Skyrynthees (5e Race)

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This page is of questionable balance. Reason: Although not reflected in the H&W table, the description for size is beyond Huge, making it very difficult for anyone to play it, and brings with it a myriad of problems that are extremely atypical of playable races. See Race Design, and Large Races. Size needs to be reworked. The 'Chronic Cave Dweller', and 'Dank', traits should be exchanged for other traits, or reworked. Thanks, I didn’t even realize the weight issues, it was a very unrealistic weight. Also, what’s the issue with the other traits? I know it’s bad, I just can’t pinpoint where.


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Skyrynthees

Physical Description

A mostly quadrupedal race with thin gray hair covering its entire body. Hair thins at ankles, revealing light blue or purple skin, and three black claws, one facing back, working almost as a thumb. Its arms stop just above the waist, and hair thins out again, two long fingers and a thumb as a hand. The fingers are pale and have two flanges that reach just below the creatures calves when bending down. The claws on its hands never stop growing, and if left unfiled, can grow up to 20 feet long. Despite their arms fearsome appearance, their back legs are far more powerful than their forelegs or ‘arms’. It has four eyes, top two working as eyebrows, and bottom taking up most of the face. Eyes are close to black or black in colour, and reflective. Instead of a mouth it has pincher-like jaws, each with several rows of teeth like serrated knives.

History

Their origins are quite mysterious, though many theories have arised. Some say they are the undead, corpses deformed from their original form by unsecured crypts. Others say they’re the results of a deranged wizard or warlocks experiments. Some have even suggested that they are deformed inbreeds of demons. But all these are just rumors.

Society

Skyrynthees are crypt and cave dwellers, doing best in dark, cold, and damp enclosed spaces. Dark eyes, long claws, sunken eyes, and plentiful teeth are all considered symbols of age, power and wisdom. Although these creatures often live alone, despising noise, they sometimes live in colonies called Athorals. A common symbol of wealth is a large collection of furs and skins (collected from kills, an abundance of Skyrynthees skin show excessive wealth and power) and coated fore claws, often dyed with a combination of a dirt, mud, or clay base and blood or bile as colouring. Monarchs in Athorals often colour their claws red to show off their ability to kill. (Didn’t know where to put this, but Skyrynthi is their singular, Skyrynthees is their plural.)

Skyrynthi Names

Names are often guttural and hard for other races to pronounce, if not impossible. Their writing resembles alien text, but I will be attempting to transcribe their screeched and growls into common. No real pattern exists in their names, other than sounding like screams and roars rather than anything really discernible. Listening to them communicate is rather concerning.

Male: Yiraqwl, tsurawl, Yiore

Female: Sionarel, Raquelrawr, Riearwl

Skyrynthees Traits

Skyrynthees are incredibly strong, and a force to be reckoned with in battle. However, they aren’t incredibly intelligent.
Ability Score Increase. Your strength score increases by 2 and your constitution score increases by 1.
Age. Age of maturity is twelve, and standard life span is fifty years.
Alignment. Alignment tends to be chaotic or neutral, as Skyrynthees rarely believe in laws.
Size. Skyrynthees are rather large, usually growing to about 50 feet taller than humans. Growth spurts start at around 10-12, and before growth spurts Skyrynthees are often 3-4 feet bigger in comparison to humans.
Speed. Your base walking speed is 35 feet. Swimming speed is 5, if the Skyrynthi does not sink. Roll disadvantage to see if you can even survive getting in the water.
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.
Necrotic Fear. You have a +2 bonus on any fear causing spell or action, such as cause fear or Intimidation.
Chronic Cave Dweller. Arid climate results in exponential loss of hit points every hour, the first hour losing .5, the second losing .75, third losing 1.125, and so on. Essentially, start by losing .5, than lose that amount plus half (also of that amount). Or do it by every two hours if it’s easier, losing 1 hp every 2 hours.
Dank. In your natural habitat, cold caves, damp burrows, dark crypts, you may regain .5 hit points every hour, or 1 hit point every two hours.
Languages. Skyrynthees speak the guttural screeching called Skyör, and maybe a heavily accented, hard to understand common. Most people don’t understand what you say.>

Random Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
20′ 0″+1d10870 lb.× (10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

0.00
(0 votes)

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