Pipiri Species in Syrik | World Anvil

Pipiri

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5e Racial Stats

  • Ability Score Racial Traits: A pipiri increases their Charisma score by 2, and one other ability score of their choice by 2.
  • Type: Pipiri are humanoids with the Fae subtype.
  • Size: Pipiri are small.
  • Speed: Pipiri have a base speed of 20ft.
  • Languages: You can speak, read, and write Common and Pherose.

Air Gust (1)

As a reaction to being attacked by a creature within 60 feet, you can fling a gust of wind at your aggressor. Make a ranged spell attack, using your Charisma as your spellcasting stat, unless you possess the spellcasting feature in which case you use the attribute of that class feature or your Charisma, whichever is better. If your attack hits, the target suffers 1d4 + your Charisma modifier points of force damage, and the target must make a Constitution saving throw or suffer disadvantage on their next attack roll as they are twirled in place by the gusting wind. You can use this feature a number of times equal to your Proficiency bonus, regaining any spent uses after completing a long rest.

Cold Blooded (x)

Pipiri are cold-blooded, they cannot be detected by thermal vision; however, they are especially susceptible to the environment around them, they suffer Disadvantage on any Environmental cold or heat effects, and are Vulnerable to damage caused by Environmental cold or heat effects. Resistance to either Cold or Fire, cancels out the Environmental vulnerability of that environment. Natural resistance to one of these environments negates that environment's penalties.

Dazzling Performance (2)

The pipiri are covered in beautiful and distracting markings that reflect the light around them. They use this reflective light to call mates to them, but they have also learned to use this light to discourage or encourage those around them. You gain proficiency in the Performance skill, and as an action can use these reflective lights to distract or encourage creatures within range. Each creature within 30 feet of you when you target a single hostile creature must make a Charisma saving throw DC equal to 8 + your Proficiency bonus + your Charisma modifier or suffer from the Dazzled condition; additionally, one creature of your choice within 60 feet must make this save as well, should they fail, in addition to the Dazzled condition, they suffer a d4 penalty on their next ability check, attack roll, or saving throw. The pipiri can instead apply this d4 as a morale bonus on the next indicated check by using the lights to encourage their allies performance.

Faerie Folk (1)

You have advantage on saving throws against being charmed, and magic can’t put you to sleep, nor can you be aged magically.

Feathered Scales (1)

Your body is coated in fur-like scales which provide an effective means of escape. Whenever you are grappled or incapacitated by a creature, trap, or other means of binding, you can reduce your AC by 2 until the end of your next turn, to gain advantage on any roll needed to escape.

Flight (x)

You have large wings sticking out of your back that, when fully extended outwards, give you a wingspan equal to double your height. All armor and back accessories must be tailored to accommodate your wings. You have a flying speed of 40 feet. To use this speed, you cannot be over encumbered or wearing medium or heavy armor.

Basic Information

Growth Rate & Stages

Adulthood Intuitive Self-Taught Trained
4 years +1 year (5 years) +1d2 years (5 – 6 years) +1d4 years (5 – 8 years)
Young Middle Age Old Venerable Maximum Age
under 2 years 12 years 18 years 24 years 24 + 1d6 years
Origin/Ancestry
Beastfolk
Average Physique
Gender Base Height Height Modifier Base Weight Weight Modifier
Female or Male 2' 4" +2d4" (2’ 6" – 3’ 0") 15lb +2d6lb. (17 – 27lb.)
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