  • You can speak while in this form.
  • You can’t cast spells, and your ability to take any action that requires hands is limited to the capabilities of your animal form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • The form has at least one set of horns and has bone spikes along the spine regardless of if the beast would have them normally.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Animal Mind and Physique

While in Animal Form you get -2 to your Intelligence and Charisma scores, and +2 to your Strength and Dexterity scores. Your Constitution and Wisdom scores do not change. (This can raise your ability scores above 20.)

Natural Armor

When in Animal Form if you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC.

Horns

While in Animal Form your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush

While in Animal Form immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

Hammering Horns

While in Animal Form immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Animal Form Breathing

While in Animal Form you can always breathe air regardless of if your Animal Form beast can.

 

If your Animal Form beast can breathe underwater you can breathe underwater while in Animal Form.

 

If your Animal Form beast has Hold Breath you can hold your breath for up to an hour.

Animal Form Size

While in Animal Form your size is medium.

Animal Form Speed

Your base walking speed in Animal Form is 30 feet.

While in Animal Form if your Animal Form beast can burrow you treat your burrow speed the same as your walking speed.

While in Animal Form if your Animal Form beast can climb you treat your climbing speed the same as your walking speed.

While in Animal Form if your Animal Form beast can fly you may hover above the ground no more than a foot and treat your flying speed the same as your walking speed.

While in Animal Form if your Animal Form beast can swim you treat your swim speed the same as your walking speed.

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