Apothicon (5e Race)
From D&D Wiki
|“||That thing up there? If it comes close, shoot it. We're doomed either way since we've done seen it...||”|
The apothicon is a humanoid race with distinctly shaped heads that resemble that of reptilians. They also have the same scaly covering their body and near the follicles of their thick hair. Their hair is very thick and coarse and often in thick ropes without need to even tie together. Apothicons have two eyes, a flat nose and a constantly frowning mouth but an otherwise standard organized facial structure. The most notable trait is their eyes, which are constantly shimmering in the dark. They have thick, sinewy, stocky physiques but are still quite tall and limber for their stature. Apothicons can vary in skin tone and minute features given they breed with fiends and drows.
In ancient times, apothicons were creatures who lived among fiends. Even after the fall of the drow city in the Deep Wastes, the apothicons moved in to inhabit the place instead. They looked more normal than their more fiendish neighbors, but to the fey and humans, the apothicons were no different. Apothicons frequently murdered serially against other races when they emerged from their cities in the Underdark. They viewed this as entertaining hunts and were very brutal to humans and non-fiends alike. Apothicons frequently made these trips and plundered not only in the usual whole human slaves and women but also in parts. They would take the entrails and innards of the slain and bring it back to the Underdark, where they would use the stuff as offerings to the lost city of Maerimydra, hoping for its return.
Apothicons have always been a warrior-like race that relished bringing destruction upon their prey. Thus, it is a thriving myth that apothicons are signs of the end to come. The sight of one likely meant a scout and more to come. It is unlikely they are very welcome if someone knows their violent history, although their appearance itself is arguably enough reason already. But they aren't pure barbarians through and through. They are actually well-versed in the arts of war and public speaking. Their culture has grown from that of plain fiendish to take its own forms, but not so much affinity for the arts.
Apothicon cities can be well saturated with their kind but not entirely homogeneous. Apothicons are very reclusive, however, and rarely stray from their family units, which usually comprise of a parent figure or figures and drones, or children spawn. They operate similar to how military units do, with designated roles and goals that are accomplished and regularly regulated and reviewed. They thus live a very strict lifestyle, meant to keep them from trouble against the higher beings in the Underdark. Apothicons are actually quite fond of dark elves (drows) and will often incorporate them into their cities and mate and breed with them. In fact, apothicon cities were modeled after the lost drow city supposedly. Apothicon features are very dominate, however, and will often show in the resulting child.
It is rare but not unheard of apothicons leaving their homes to go explore. They are the adventurous types. Sometimes, appoficon seniors may send out a drone to go scout what is going on in the world outside, or as a sign of an invasion to come. Apothicons who leave their homes are rumored to eventually lose some of their aggressive upbringing. Interactions with apothicons are rare outside mobs and witch hunts. However, there are cases where apothicons find an accepting or ignorant community where they stay and live normally like regular people for the rest of their lives. They can breed with a variety of humanoids outside the Underdark, so a good deal of apothicons born outside their origin cities is slowly a growing number.
Apothicon names derive from a fiendish and elven tongue as a result of their cultures having mixed a lot with fiends and drows.
Male: Searil, Eckgard, Errigod
Female: Zarindel, Narina, Aricen
Living in the Underdark, these mysterious creatures sport odd shimmering eyes
Ability Score Increase. Your Dexterity and Charisma scores both increase by 2.
Age. Apothicons usually live to be around 500 years old and mature around the age of 22.
Alignment. Apothicon alignments usually range from neutral to evil, although some may be good. They have a tendency for lawful alignments.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Shimmering Eyes. When in darkness, there is a 5-foot aura of dim light around you. In addition, you have advantage on saving throws against being blinded.
Underdark Resilience. You have advantage on saving throws against poison and you are resistant against poison damage.
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.
Languages. You can read, write, and speak Common, Undercommon, and one other language of your choice.
Random Height and Weight
|4′ 6″||+2d10||95 lb.||× (1d4) lb.|
*Height = base height + height modifier