Hahn Warmblood
Twisted by their connection to the mad Thri-Kreen Queen Kha'chki, the psionically sensitive Cunam Hahn have begun a slow push to the north, from their subarctic homeland. They have been outgrowing the southern pole for some time, now, and are in need of resources more easily found further north; specifically, they have discovered the salt and mineral deposits left behind by the frequent tsunamis that plague the east coast of Taisha.
Fitting their needs precisely, The Cunam Hahn began the laborious process of creating supply lines and mining blocks of salt from the edges of the swamplands. This was, at first, a disaster, as the native Taishando Lizardfolk responded with extreme prejudice and violence. It stymied the Cunam Hahn advance for several decades; until, that is, the invention of the Hahn Warmblood.
With the help of the Thri-Kreen Queen of The Lunan Hive, the The Cunam Hahn Warmbloods have been bred to be able to live and thrive in the heat of the warmer climes.
They have been slowly infiltrating the eastern coast of Taisha, meticulously mapping out Taishando Lizardfolk tribal territories and hunting grounds. Slowly, the Cunam Hahn have amassed food and water at strategic places. They have created supply lines, protected by mud-brick and sod tunnels, that are running north-east up the southern tip of Taisha and into the Lizardfolks' ancestral hunting grounds.
Basic Information
Anatomy
A true cross between Human and Cunam Hahn gene pools, the Warmbloods are all sterile, as of yet. Cunam Hahn scientists are working on the problem, but so far the intertwining of the species has only been viable in a laboratory scenario. These individuals are quite prized, and quite highly trained in survival, languages, stealth, and infiltration, before they are set to any tasks.
Biological Traits
Life expectancy has recently been extended for these genetic marvels, and is now approximately thirty years, eleven days, and sixteen hours.
Genetics and Reproduction
As of yet, Warmbloods cannot reproduce.
Growth Rate & Stages
They are only ever "born" in a lab, and are raised under strict laboratory circumstances at first. The strongest are then trained to leave the hive and perform their various tasks, while the weakest stay behind to perish of cold and exaustion performing menial labor for the hive.
Ecology and Habitats
These mammals are able to withstand extreme cold, and can adapt to almost any environment as long as they take the time to get acclimated.
Dietary Needs and Habits
These genetically engineered super soldiers require two-thousand, eight-hundred calories per day to function optimally, generally consuming it via a slurry of fish meal, clotted cows milk, and coarsely-ground corn flour. The Warmbloods require three meals per day or they will quickly begin taking consequences, having only one day without food before exhaustion begins to set in, and only twelve hours without fresh water.
Biological Cycle
These Hahn are created in a lab in their home territory, which is also where their intial imprinting and initialization takes place. They will live to approximately thirty years of age before their biological cycle ends abruptly.
Behaviour
To an outsider, these genetic marvels seem completely impassive and unemotional. This is not true; it is simply that they do not show it very well, having been born and raised in a laboratory environment by a completely impassive hive mind.
Additional Information
Social Structure
As far as the Cunam Hahn are concerned as a group, the warmbloods are half-breed abominations, and are completely shunned unless ordered otherwise.
Facial characteristics
Their faces and features are entirely human, but they seem completely placid; as if they were raised by implaccable, emotionless drones.
Geographic Origin and Distribution
The southern pole, and southeastern Taisha.
Average Intelligence
These genetic marvels are intelligent enough to have existential crises if not properly trained and desensitized.
Perception and Sensory Capabilities
An interesting side effect of their connection to the Hive Mind of The Cunam Hahn is the Warmbloods' unique ability to communicate telepathically with each other across vast distances. Worldwide, a Warmblood can speak with another Warmblood, or group of Warmbloods, as long as they have been introduced one to the other.
Civilization and Culture
Naming Traditions
They are named by: Vat Number, Batch Number, and Hat Size, thusly: v14b:b172:hs10.5.
History
These advance scouts were first created several generations ago, but have only recently been deployed to the eastern coastal regions of Taisha. The Cunam Hahn are nothing if not fastidious.
They seem to be of average physique, but high constitution.
Their skin coloring runs the gamut from pale, pasty white, to dark, weathered brown.
Tellus' Standard Reference
Cunam Hahn Warm Blood
STR
12 +1
DEX
17 +3
CON
15 +2
INT
10 +0
WIS
8 -1
CHA
9 -1
Stealth +10, Deception +10
Sense Heat, 30'
Pass Without Trace
2nd-Level AbjurationCasting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 minuteA veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Sneak Attack:
Once per turn, the Warmblood can deal an extra 6d6 damage to one creature it hits with an attack if it has advantage on the attack roll. The attack must use a finesse or a ranged weapon.
It doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and it doesn't have disadvantage on the attack roll.
Actions
Rapier
Melee weapon (martial, rapier)Finesse. When making an attack with a finesse weapon, the warmblood uses its choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Damage: 1d8 Damage Type: Piercing Properties: Finesse Weight: 2
Dagger
Melee weapon (simple, dagger)Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Damage: 1d4
Damage Type: Piercing
Properties: Finesse, Light, Range, Thrown
Range: 20/60
Weight: 1
Fade Away
The Warmblood can use an action to phase into the ethereal plane. This lasts until the end of his next turn, or until the Warmblood dismisses the effect.
Reactions
Attack of Opportunity
The Warmblood can make an opportunity attack when a hostile creature that it can see moves out of its reach. To make the opportunity attack, it must use its reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves the Warmblood's reach.
Legendary Actions
Legendary Resistance
Three times per day, the Warmblood can choose not to fail a losing saving throw.
An unholy comingling of Cunam Hahn and Human DNA, the Hahn Warmbloods were bred for special missions that take place in climes much warmer than the Cunam Hahn's antarctic homeland.
It is such a sad and at the same time intriguing story about this species. Especially the pretty specific life expectancy. As an aspiring DM I was also really intrigued by all the roleplaying elements in this article.