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Salamander Kin

Deep from the underdark, specifically within the hottest of climates, beneath volcanic lands and pools of magma, originate the Salamander. These serpentine creatures had also came from the Elemental Plane of Fire, mixing in with humanoids of the lands above. From this, comes the Salamander Kin, large, hot-headed creatures who have an affinity for the flames. They inherited the greed and vileness of their monstrosity ancestors, as well as their tendency to be Neutral Evil. 
  Salamander Kin are serpentine creatures with a humanoid torso, snake heads, and humanoid arms and other parts. They are known for having long, stretchy spines, beginning from their tail, all the way to their neck. This allows them to have more finesse with their movements, especially in what a regular human would consider a straining activity, such as combat, or avoiding traps in a dungeon. Regardless, their spines are a wonder, allowing them to be perfect for many jobs an adventurer may need to do. 
  Salamander Kin are experts with mainly a zoned fighting style. Often, their weapons of choice are javelins, spears, and throwing knives. Not only that, but with skin that is hot to the touch, burning those who try to fight with their fists, it allows for them to keep others at a distance. However, if a Salamander Kin is deciding to become more aggresive, their main tactic would be to constrict their enemies, until they burn to death. 
 

Salamander Kin Names

  Salamander Kin often follow names from Primordial, especially from the Ignan dialect. These names are gender neutral, and can be applied on both male and female Salamander Kin. Most names picked by the Salamander Kin are made to reflect upon their fiery heritage, taking names akin to the element. 
  Names. Airson, Blighte, Cindor, Fuel, Glint, Igneous, Smolder, Sun, Thermal, Tinder. 
   

Salamander Kin Traits

  Serpentine folk from Deep Below.
  Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.
Age. Salamanders reach maturity after about 1 year, and can't die of age afterward.
Alignment. Greedy and vengeful, these snake-folk often tend to be Neutral Evil.
Size. Salamanders have long, winding tails that make them some 35 ft. long. Coiled up, they stand 11 ft. tall. Your size is large.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Elemental. Your type is elemental instead of humanoid. 
Naturalborn of the Flames. You are acclimated to hot climates, as described on page 5 of the DMG. You are also immune to fire damage. 
Cold Sensitivity. You are vulnerable to cold damage, and you have disadvantage on saving throws against the effects of extreme cold. 
Tail. You have a long, snakelike tail, which is a natural weapon. It deals 1d6 bludgeoning damage on a hit. You are proficient with your tail. If you hit with your tail, you can use a bonus action to attempt to grapple the target. While grappling a creature in this way, you must use each of your actions thereafter to make additional tail attacks against the target, and you cannot make attacks against other targets until the grappled creature is released.
Thick Scales. While you aren't wearing armor and not carrying a shield, your AC is 13 + your Dexterity modifier.
Languages. You can speak, read, and write Common Ignan. 

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