Wildling Type: Skyapris / Bat-People

Inhabiting caves, crevices, abandoned structures and trees, Skyapris are a group of bat-like creatures that have been transformed by the Wilds and are found throughout the Northern and Southern Continents under various names and forms.   To some they are rarely seen, inhabiting far-removed cliffs and caves. To others they are known as eccentric traders, willing to sell trinkets and wares under their wings. Skyapris inhabit the oft-forgotten locales of Vaxus, and are known to share a rivalry with insect-like Wildlings. Flower enthusiasts and exotic fruit connoisseurs, these simple folk are often mistaken for terrible vampires by superstitious hearts or simple beasts by foolish adventurers.  

Gameplay Traits

 
  • Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1. Skyapris are known for their Dexterity and Charisma, able to react to new situations and make fast friends with ease. It is recommended to put 2 in Dexterity and 1 in Charisma, though many different Bat-folk personalities are found.
  • Creature Type. You are a Humanoid.
  • Size. Your size is Small. Skyapris grow to around 3 feet tall, with the tallest of them reaching 4 feet. Naturally light-weight to support their limited flight, Skyapris weigh between 40 and 60 pounds.
  • Speed. Your walking speed is 25 feet.
  • Languages. You can speak and understand other bats, and you know one other language that you and your DM agree is appropriate for your character, such as Regional (a catch-all term for the region's main language, also known as Common). Bat-folk speak using chirps, screeches, and songs to each other.
  • Age. Bat-folk are known to live on average less than 30 years, though some can live longer, up to 40.
  • Alignment. Skyapris often have multiple homes they use, moving around often in the freedom that their limited flight brings. Chaotic creatures that flit between stability and spontaneity, they collect baubles to fill these homes, but otherwise remain ready for travel at a moment's notice.

  • Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.
  • Wall Clinger. You have a climbing speed equal to your walking speed and can climb along ceilings as if it were difficult terrain.
  • Limited Flight. You have a flying speed equal to your walking speed, but you must land at the end of your turn or you fall. You can't use this flying speed if you're wearing heavy armor. Additionally, when falling you can use your reaction to spread your wings, slowing your descent and allowing yourself to glide. When you do so, you fall gently at a speed of 60 feet per round, and you take no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, landing in the space where you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield.
  • Echolocation. You have Blindsight out to 10 feet. You cannot use this trait if you are deafened.
  • Bite Attack. You can make an unarmed attack using your fangs, biting an opponent. When you hit, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Also known as:
  • Hnu'Nehraska (Drael): sentient-night-cave-sentry (Hnu-Nel-Hirrak-Sheka). Encountered by certain Draelish clans.
  • Bat-folk (Regional): Group of bats or hearts that have been given aspects of the other during a Wild Surge. Collective name.
  • Seekers: Groups of bat-folk found deep within the Underdark. Theorized to have come from the surface during the Cataclysm.

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