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Cek'zuq

Cek'zuq are half-spider hybrids with two main differences in their subraces; half of them are humanoids with 6 arms and 2 legs, and half of them are essentially centaurs with spider lower bodies instead of horse. The 6-armed have a range of heights, as they can be between 3-6 feet tall. The half-spider centaurs can be between 7-8 feet tall. Their skin can be purple, pink, black, grey, white, or brown, and very rarely are they green. Their hair can be white, black, brown, blonde, or orange. The 6 armed cek'zaq have 5 eyes on their faces, which can be completely black, purple, red, or white. The half-humanoid centaur-like spiders have two regular eyes, which can be black, white, red, brown, green, or blue.  
I have a single web I'm constantly improving, I want it to be my ultimate dream home one day. Next I'll gain a mate, and then eat their head off after reproducing.
— Sairiq, a Cek'zuq Rogue, explaining her lifestyle
 

Culture

by D&D 3e
Cek'zaq live in tribes and colonies, hidden away from any other civilisation. They are hunters by nature, venturing beyond the outskirts of their homes to find the biggest and tastiest prey. Cek'zaq live in a matriarchal society, each tribe and colony is lead by a “Cek'zaq Queen.” This Cek'zaq Queen is often a religious leader as well as a political leader, leading her people in the ways of Vulyeva, Fate of Shadows, the only true goddess. The cek'zaq worship Vulyeva as they believe they were created by her and made in her image.   The primary reason the females are the dominant sex in the cek'zaq world is due to the fact that after sexual intercourse, the male is eaten by the female. In cek'zaq society, men are seen as the inferior sex, they are the carers of young, the servants. Females are extremely sexist towards all males of all races and species, they know that the only purpose of men is entertainment, pleasure and to provide women with the seed to carry their strong genes. In cek'zaq society, men are not allowed to live with women, they are given their own section of the tribe. Men are not allowed to talk unless asked directly to speak, they are not allowed to venture outside of the tribe unless accompanied by a woman and it is forbidden for males to engage in homosexual activity, as they are the property of women and it is a sin to waste their seed. Men are primarily only seen around women when intercourse is to take place, any other time men are out of sight and out of mind.   When cek'zaq are not hunting or attacking and eating invaders they are expert craftsmen, using their own silk and natural dyes, they create beautiful pieces of clothing, tapestries, curtains and fabrics. They also use their own silk to create whips and nets, as well as strings for bows. Cek'zaq do not enjoy music like other races, they have no natural ability to sing and they see music as needless noise that harasses their delicate senses. The only way cek'zaq express themselves artistically is by visual art in the form of their silk-weaving and through storytelling. Because of this, cek'zaq bards are unheard of, unless a cek'zaq is raised outside of a cek'zaq tribe. Most commonly, cek'zaq are barbarians or fighters. Rangers and rogues are used as scouts in hunting parties.   Spellcasting is not taught in cek'zaq society, if you are born with the ability, like a sorcerer or gifted the ability like a cleric or warlock, then your magical prowess is used for the betterment of the tribe. Wizards and Druids are very uncommon as cek'zaq see both dedicating yourself to arcane matters and protecting nature as a waste of time. In fact, the only way a male cek'zaq can rise beyond his caste is if he is blessed by magical powers. Cek'zaq believe all magical gifts are from Vulyeva, so all that possess them are seen as prophets, heralds and guardians appointed by the goddess. Cek'zaq society is quite xenophobic. No foreign races are allowed to enter the tribe and if they do it is because they are food. Relations between cek'zaq and other races are hateful at best, in the eyes of the cek'zaq they are at war with the other races and will not hesitate to destroy if provoked.  

Cek'zuq CR: 6 (2300 XP)

Large monstrosity, unaligned
Armor Class: 19 (natural armor)
Hit Points: 123 13d10+52
Speed: 30 ft , climb: 30 ft

STR

16 +3

DEX

16 +3

CON

18 +4

INT

13 +1

WIS

14 +2

CHA

12 +1

Skills: Perception +5, Stealth +9
Senses: darkvision 120 ft., passive Perception 15
Languages: Common, Elvish, Infernal
Challenge Rating: 6 (2300 XP)

Fae Ancestry. The cek'zaq has advantage on saving throws against being charmed, and magick can't put the cek'zaq to sleep.   Innate Spellcasting. The cek'zaq innate spellcasting ability is Wisdom (spell save DC 13). The cek'zaq can innately cast the following spells, requiring no material components:   At will: dancing lights
1/day each: darkness, fae fire   Spider Climb. The cek'zaq can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Sunlight Sensitivity. While in sunlight, the cek'zaq has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Web Walker. The cek'zaq ignores movements restrictions causes by webbing.

Actions

Multiattack. The cek'zaq makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 1d4 piercing damage plus 9 2d8 poison damage.   Lonesword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 1d8+3 slashing damage, or 8 1d10+3 slashing damage if used with two hands.   Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 1d8+3 piercing damage plus 4 1d8 poison damage.

Table of Contents


 
by D&D 4e
 
 
Quick Facts
 
Lifespan:
50 Years (female)
10 years (male)
 
 
Appearance
 
Average Height:
Humanoid: 3-6 feet (91.44 -182.88 cm)
Centuar: 7-8 feet (213.36 - 243.84 cm)
 

Cek'zaq Traits

Ability Score Increase. Dexterity score increases by 1.
Age. Cek'zuq reach adulthood at around 8 years old and live for as long as 50 years. However, male life expectancy is below the age of 10.
Alignment. Most cek'zuq are evil in nature, given their reputation. Those who are raised outside of cek'zuq tribes are not always evil, but are self-centered and chaotic in alignment.
Size. Even with their bulbous abdomen and eight spider legs, they are still slightly taller than the average human. Size is Large.
Speed. Base walking speed is 30 feet.
Darkvision. Can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. Can't discern color in darkness, only shades of gray.
Spider Climb. Can climb difficult surfaces, including walls, and ceilings, they do not need to use their hands for this. Climbing speed equal to walking speed
Cunning Artisan. As part of a short rest, they can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, a spear, or 1d4 darts or blowgun needles. To use this trait, they need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. Alternatively, they can use their short rest to create a whip or net using their own webbing or a short bow from the bone of a slain creature and their own webbing. Using this webbing does not use their action to create a spiders web.
Spider Web. As an action, they conjure a mass of thick, sticky webbing at a point of their choice within 60 feet. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself at the start of their next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against the cek'zuq's spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. After they use their spider web, they can’t use it again until they complete a short or long rest.
Languages. You can speak, read and write Common, Elvish, and Infernal.
Subrace. The two subraces of cek'zaq are divided up into female and male.

Female Cek'zaq
Female cek'zaq are the dominant sex, they are stronger, faster and bigger than the males.
  Ability Score Increase. Your Strength and Constitution scores increases by 1.
Natural Hunter. You are proficient in spears, glaives, nets and whips.  
Male Cek'zaq
Male cek'zaq are the slave caste, they're small, submissive and downtrodden.   Ability Score Increase. Your Wisdom and Intelligence scores increases by 1.
Survival Instinct. You are proficient in the Survival Skill.


Cover image: by Amelia Nite (Canva)

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