Advertisement
Dramaro

Dunkleons

Sep 29th, 2018
115
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.24 KB | None | 0 0
  1. Dunkleons
  2. The Selachii are a shark-esque humanoid race, hailing from northern waters around the continent of Orbis. The Selachii are home to a small northern country known as Kallt, now a colony of the Temland Kingdom. Since its discovery by explorers, the Selachii have immigrated across Orbis, bringing with them their customs and beliefs. Their tribal-like family linease has kept them together ever since.
  3.  
  4. Physical Description: Selachii have rough skin with a range human-like skin-tones made of microscopic scales. It is smooth in one direction. Selachii also have fins along their forearms, heels, and one along their back. Selachii have varying shades of hair, with blue and silver being common. Selachii are carnivores omnivores with an ever replacing row of sharp front teeth and molars in the back. Along the insides of their cheeks are gills, allowing them to breathe underwater and one land via their human-like lungs. Selachii are quick, with faster reaction speeds to humans and possess electroreception. The average Selachii male can possibly live upwards of 160 years, females at 170, but few ever live long enough due to predation from the megafauna in their waters and disease.
  5.  
  6. Standard Racial Traits
  7. Ability Score Racial Traits: Dunkleons gain +2 Str, +2 Con, and -2 Wis.
  8. Type: Dunkleons are Monstrous Humanoids.
  9. Size: Dunkleons are Medium creatures and thus receive no bonuses or penalties due to their size.
  10. Speed: Dunkleons have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  11. Languages: Dunkleons begin play speaking Common. Dunkleons with high intelligence scores can choose from the following: Abyssal
  12. Defense Racial Traits
  13.  
  14. Natural Armor: Dunkleons have a +2 natural armor bonus to their Armor Class.
  15. Hydrated Vitality: Dunkleons gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. A dunklio can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
  16. Feat and Skill Racial Traits
  17.  
  18. Water Child: Dunkleons have a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.
  19. Magical Racial Traits
  20.  
  21. Movement Racial Traits
  22.  
  23. Offense Racial Traits
  24.  
  25. Natural Weapons: Dunkleons have a bite primary natural attack that deals 1d3 damage.
  26. Ferocity: If the hit points of a dunklio fall below 0 but she is not yet dead, she can continue to fight. If she does, she is staggered, and loses 1 hit point each round. She still dies when her hit points reach a negative amount equal to her Constitution score.
  27. Natural Weapons: Dunkleons have two claw attacks that deal 1d4 damage. These are primary natural attacks.
  28. Senses Racial Traits
  29.  
  30. Darkvision: Dunkleons can see in the dark up to 60 feet.
  31. Weakness Racial Traits
  32.  
  33. Other Racial Traits
  34.  
  35. Amphibious: Dunkleons are amphibious and can breathe both air and water.
  36. Prehensile Tail: Dunkleons have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement