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Zukdin

Around 75 years ago, the mysterious zukdin arrived, almost simultaneously appearing in major population centers around Valine. Intelligent bipedal insectoids with formidable strength, these curiosities, usually traveling in threes, were quickly able to meet with the leaders of the major cities and states. Because of a natural ability to lead, and their strong sense of reasoning, zukdin proved adept at military tactics and political intrigue and it is rare for a powerful leader now to operate without a zukdin on his staff, a small colony of other zukdin operating alongside them. Where they originated is still a mystery.   These insectoids have two arms and two legs, with a short, muscular tail.   They have two bulbous, pupilless eyes which and can often make them appear to be angry. Their eyesight is excellent. Their small mouths and wide noses often make them appear to be distant, but looks can be deceiving.   Their ears are huge and their hearing is amazing. They also have horns running across their backs. Their chitinous exoskeleton is very thick and rough. They have some hair that grows in rows across the crest of their heads, framing the ridge of horns.   Their skin colors are mostly light orange, dark yellow, dark blue and light brown, which tend to become darker as they age.   The males are usually bigger than their female counterpart and their colors are more vibrant. The females, however, are usually more gracious.
Zukdin Fighter
Lifespan
Zukdin mature faster than humans, reaching adulthood around age 10. They age noticeably faster and rarely live beyond 40 years of age.
Average Height
From 6 and a half to well over 7 feet tall.

Zukdin

Ability Score Increase +2 Str, +1 Int
Size Medium
Speed 30 ft.

Zukdin Traits


Aggressive
You can use your reaction at any time to immediately move your speed towards a hostile creature. Once you have used this trait, you can't use it again until you have finished a short or long rest.   Cunning Critical
When you score a critical hit with a weapon or cantrip, you can roll one additional damage die one additional time and add it to the extra damage of the critical hit.   Darkvision
You have darkvision out to 60 ft.   Empathic
Zukdin can read others emotional states better than most and possess a low level telepathy that does not allow for the reading of thoughts but may sense strong emotions. They get a +2 bonus against deception checks, or advantage if they have had the opportunity to study the individual deceiving them for 24 hours or more. They are unaffected by charm effects and illusions representing sentient beings.   Natural Armor
A zukdin's rough, chitinous exoskeleton provides them with a base AC of 14. They may wear armor on top of their exoskeleton for an additional bonus of up to +4 (determined by subtracting 10 from the armor's AC), but are unable to wear heavy armor or any medium armor that imposes Disadvantage on stealth.   Natural Leader
You gain proficiency in the Persuasion skill.   Weak Immune System
Zukdin are susceptible to disease and poison. They receive disadvantage on saving throws against disease or poison and are vulnerable to poison damage.
 

Languages. You speak, read, and write both common, draconic and deep speech.



Cover image: World of Valine Tome by Rob Taylor

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