In'Za (5e Creature)

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In'Za[edit]

Medium humanoid (Cyk'n), lawful good


Armor Class 18 (Chain Mail + Apprentice's Shield)
Hit Points 14/14 (1d10 + 3)
Speed 35 feet


STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 16 (+3) 12 (+1) 8 (-1) 16 (+3)

Saving Throws Wis +1, Cha +5
Skills Arcana +3, Athletics +3, History +3, Religion +3
Tools Jeweller's Tools
Proficiency Bonus +2
Damage Resistances Poison, Fire
Senses Passive Perception 9, Darkvison (120 feet)
Languages Common, Cyk'n
Challenge 1 (150 XP)


Racial Features

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Fiendish Resilience. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


Hellish Resistance. You are resistant to fire and poison damage.


Martial Expertise. You have proficiency with the longsword, glaive, shortsword, and whip.


Protective Scales. Your scales are tough and flexible. While you wear no armour, your AC is equal to 11 + your Dexterity modifier. You may wield a shield and still gain this benefit.


Superior Darkvison. Your darkvision has a radius of 120 feet.


Paladin Features

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.


Uses Remaining: 4/4


Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.


HP Pool: 5/5


Equipment

Citrine Blade Amulet (Holy Symbol) (Left Offhand)

Apprentice's Shield (+2 AC) (Left Hand)

Apprentice's Longsword (1d8/1d10 Slashing damage) (Right Hand, 1d8) (+3 to hit, +1 damage)

5x Javelins (1d6 Piercing, range 30/120) (Right Offhand) (+3 to hit, +1 damage)

Jeweller's Tools

Priest's Pack. Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, a censer, vestments, and a waterskin.

Chain Mail (AC 16) (Equipped)

16 gp, 7 ep, 5 sp, 368 cp

Description


Age: 27


Height: 7' 0"


Scales: Dull Green


Eyes: Orange


Personality


Traits
  • I put all my effort into things- I read a 1000-page book just to make my friends some amulets.
Bonds
  • I want to become a Keeper to protect the Blades, as I know what would happen if they were destroyed.
  • My friends are having their own adventures right now- I'll meet them again soon.
Flaws
  • I find it hard to understand other cultures- I've spent most of my life in one cave network.
  • My devotion is driven by fear of the darkness.
Ideal
  • Duty.

I do what is required of me by the elders, because I understand the consequences of abandoning my destiny. (Lawful)

Background

In'Za was born in a Cyk'n catacomb located beneath the city of Du'Na-Go'Se'Ni (City of the Golden Temples), as it is known in Cyk'n, a city said to be built by the disciples of Argentahl many millennia ago. His father, a human priest of Argentahl, sensed the divine potential within him, and wished to take him to a temple of Argentahl to be trained. In'Za's mother objected, wanting In'Za to be trained in the Ze'Mi-Sa'Gi'Da (Oath of the Keeper of the Ancient Blades), a sacred oath that Cyk'n take to protect the barrier between the planes and enforce Cyk'n law. The catacomb's elders grudgingly ordained that since the parents would not agree, they must wait until In'Za's 24th birthday, when he would decide his future like a normal Cyk'n. In the meantime, he trained in combat as all Cyk'n children do, alongside three of his friends; Xi'Bo, a Scorch Cyk'n who had come to the clan after being raised by a clan of Wookiees after he was abandoned in the forest, Ro'Qa, an Electrum Cyk'n who was born in the Beastlands, but whose family had moved to the material plane and were a part of the clan, and Dr'Sa, a Cyk'n who was born infected with a mysterious magical disease. She was also born a Nightshade Cyk'n to two Slate parents, a mutation presumably caused by the strange disease. Xi'Bo, Ro'Qa, Dr'Sa and In'Za decided to have a competition- whoever could become a hero first would win. In'Za made each of them an amulet of Ji'He's crest with a gemstone; a citrine for himself, an apatite for Ro'Qa, a ruby for Xi'Bo, and a topaz for Dr'Sa.


When his 24th birthday came, In'Za, a pious and scholarly child, chose to swear the Ze'Mi-Sa'Gi'Da, much to his father's displeasure. For the first two years, In'Za was to study the scriptures of Ji'He, before searching for adventure and learning the ways of the outside world. In'Za's father, bitter about In'Za's choice, tried to dissuade him from continuing his studies many times over the course of the two years, a great crime for a Cyk'n (As In'Za's father had married into the Cyk'n clan, he was subject to their laws), but after a few months, In'Za, having accepted a Keeper's duty to uphold the laws of the Cyk'n, informed the elders of his father's transgression. The elders subsequently banished In'Za's father from the catacombs for breaking such a sacred code of law. Afterwards, In'Za left on his two-year journey, which is still continuing.



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