Iridite-Gnoll
Iridite-Gnolls are an ancient race that once boasted advanced intelligence and wisdom. However, an unknown event in the first generation triggered their devolution, reducing them to a more primal state. Iridite-Gnolls are variants of Gnolls that manage to regain their ancient smart gene, giving them an uncontrollable feeling to navigate the world. However, they are wraught with challenges due to their devolving nature.
Iridite-Gnolls exhibit a humanoid form standing on two legs with slender limbs and are furred. Their fur colour ranges from light browns to blonde and is often marked with intricate black or white patterns. As they begin to devolve, their stature becomes more hunched and their limbs take on a sinewy, predatory quality reminiscent of a hyena.
Basic Information
Anatomy
Size: Iridite-Gnolls are Medium-sized
Speed: Your base walking speed is 30 feet.
Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Devolution Drawbacks: At specific age milestones (20, 70, 140 years), roll on a table to determine a devolution trait or drawback:
Devolution Stages
Iridite-Gnolls go through distinct stages of devolution, with each stage represented as a subrace.
Subrace | Features |
---|---|
Prime Gnoll (Up to 20) | This is the smartest of the Gnoll lineage but also the youngest, they keep their intellect until they reach 20 years old. Advanced Knowledge: You gain proficiency with one artisan's tool and you gain one wizard spell (Max level equal to half your character level rounded down) of your choice which you can switch on a long rest. If the spell requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, Charisma, or Constitution modifier (choose when you select this race). |
Devolving Gnoll (Up to 70) | You begin to lose yourself, and your prime mind begins to sway, however you begin to see into the psionic weave. Telepathic Link: You can communicate telepathically with any creature you can see within 30 feet of you. This communication doesn't allow for the transmission of emotions or complex ideas, only simple thoughts and concepts. Psionic Defense: When you are hit by an attack, you can use your reaction to gain a +5 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to a number of feet equal to ten times your character level to an unoccupied space you can see. |
Primal Gnoll (Up to 140) | Your instincts have completely taken over your mind, your old sense of self is now gone and you only work on instinct. However your body becomes more powerful, and strong. Advanced Bite: Your fanged maw becomes longer and stronger. If you hit with it, you deal piercing damage equal to 2d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you take the attack action against a creature at half hit points, you can expend a hit die to go into a blood frenzy till the end of your turn. You heal equal to the amount of damage dealt with your piercing damage of this attack. |
Locations; Badlands, and other ancient ruined countries
Ability Score Options;
- Str +4; Int -1
- Any +1; Any +2
- Any +1; Any +1; Any +1
Lifespan
Iridite-Gnolls start their lives with an already extensive amount of knowledge from their ancestral genes and live for about 200 years. However, their devolution process accelerates with age, and they may show signs of regression starting around 20 years
Average Height
Between 5 and 6 feet tall. As they devolve, they may become slightly smaller and more hunched.
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