Tanathans (3.5e Race)
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Arrogant liars, Tanathans have darkness in their actions and essence.
Tanathans are greedy, egocentric cowards. They believe to have decended from the former lords of Madar (although there probably is quite a bit of commoner blood in their ranks as well) and therefore still claim an inherent superiority, despite the fact that their nation is nothing but a run-down band of scavengers. A promise from a Tanathan isn't worth anything and most Tanathans would abandon their own family or friends without a second thought, if they can save their own skins that way. Tanathans also believe that everything they can see belongs to them by right and have no problem with either tricking or forcing people out of their property, if they think they can get away with it. They can also be quite sadistic (although they shirk from pain themselves) and some enjoy exterminating life for its own sake.
 Physical appearance
Tanathans stand between 5 and 5 1/2 foot tall. They generally have a gaunt-looking sinewy appearance. Their skin is maggoty white, although most people describe it as grey, because for some reason, light seems to avoid striking them directly. Their eyes are like deep black orbs without any warmth in them.
Most outsiders who stay around a Tanathan too long get the impression that dusk is setting in or that they are surrounded by a grey fog. Their touch feels like that of a corpse and most outsiders who have touched them claim that it seems to sap a person's vitality.
 Racial Traits
- Size: Medium
- Base Land Speed: 30 ft
- Perfect Darkvision (ex): A Tanathan can see as well in complete darkness as a human can see in full daylight. Tanathans can even see in magical darkness (making their Body of Shadows ability useless against fellow Tanathans).
- Body of Shadows (su): A Tanathan can cloak his body in darkness, effectively giving any attack directed towards it a 20% miss chance. The Tanathan can supress or resume this ability as a free action, but it is supressed within the area or a first level light spell or higher. A creature capable of seeing through magical darkness negates this effect.
- Imbue weapon (su): A Tanathan can let the power of darkness flow through any melee weapon that he wields. Each ability is earned at a different level. A weapon can only be imbued with one effect at a time (it can be used, even if the weapon normally can't have this ability). To the eye, it looks as if the hands and weapon of the Tanathan suddenly flare with dark energy. Changing the ability on a weapon is a standard action. The weapon loses the ability when not being wielded by the Tanathan. The abilities are the following:
Level 1: +1 (doesn't stack with existing enhancement)
Level 4: Keen
Level 7: Viscious
Level 10: Unholy
Level 13: Wounding
Level 16: Bane (choose any non-evil creature)
Level 19: Speed
- Dark lifeforce: Healing spells harm a Tanathan like inflict spells and inflict spells cure a Tanathan like healing spells.
- Dark edge (su): Whenever casting a spell that does elemental damage, the Tanathan adds an extra die of damage to it, even if this would cause the spell damage to exceed it's normal cap. The extra damage is only added once, even if the spell has multiple missiles (such as scorching ray). This damage is dark (profane) damage and therefore not subject to normal damage reduction. To the eye, the normal elemental spell appears to have flares of darkness intertwined with it.
- Immunities: Tanathans are immume to fatigue and exhaustion effects, as well as ability and level drain.
- Spell-like abilities: A Tanathan with an Intelligence or Wisdom score of at least 10 gains spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative and usable once per day, unless otherwise noted. Caster level equals the Tanathan's HD and the save DC is Wisdom based.
|1-2||Touch of fatigue, darkness|
|3-4||bane, ray of enfeeblement|
|5-6||death armor, death knell, darkness 3/day (replaces previous)|
|7-8||vampiric touch, inflict serious wounds, touch of fatigue 3/day|
|9-10||bestow curse, resist energy 3/day|
|11-12||enervation, crushing despair|
|13-14||waves of fatigue, crawling darkness|
|17-18||summon monster VIII (only Hellcat)|
- Automatic Languages: Ancient Animean, Madaran. Bonus Languages: Mahrdian, Sarandor
- Level Adjustment: +3
Some spells in the spell-like abilities are derived from the Spell Compendium.
All the races of Eles-Perdna are part of a homebrewed campaign. However, they can be easily adapted to any setting. All you need is one or more planes with strong elemental traits (such as elemental planes or the abyss) and have some adapted humanoids live there.