Sarujin
A race of bipedal humanoids who resemble large monkeys, with fiendish heritage. The sarujin are well adapted to the cold climates the call home. The Age Of Fire was long ago in Albions history and the Sarujin are one of many fiendish races left behind in the aftermath. Vast amounts of time have gave the fiendish sarujin a love for the mortal races and the world they now call home. They tend to Neutral/good alignment.
sarujin traits
Vibrant, dynamic, and swift, springtail sarujin are the more sociable of their race. Their bonds of fellowship
extend to the environment around them; they are masters of taming beasts of land and sky for both work
and companionship. Rarely sitting still, springtails walk, speak, and trust quickly.
- ASI: your Intelligence score increases by 2
- Age: A Sarujin reaches maturity at 15 years of age and can live to be up to 80 years
- Languages: You can speak read and write common and one other language of your choice
- Thick fur: You have Resistance to cold damage
Every bit as rugged, resolute, and unflinching as the frigid mountains they call home. Hulking sarujin are known for their fierce, calculating minds and explosive physical strength. Rarely do hulking sarujin act swiftly. They prefer to asses, analyze, and contemplate before choosing a path. However, when moved to action, the mountains move with them.
- ASI: your constitution score increases by 1
- Size: hulking sarujin vary substantially in size with heights ranging from 5 to 7 feet. Your size is medium
- Speed: Your base walking speed is 30 feet, and you have a climbing speed equal to your walking speed
- Powerful Build: you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
- Chest Beating: As a bonus action, you can pound your chest, causing a surge of adrenaline and valor. Until the start of your next turn, you have Resistance to bludgeoning, slashing, and piecing damage and you have advantage on intimidation checks. You can use this feature a number of ties equal to your proficiency bonus, and you regain all uses when you finish a long rest.
- Natural chief: with 1 silver worth of ingredients, you can prepare a meal for a number of medium or smaller creatures equal to 2 + your proficiency bonus over the course of a short or long rest. A creature who eats the meal at the end of the rest regains one spent hit die and gains temporary hit points equal to 1d6 + your proficiency bonus
Springtail
- ASI: Your Dexterity score increases by 1.
- Size: Springtail sarujin are nimble, light, and short. The smallest adults can be as little as 2 feet tall, while the largest can reach as high as 4 feet. Your size is your choice between Small and medium.
- Speed: Your base walking speed is 35 feet, and you have a climbing speed equal to your walking speed. In addition, climbing on a creature larger than you doesn’t count as difficult terrain for you.
- Skillful: You gain proficiency in your choice of two of the following skills: Acrobatics, Animal Handling, Nature, Performance, or Survival.
- Beast Wardens: You have advantage on ability checks to tame or influence Beasts.
- Springing Leap: You can calculate your jump distance using your Dexterity. When you do, your long jump covers a number of feet equal to your Dexterity score with or without a running start, and your high jump equals 3 + your Dexterity modifier (minimum of 0 feet) with or without a running start. Either way, each foot you clear on the jump costs a foot of your movement.
- Sturdy Tail: Your tail can support your weight and balance. When you make an ability check or saving throw to avoid being forcibly moved, you can use your reaction to curl your tail around an object within 5 feet of you that is attached to the ground or another sturdy surface. If you do so, you have advantage on that check or save.
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