Dylia Species in Matera | World Anvil
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Dylia (Dye-lee-ah)

Humanoids with alligator and crocodile-like features, the dylia are feared for their surprising quickness and fierce, crushing jaws.

Basic Information

Biological Traits

The dylia possess massive front jaws that are capable of grabbing and even swallowing foes. They are also capable of holding their breath for extended periods of time, a ability they use when hunting their prey.

Genetics and Reproduction

Dylia lay clutches of eggs, usually in batches of 2 or 3, but sometimes as many as 6. These eggs are usually buried somewhere in the dylia's home for protection and warmth.

Growth Rate & Stages

Young dylia are incredibly fragile in the first 4 years of their life, so the mother never lets them leave her sight line. After four years, the young dylia become much more capable on their own. A dylia reaches adulthood at 15 years of age.

Dietary Needs and Habits

Dylias are strictly carnivorous, and have no qualms about consuming almost any kind of creature.

Additional Information

Social Structure

The dylia have an anarchic and simple society. They tend not to form villages, but rather many dylia families will live and trade with each other in a small area, and will sometimes congregate at festivals, but have no ruling bodies. They won’t help other dylia against problems with nature such as a rampaging animal or a food shortage, but are quick to come to their neighbors aid when confronted with territorial problems such as an invading tribe of a different race or magical threat.

Uses, Products & Exploitation

Dylia teeth are often sought after by Ishka to use in crafting their weapons.

Facial characteristics

Dylia's have long snouts that extend with their powerful jaws, and their jawlines make it appears as if they are always smiling. This makes it difficult to tell a dylias mood.

Geographic Origin and Distribution

A majority of the dylia dwell in the large swamp territory of Ixuil known as Fueryon. A sub-specieis known as aligorans dwell in the lowands of the nation of Skatoria in Urro, near the Mar River. Aligorans more closely resemble alligators than crocdiles, although few non-dylia can tell the difference. The aligorans enjoy debate much more then Ixuilian dylia, and love to make others question their belives, but Ixuilian dylia state that you should never trust the twisted words of their southern cousins.

Average Intelligence

Most dylias live without formal education, and lack patience. They are often struck with whims and impulses, and put little thought into if they shouldn't carry them out immediately.

Perception and Sensory Capabilities

A dylia has darkvision of 60 feet.

Civilization and Culture

Beauty Ideals

Dylia place heavy care and value in their teeth, and always make sure to keep them properly clean. The more teeth a dylia has, the more responsible it is considered.

Gender Ideals

Female dylias are larger than males, and thus take responsibility over protecting the homestead, while the small and more quiet males are responsible for a majority of the hunting.

Courtship Ideals

Dylia communities often hold seasonal festivals, were dylia families congregate. At these times, many dylia have flings with others on a whim, which leads to the starting of a family. Due to the swift nature of dylia parings, separations are quite common among the dylia, as they often realize that the paring was incompatible later.

Relationship Ideals

Mother dylias are considered the head of the household, and the most fiercest member of a family.

Average Technological Level

Dylia keep their technology simple, mostly focusing on hunting techniques, as they lack the patience for much else.

Major Language Groups and Dialects

Most dylias speak Dylia and Ixiwian Common, but can also be found speaking Anuri, Astyr, Ignan, Ishka, Orochi, or Sylvan.

Common Etiquette Rules

It is wise to be exteremly polite around the Dylia, as their mood swings can cause them to get angry and try to eat their guests.

Common Dress Code

Dylia don't wear much for clothing, as they often spend their time submerged under swamp water, waiting to ambush prey. When not hunting, they prefer to wear large-brimmed straw hats and cloths woven from swamp reeds.

Common Customs, Traditions and Rituals

Dylias like to hold contests to see who can remain submerged the longest. A dylia with non-dylia friends will often enjoy scaring them by remaining hidden underwater, only to pop out and surprise them with a bellow.

Common Taboos

Going after a dylia's child is a death sentence, as a mother dylia is fiercely protective of her young. This makes the dylia as a whole relatively territorial, so entering ones home without permission is unwise.

Common Myths and Legends

Most dylia worship Sobek, their Primal Beastman, but there's little in the way of organized religion. Many simply worshiper her in whatever way the see fit.

Interspecies Relations and Assumptions

Dylias are viewed with an air of mysticism, as they are not overly social and their immense power can be quite frightening. But those who respect a dylias personal boundaries find that they can be quite reasonable and friendly, despite most having no qualms about consuming any sort of humanoid. Still, one must be careful, as the dylia are prone to quick mood swings that can lead to them devouring their guests. The Ishka view them with great respect, despite often being their prey, and one slaying a dylia in single combat is viewed as a monumental achievement. The dylia are content to let the ishka keep this notion, as it often leads to a source of free meals.

Racial Table - Dylia: Hit Dice: D10; Class Skills: Intimidate, Perception, Stealth, Survival, Swim; Skill Ranks Per Level: 4 + Intelligence modifier per level; Weapon Proficiency: Simple, plus natural weapons; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +1 +0 +2 +2 Animal Minded, Grabbing Bite, Hold Breath
2nd +2 +0 +3 +3 Natural Armor, Sprinter
3rd +3 +1 +3 +3 Bite Increase, Scare
4th +4 +1 +4 +4 Natural Armor Increase, +1 Dex, +1 Constitution
5th +5 +1 +4 +4 Bite Increase, Swallow Whole
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years (16 - 19 years) +1d6 years (16 - 21 years) +2d6 years (17 - 27 years)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists       2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.       3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 5 in. +2d10 in. (4 ft. 7 in. - 6 ft. 1 in.) 120 lbs. +(2d10x5 lbs.) (130 - 220 lbs.)
Female 4 ft. 10 in. +2d10 in. (5 ft. - 6 ft. 6 in.) 140 lbs. +(2d10x5 lbs.) (150 - 240 lbs.)
 
Dylia Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
35 years 53 years 70 years 70 + 2d20 years (72 - 112 years)
 
Random Dylia Homelands
% Rolled Homeland Trait Gained
01-35 Swamp Strong Stomach
36-66 River Ambush Training
67-95 Jungle Tropical Upbringing
96-00 Unusual Homeland (Roll on Unusual Homeland tabe)

Random Dylia Families
% Rolled Parental Status
01-30 Only Father is alive
31-60 Only Mother is alive
61-85 Both of your parents are dead
86-00 Both of your parents are alive
Random Dylia Siblings
% Rolled # of Siblings
01-50 1d3 Siblings
51-85 No siblings
86-00 1d6 Siblings
Lifespan
72 - 112 years; although many dylia die in childhood due to recklessness
Average Height
4 ft. 7 in. - 6 ft. 6 in.
Average Weight
130 - 240 lbs
Average Physique
Dylias are surprisingly quick despite their bulk, able to run short distances quickly and with great fortitude.
Body Tint, Colouring and Marking
The dylia range from dark green and brown to black.
Geographic Distribution

Dylia

Type Monstrous Humanoid (Dylia)
Ability Score Modifier +2 Dexterity, +2 Constitution, -2 Wisdom. Dylias are quick and tough, but lack patience.
Size medium
Speed Dylias have a base speed of 20 feet. A dylias speed is never reduced by armor or encumbrance.
Language A dylia begins play speaking Common (Ixiwian) and Dylia. A dylia with a high intelligence score can pick from any of the following languages: Astyr, Goblin, Anuri, Ignan, Ishka, Orochi or Sylvan.

  • Materil: Dylias are intrinsically tied to the Water Materil, and must become Watershifters.
  • Darkvision: Dylias can see perfectly in the dark up to 60 feet.
  • Animal Minded: A dylia gains a +2 racial bonus to Handle Animal and wild empathy checks towards crocodile-like creatures. This bonus increases by 1 for every two hit dice the dylia possesses beyond the 1st.
  • Grabbing Bite: A dylia has a bite attack that deals 1d6 points of damage. This damage increases to 1d8 at 3rd racial level and 1d10 at 5th racial level. Whenever a dylia succeeds a bite attack against a creature, it can attempt to grapple that creature as a free action that does not provoke an attack of opportunity. A dylia gains a +4 racial bonus to combat maneuver checks to start and maintain a grapple with its bite. A dylia can only attempt to grapple a creature of its size category or smaller with this ability.
  • Hold Breath: A dylia can hold its breath for a number of rounds equal to four times its Constitution score before risking drowning or suffocation.
  • Natural Armor: Starting at 2nd racial level, a dylia gains a +1 natural armor bonus to their AC. This bonus increases by 1 at 4th racial level.
  • Sprinter: Starting a 2nd racial level, a dylia gains a +10 foot racial bonus to its movement speed when using the run, charge or withdraw actions.
  • Frightening Visage (Ex): Starting at 3rd level, 1/day a dylia can duplicate the scare spell as a extraordinary ability, using their total hit dice as their caster level. For every 3 hit dice beyond the 3rd the dylia possesses, they increase range of hit dice able to be affected by the scare by 1.
  • Swallow Whole (Ex): Starting at 5th racial level, whenever a dylia starts its turn with a creature at least one size category smaller then it grappled with its bite, it can attempt a new grapple check to swallow that creature. If the check succeeds, the grappled creature takes damage equal to the dylias bite and is swallowed. A swallowed creature remains grappled, while the dylia is no longer grappled, and each turn takes 1d6 points of acid damage for each hit dice the dylia has. if the creature is only one size category smaller than the dylia, the dylia is staggered for as long as the creature remains alive inside their belly. A swallowed creature can attempt to cut its way out of the dylia using any light slashing or piercing weapon (dealing an amount of damage equal to 1/10 the dylias total hit points, any damage dealt to the insides is dealt to the dylia). A dylia’s insides have an AC of 12, and if a creature cuts its way out, the dylia can not use its swallow whole ability until the damage has been healed.

Alternate Racial Traits
  • Alligoran (Ex): Some dylia more resemble alligators rather than crocodiles, and dwell in the river valleys of Urro instead of the jungles of Ixuil. These dylia gain the ability to duplicate qualm once per day at 3rd racial level instead of scare. Alligorans are tied to the Hate and Water Materils instead of, and can become Watershifters or Hatecrafters. This trait alters the Frightening Visage trait and the dylias Materil.
  • Relentless: Some dylia refuse to give up on their prey. They gain a +2 on combat maneuver checks made to bull rush or overrun an opponent. This trait replaces the Hold Breath trait.
  • Swimmer: Some dylia specialize in moving in the water instead of on land. They gain a swim speed of 20 feet (and gain the +8 racial bonus to Swim checks a swim speed entails, and can charge while swimming. A dylia with this trait is slowed by armor and encumbrance normally while on land. This trait replaces the Animal Minded trait and alters the dylias speed.


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