Devnar
Origins
When Athneron created races for each of the First Ones in 12 C.T., the Devnar were created of and given to Nekrutan. Though still a mortal at this time, he killed them all and raised them in unlife as semi-liches. Stuck on both sides of life and death, they are in a constant state of rot and renewal.Regions
Most of the Devnar are in the Deadlands, though some leave as envoys or who want to leave the Templum.Stereotypes
Stereotype | Why this Stereotype Exists |
---|---|
Devnar are the most devout species to their progenitor. | While it is true that the Devnar have the highest rates of worship to their progenitor god, many of them only do so because they are afraid of what Nekrutan might do to them if they abandon him. |
Devnar hate the living. | While many resent the state that they are in, they often blame Nekrutan for their situation, not the living, even if the living make a convenient target to let their anger out against. |
Devnar have a vast amount of skills and knowledge that they might part with for the right price. | A very real condition that Devnar have to protect against is Brain Rot. Due to their nature of decay and healing, parts of their brain can rot away, taking the memories with them. There are a few treatments for Devnar, as well as preventative measures, but they must be done regularly, and they cannot restore lost knowledge. |
Devnar are exceptional fighters. | Many combatants are not used to fighting creatures with bodies such as the Devnar. As such, moderately trained devnar can often overtake highly trained combatants who are unprepared for their strange tactics. |
Devnar are impossible to kill. | Due to their unique relationship with death, it is very hard to kill a devnar. Many have thought their kill confirmed, only for the devnar in question to awake several hours later. If they are damaged enough or decapitated however, they can be permanently ended. |
Basic Information
Anatomy
Standing at eight feet tall on average, the Devnar have gray skin that seems to rot and regenerate simultaneously. Their arms have an extra joint between their elbow and wrist that seemed to have a similar range of motion to a shoulder. Their arms also look to be dipped in black, as if their blood had settled there. Below their waists, they are wormlike, and from the tip of their lower extremity to their heads, they can be as long as 14' long. When they come to a rest, they often gather the wormlike portion of themselves beneath them as they rest.
Race Name: Devnar
Description: The Devnar are a unique and enigmatic race of undead beings in the world of Dungeons and Dragons. Once living creatures, they have transcended the boundaries of life and death, existing in a form that blends human and wormlike characteristics. Their eerie appearance and mysterious origins make them a curious sight to behold for other races.
Physical Characteristics: Devnar stand at an average height similar to humans, ranging from 5 to 6 feet tall. Their upper bodies resemble humanoid forms with a skeletal structure, but they have three distinct arm segments: shoulder to elbow, elbow to the first wrist, and a second wrist section. This tri-segmented arm structure grants them impressive flexibility and precision in their movements.
Below the waist, their bodies are a wormlike structure, with no visible bones or cartilage. Instead, they possess a sinewy, flexible lower body that aids them in gliding smoothly through various terrains.
Undead Nature: The Devnar are considered undead creatures, which makes them immune to effects that specifically target living beings. However, being undead also makes them susceptible to certain abilities and spells that target the undead.
Life Sense: The Devnar have an innate sense that allows them to detect the presence of living creatures within a range of 30 feet. This sense is passive and helps them detect potential threats and prey. However, Life Sense is stopped by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Grave's Pact: As undead beings, the Devnar have a natural resistance against poison and necrotic damage. Additionally, they have a strong resistance against exhaustion, granting them advantage on rolls against exhaustion. The cost, however, is a vulnerability to cold damage.
Darkvision: Their undead nature grants them darkvision with a range of 60 feet, allowing them to see clearly in low-light conditions and complete darkness.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Languages: Devnar speak Common and Devnar, an ancient, cryptic language known only to their kind.
Alignment: Devnar often lean towards neutral alignments due to their mysterious nature and unique perspective on the world.
Ability Score Increase: Your Wisdom score increases by 2.
Subraces:
Ghosttouched Devnar: The Ghosttouched Devnar have a stronger connection to the ethereal plane, granting them an otherworldly presence and abilities.
Ability Score Increase: Your Charisma score increases by 1.
Ethereal Step: At 3rd level, you gain the ability to briefly phase through the ethereal plane. As a bonus action, you can become incorporeal for up to 1 minute. While in this state, you can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object.
Graveheart Devnar: The Graveheart Devnar have a deeper connection to their wormlike nature, granting them additional physical capabilities.
Ability Score Increase: Your Strength score increases by 1.
Deadly Strike: At 3rd level, you gain proficiency with one martial weapon of your choice. Additionally, when you score a critical hit with a melee weapon attack, you can add an additional 1d6 necrotic damage to the attack's damage roll.
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