Skathitaurs
The Ramal Herd
Where all other herds have failed, the Ramal have succeeded. None other than the Skathitar have remained loyal to Kaane's Directive, remembering their place as the god-king's messengers and rearing at the chance to enact his will upon the continent around them. Where there were once a number of nomadic tribes wandering the Ramal Desert, there are few left, and only under the watchful eye of the Skathitar herd. These warborn half-men have a long history of war and violence, having conquered the entirety of the desert along with the ever-raining jungles of Kash. Though they are now bound by the Ardina Concord to not war with their neighbors, they were once locked in a bloody war with the human kingdoms in Karadia, and while they outnumbered the Karadian soldiers ten to one, they could not combat the dragonpowder vehicles and weapons the humans had built to protect themselves. This is often a sore spot for the Ramal Herd, and they will lash out as often as they can against anyone from the Karadian kingdoms as long as they don't break the rules of the Concord. Any who do not seek permission to travel through the desert are fair game, and as a result, most travel across the continent is done through The Spine, the mountain range that divides Ardina in two. The Skathitar are often mistaken for a subspecies of devil or demon rather than a divine branch of the Old Guard. Rather than these half-men being born with lower halves resembling an animal like a horse, bull, or deer, they have instead been hatched with the lower halves of scorpions, complete with a set of strong claws and a poisoned tail. The chitin of their carapace often continues up their bodies and protecting parts of their torsos and arms, providing them natural armor. Those hatched under the eclipse of the twin moons, Kaane's holy day, are blessed with chitinous armor that protects their entire bodies, forming protective helmets around their faces that resemble Kaane's own battle-worn helmet.Features and Traits
Chitin Carapace. Your body is covered in thick, chitin plates. When you aren’t wearing armor, your AC is 14 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Scorpion's Implements. Your claws and tail are incredible tools in battle.- Claws. As an action, you can use one of your claws to try and grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These claws can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.
- Stinger. As an action, you may attempt to stab a target with your stinger tail, injecting them with venom. This counts as an unarmed strike, dealing piercing damage of 1d6 + your Strength modifier. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the venom's effect is shaken off. The DC for your venom is 8 + PROF + your Constitution modifier. You regain the ability to use this feature upon finishing a short or long rest.
Encompassed species
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