Chajjyk (3.5e Race)

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Chajjyk follow strict religious standards. No Chajjyk is ever seen outside of their religious faith, commonly called Sagacity. They are a valorous, honorable, and quite truthful race (mostly). Chajjyk are hard workers and do not value material property as much as other races may tend to. Even though they are a fearsome sight, Chajjyk are a social race and do plenty of trade. Region to region of their home planet, Zeton, is populated by many diverse races, both in physical appearance and beliefs. (The above noted is for what is called the 'High Chajjyk'.)

Physical Description[edit]

Chajjyk are roughly 5'10" (male) or 5'6" (female). They weigh between 130 to 160 pounds. Their other various physical characteristics change by subrace. Almost no Chajjyk are 'High Chajjyk'. Those that are are usually aristocrats. Chajjyk are lean and muscular and covered in scales. Their eyes are usually wide open and they appear bony in the face. Their hands and feet appear like a chameleon's, clawed at the end. They also have a soft fleshy appendage off of the back of their head called a corma, which is treated much like a human's hair. They cut it and essentially... style it. A notable characteristic is their tail. At the end of this tail is a jem, as Chajjyk call it (not gem as you might think). The jem is quite an oddity. Normally resurrection can occur on a Chajjyk. The one exception to this, is when the tail jem is broken, smashed, or destroyed in some way. The jem is in a way, a life force for Chajjyk. Without it, they are incapable of surviving.


Chajjyk tend to get along with most races due to their reliance on trade for their economy. They are quite social and get along well with most other races. Chajjyk can be very reclusive or hateful of another race if their religion is insulted to any degree. Other than that minor set back, Chajjyk tend to be friendly if of a good nature. Neutral ones tend to be shady and calm. Evil ones will show upright disrespect if they see another as a lesser being, and in almost all cases, they do.


All Chajjyk (with the exception of some subraces) have a Lawful Alignment, but whether they are good, neutral, or evil depends on their subrace. Chajjyk tend to look down upon criminal acts and rebellion, though it is not unheard of.


Once again, depending on their subrace, a Chajjyk can feel comfortable in certain conditions over others. Chajjyk live on a planet accessible only by portal magic. This planet is most commonly known as Zeton and is located on the Material Plane. Good Chajjyk dwell here. Evil Chajjyk dwell on Notez, and Neutral ones tend to dwell on Noto or Zeto, but are found on the main planets also.


All Chajjyk, good, neutral, and evil, believe in the religion of Arkrunic, more commonly called Sagacity. They follow their god, Arkun, who they believe created the entire universe. Arkun, is the Chajjyk word for God. At the head of the leadership were the 14 Sages: Judah, Prime Sage, Turrat, Sage of Greed, Bermudah, Sage of Protection, Lorphen, Sage of the Air, Horphail, Sage of the Earth, Kecko, Sage of the Forest, Jaborta, Wise Sage, Yefroan, Sage of Vision, Zextor, Sage of Neutrality, X-Zylo, Sage of the Fire, X-Yoxima, Sage of the Sea, Gorse, Sage of Life, Zephyretor, Sage of Loyalty, and Jaffs, Sage of Arcana. These Sages were assigned to the task of teaching a planet of worshipers who would not deter and who would not sink into corruption. And so it would be, and Zeton was created and its inhabitants, the Chajjyk. But Good cannot exist without Evil. Turrat, Sage of Greed, wanted more power. He did not appreciate being second to Judah. As part of his own diabolical plan, he himself created Notez, as a mockery to the other Sages' power and as a monument to his own. This in itself was seen as an act of treason to Arkun, and the first Sage War started. Zetonian Chajjyk fought against Notezonian Chajjyk and the Sages waged war against one another. Zextor, Sage of Neutrality, at this time, became intrigued with Turrat's idea, and he left Judah and the others. He joined Turrat and his conquest. The war ended with Turrat being imprisoned in a magical barrier created by the 'good' Sages. Zextor fled from Judah and the remainder of his followers, disappeared. Turrat, though, could not be imprisoned for eternity, and eventually he broke free of his containment. He came to know of a Descendant Chajjyk who was rising up to power on Zeton. His name was Hepo. Once again, Turrat created a mockery of Judah, and made his own Descendant Chajjyk: Opeh. Hepo rose through his life to become the Sage of Hope. Opeh became the Sage of Malice. Hepo had a grandson far down the line of his Sagehood. This grandson's name was Hepo Jr. in his honor. He too, rose to Sagehood as the Sage of Valor. Opeh, had no children, but his creator Turrat and himself made for him a son, Vellais, Sage of Relentlessness. These two kingdoms would wage war for eternity over whose version of Sagacity was correct and who sat higher in Arkun's eyes. Zextor became confused during his escape over what had happened. As his title so states, he became neutral in his thinking. He then created Zeto, and Noto, two neutral planets of a much smaller size. These became home to a neutral race of Chajjyk, more commonly called Exiles. The last known Descendant Chajjyk of the neutral Chajjyk went by the name Urfrawt. He is currently the King of the Exile Chajjyk. The Chajjyk follow their own set of holidays and religious rites. One example of these is the Rite of Lorphen, which grants Chajjyk their wings. Other Rites and this one are listed below.

  • Rite of Lorphen: A Rite honoring Lorphen and his dedication to the air. Duration: 1 Year. Cost: 500gp and 500exp. Special requirements: Age of 21 (Cloud Dwellers are born with this Rite as a gift from Lorphen and gain their wings at the age of 7. They need not perform the rite). During this rite, the Chajjyk thanks Lorphen for his dedication to the sky and clouds, and he also thanks Arkun for the ability to go through such a rite, in which he prays every day for at least 30 minutes. Over the year, his wings grow in slowly and are completed at the end of the year.
  • Rite of X-Yoxima: A Rite honoring X-yoxima and his dedication to the sea. Duration: 1 Year. Cost: 500gp and 500exp. Special requirements: Age of 21 (Aquatic Chajjyk are born with this Rite as a gift from X-Yoxima and gain their gills and webbed fingers and feet from birth. They need not perform the rite). During this rite, the Chajjyk thanks X-Yoxima for his dedication the sea and all that dwell in it, and he also thanks Arkun for the ability to go through such a rite, in which he prays every day for at least 30 minutes. Over the year, his gills begin to grow, and his clawed hands and feet begin to grow webs, completing by the end of the year.
  • Rite of Kecko: A Rite honoring Kecko and his dedication to the woods. Duration: 1 year. Cost: 500gp and 500exp. Special Requirements: Must spend 1 month in a forest by yourself. During this rite, the Chajjyk thanks Kecko for his work with the trees and flora. He then must thank Arkun by praying every day for 30 minutes. After a year, his scale begin to shift colors. The Chajjyk gains Camouflage as a bonus special quality.
  • Rite of Yefroan: A Rite honoring Yefroan, Sage of Vision. Duration: Special. Cost: 1,000gp and 500 exp. Special Requirements: Wisdom Score of 16+. During this rite, the Chajjyk seek Yefroan's greater guidance. After performing this rite, the Chajjyk must perform a Geas/Quest for the Dungeon Master over an undetermined amount of time, but not exceeding a year or otherwise excessive amount of time (you wouldn't want your player to be confined for too many sessions). This may include things such as not performing a specific action or so. Generally, it must be a difficult thing for the Chajjyk to follow. This cannot be removed by any circumstances once begun. After completing the Rite, the player receives a +1 enhancement bonus to any one ability score and the ability to call upon Arkun and the Sage's help once per day to receive a +5 bonus to any one roll.
  • Rite of Bermudah: A Rite honoring Bermudah, Sage of Protection. Duration: 1 year. Cost: 750gp and 250 exp. Special Requirements: Must spend 1 month under extreme conditioning. The Chajjyk's natural armor increases by +1 once the Rite has finished.
  • Rite of Gorse: A Rite that teaches the powerful uses of Life by Gorse's teachings. Duration: 1 year. Cost: 1,000gp and 500 exp. Special Requirements: Age 50, Wisdom Score 16+, 8 HD. Benefit: You gain the ability to use a spell-like ability that causes a beam of life to burst from your hands. This beam affects the first target or object only in a 50ft+5ft/2HD line and deals 1d6/2 levels (max 10d6) and may be used once per day per 4 HD. It is a standard action. A Reflex saving throw (DC 10+1/2 HD+Wis mod) causes the beam to deal half damage.
  • Pledge to Arkun: A Rite that vows complete and total faith to Arkun. Duration: Special. The Chajjyk takes an eternal vow to obey Arkun, or God. The Chajjyk takes it upon himself to fight for just cause in the name of Arkun. Anytime something displeasing occurs in Arkun's eyes (Arkun is Lawful Good), the Chajjyk must put an end to it by any means necessary. If he fails to do so, the Chajjyk suffers 3d6 points of damage and and 1d6 points of ability score drain from any one ability score. He is also nauseated and exhausted and suffers a -1 penalty to all rolls. This damage cannot be removed in anyway until the act that was failed is fixed, he atones, accomplishes something of greater meaning, or Arkun forgives him.

The benefit is that the Chajjyk gains Smite Evil 1/day and Detect Evil/Good/Chaos/Law at will, such as a Paladin does. The Smite Evil adds his HD to damage and his Wisdom bonus to attack rolls. He is now able to take all feats and classes with the Smite Evil prerequisite and any other things requiring such a class trait. In addition, he may use the spell Commune once per week as a spell-ability, but the caster level is halved and the Exp. cost is removed. If taken up by an evil character, treat Arkun as Lawful Evil and change Smite Evil to Smite Good. In the case the character is of a neutral alignment, the Chajjyk receives Smite 1/day and it can be used on a target of any alignment but NE, NN, and NG and treat Arkun as of a Neutral alignment. If one of these secondary situations happen, Arkun is for all purposes Lawful Good, but the way the evil and neutral Chajjyk interpret Arkun's words is evil or neutral. Helping someone down on their luck by feeding and paying for basic things may be seen as giving them a miniscule amount of gold. As player's obtain higher levels, the misinterpretation should be even more drastic as the Chajjyk delves deeper into the faith. Slaying a Red Dragon for the cause of Good may be seen as controlling the Red Dragon and having him turn on your enemies, as "Good" to an evil Chajjyk is what Lawful Good pictures as Evil. This Rite is very role play oriented and should not be taken as something minuscule, but character RP driven. Talking to your God once a week for direct guidance is definitely greater than just a simple prayer. Smiting His enemies means dropping them for a "Holy" cause. Every action the character performs will now be influenced by his God's will and every bad action will be punished with pain and consequence.


Chajjyk speak Chajjyk and Common by nature. As far as it is known, no language sits outside of their ability to speak. A common greeting is Joro (hello in Chajjyk). Joru is goodbye.


Chajjyk names tend to be derived from the father and the mother's first name. Usually some mix of the two. This is a way of honoring their parents, and all of their ancestors.

Racial Traits[edit]

  • +2 Wisdom, +2 Constitution, -2 Charisma: High Chajjyk are granted a greater knowledge of their world and God, their reptillian endurance is dually noted, but their reptilian features also frighten others.
  • Humanoid (Reptilian): Chajjyk also have many subraces.
  • Medium
  • Chajjyk base land speed is 30 feet: Once a Chajjyk performs the Rite of Lorphen, they gain Wings with a Base Flight Speed of 60ft at Good Maneuverability. The Rite of X-Yoxima grants gills and a Base Swim Speed of 20ft. This swim speed also grants a +8 to swim checks and allows them to always take a 10 on swim checks.
  • Darkvision 60ft.
  • Natural Armor Bonus: +5
  • Jem of Life: A Chajjyk has a 'jem' at the tip of its tail. When broken, a Chajjyk cannot return to life through resurrection. If broken while a Chajjyk is alive, the Chajjyk dies instantly. The tail jem has a hardness of 10, and hit points equal to 3x(Chajjyk's HD) or 1/2 of its total HP. A tail jem's armor class is 14+Chajjyk's Dexterity bonus. Like all objects, the tail jem takes half damage from weapons and the associated multiplier from effects that effect objects (such as some sonic attacks doing triple damage to objects). A tail gem is not capable of being the target of an AoE effect.


These bonuses are in addition to those listed above.

  • High Chajjyk: Base race (listed above). +2 Wisdom, +2 Constitution, -2 Charisma. +5 Natural Armor Bonus. Darkvision 60ft. Most Chajjyk vary in scale color like a lizard does. They have clawed hands and sharp teeth. (Claws 1d6, Bite 1d8). Chajjyk receive Balance, Jump, Climb, Hide, Listen, Move Silently, Spot, and Swim as class skills. Chajjyk receive (2+Int Mod)(x4; first level only) skill points per level of Chajjyk. If they have wings, the wings can be used as natural weapons to deal 1d4 damage.

Subraces (All Subraces add +1 to LA including the base LA of +1. Subraces are not necessary. Any damage reduction gained, if any, can reduce damage to 0, but not below 0.)

  • Descendant Chajjyk: Chajjyk Blessed with the Spirit of a Sage. A Descendant Chajjyk may reach Sagehood.
  • Cloud Dweller: Chajjyk naturally blessed with the Rite of Lorphen from birth. Cloud Dwellers live in cities built on clouds, kept floating through magic. Cloud Dwellers are whiter in scale color. +30ft Air Speed and perfect maneuverability. +2 Dexterity, -2 Constitution. Cloud Dwellers are graceful, but their lighter bodies tend to make them more susceptible to pain. Cloud Dwellers also gain Reinforced Wings as a bonus feat (located in the Races of the Dragon). Bonus language: Auran. Unlike other Chajjyk, Cloud Dwellers tend to be more chaotic (no alignment restrictions). Cloud Dwellers gain the air subtype.
  • Lava Born: Chajjyk blessed with X-Zylo's Gift. Lava Born live in Volcanic cities in and around volcanoes, or deep below the surface. Lava Born appear brown or red in scale color and tend to look as though they are wreathed in flame. Immune to fire. Vulnerable to Cold. +4 Strength, -2 Wisdom. Spell-Like Ability: 1/Day; Lesser Orb of Fire. Caster Level is 1/2 HD. Special Quality: Scorching Blood; Attackers take 1d4 points of fire damage. Lava Born are strong but lack their religious relationship. Bonus language: Ignan. Unlike other Chajjyk, Lava Borns tend to be more chaotic (no alignment restrictions). Lava Born gain the fire subtype.
  • Earth Breather: Chajjyk blessed with Horphail's Gift. Earth Breathers live below ground or in mountains in great cities of stone. They appear black, gray, or brown in scale color. +20ft Burrow Speed. +60ft Dark Vision. +2 Strength, +4 Constitution, -4 Intelligence (minimum 3). +8 to Climb (Can always take a 10). While Earth Breathers are heftier and stronger, they tend to lack intelligence due to being further from society and civilization. Bonus Language: Terran. Unlike other Chajjyk, Earth Breathers tend to be more chaotic (no alignment restrictions). Earth Breathers gain the Earth subtype.
  • Aquatic: Chajjyk blessed with the Rite of X-Yoxima from birth (+20ft Swim Speed, Underwater Breathing). Aquatic Chajjyk tend to be blue in color, just like X-Yoxima and the water. Their cities lie below the surface in the depths of oceans and lakes. +2 Dexterity, +2 Constitution, -2 Charisma. +8 to Swim (Can always take a 10). Fast and hardy, Aquatic Chajjyk swim with agility and withstand the troubles of the sea, but they lack even more communication skills. Bonus Language: Aquan. Unlike other Chajjyk, Aquatic Chajjyk tend to be more chaotic (no alignment restrictions). Aquatic Chajjyk gain the Aquatic subtype.
  • Wild: Chajjyk with Kecko's gift (+10ft Base Land Speed). Wild Chajjyk are one with the forest. They traverse the land and forests with ease. They tend to be a greener scale color or even of a brown hue. +2 Strength, +2 Dexterity, -2 Constitution, -2 Charisma. Immune to natural diseases. +3 to Saves against Poison. Gain Survival as a class skill. +2 to Handle Animal, Climb, Jump, Hide, Listen, Move Silently, Survival. Wild Chajjyk are strong and fast, but are weak physically and can tend to stick to themselves. They also find themselves more at home on the earth (-20ft to Flight Speed if the Rite of Lorphen is performed). Bonus Language: Sylvan. Unlike other Chajjyk, Wild Chajjyk tend to be more chaotic (no alignment restrictions).
  • Ice Walker: Chajjyk who have adapted to the cold. They call ice their element. They live anywhere that snow and ice are (even under water). White or blue in scale color, whatever is necessary for hiding. They receive +2 Dex, +2 Con, -2 Int, -2 Cha. They gain the cold subtype and are immune to all cold damage. They are also affected by cold vulnerability. Ice Walker Chajjyk begin with the Rite of X-Yoxima. They cannot fall due to slipping on ice. Spell-Like Ability: 1/Day; Lesser Orb of Cold. Caster Level is 1/2 HD. Special Quality: Freezing Blood; Attackers take 1d4 points of cold damage. Ice Walkers are quick and tough but lack brains and even more social skills. Unlike other Chajjyk, Ice Walker Chajjyk tend to be more chaotic (no alignment restrictions).
  • Hlortuun: Chajjyk that were once considered lost. They were found and recognized as a more primal race of Chajjyk. They were brought back into the new world. They tend to have a browner scale color, but all sorts of variations have been found. Hlortuun Chajjyk are agile and tough (+2 Dex, +2 Con) but lack the punch most other chajjyk have (-2 Str). The new world just isn't grasped by them, their minds still think in the past (-2 Int). Some Hlortuun Chajjyk have been found to be stronger but slower (reverse Dex and Str to +2 Str, -2 Dex). Hlortuun Chajjyk begin naturally with the Multiattack feat and their claws deal 1d8 damage. Money is of little to no value for Hlortuun and Arkun has made special circumstances for them. All rites and rituals cost the same Exp, but no money when being performed. Hlortuun Chajjyk are religious but tend to lean towards a neutral alignment as they do not see the difference in values of the new world that vary between good and evil. All Hlortuun must begin with the Pledge to Arkun. If a Hlortuun violates the Pledge to Arkun, he does not take ability score damage but does lose the smite ability for 1 day.
  • Dune Stalker: Chajjyk that find themselves at home in the desert heat (Immune to the heat of deserts). Dune Stalkers have a light brown scale color. They are a more primitive race of Chajjyk but are not outside the society. They live in the deserts in hidden villages of mud and rock. Fire Resistance 5. +2 Dexterity, +2 Constitution, -4 Intelligence (minimum 3). +2 to Hide, Jump, Listen, Spot, Search. While fast and resilient, Dune Stalkers lack basic knowledge. Unlike other Chajjyk, Dune Stalkers tend to be more chaotic (no alignment restrictions).
  • Divine: Chajjyk born into a world of supernatural power (+1 to Divine Spell-Caster Level). Divine Chajjyk follow their religion even more strictly than others of their race. They are often found as clerics and priests. +2 Wisdom, +2 Charisma. Spell-Like Ability: 1/Day; Cure Light (or Inflict) Wounds. Caster Level is 1/2 HD. Gain Spontaneous Healing (or Wounding) as a bonus feat. Divine Chajjyk are more attuned to their world and the other world. They are also better speakers.
  • Enlightened: Chajjyk who find their place in the world with spell casting as their advantage (+1 Arcane Spell-Caster Level). Enlightened Chajjyk are the arcane titans of Zeton and Notez. +2 to Use Magic Device, Spellcraft. -2 Strength, +2 Intelligence, +4 Charisma. While weak, their minds and their natural spellcasting ability is strengthened. Enlightened Chajjyk gain Versatile Spellcaster (located in the Races of the Dragon) as a bonus feat. Unlike other Chajjyk, Enlightened Chajjyk tend to be more chaotic (no alignment restrictions).
  • Zeto: Chajjyk who are born naturally good hearted. +2 Strength, +2 Wisdom. Zeto Chajjyk are physically strong and willfully strong. Zeto Chajjyk are found as the front line soldiers on the fields of the holy. Zeto Chajjyk cannot be evil aligned.
  • Noto: Chajjyk who are born with hate and malice. +2 Strength, +2 Wisdom. Noto Chajjyk are physically strong and wilffuly strong. Noto Chajjyk like to instill fear and pain in others by any means necessary. Noto Chajjyk cannot be good aligned.
  • Veekorian: Chajjyk born amongst the chaotic evil race of the Veekorian Chajjyk. Veekorian Chajjyk hunt with bows and crossbows, preferring to slay their opponents out of their reach. -2 Strength, +4 Dexterity. +4 to Spot. Veekorians sacrifice their muscular potential for quicker reflexes and keener aim. Veekorians know how to shoot bows where it hurts (Can fire a bow in 'Point Blank Range' or for Sneak Attacks and other similar effects an extra +15ft). Always chaotic evil.
  • Exile: Chajjyk who fall into Zextor's Kingdom under King Urfrawt. They tend to be found as rogues or even spies. Sometimes mercenaries. +2 Dexterity, +2 Intelligence, -2 Wisdom. Exile Chajjyk are always of a neutral alignment. For purposes of becoming a class that requires a specific alignment, they may bypass that certain requirement (Ex. to become an Assassin, you must be of any evil alignment).
  • Shadow: Chajjyk wrought from the shadows. Made of pure evil and only of a deep black, purple scale color. Only capable of being created from powerful necromantic magic. Only one is known to exist, Shadow Hepo, born with a single goal of destroying him. +120ft Darkvision. Do not need to eat, breathe, or sleep. They do not age. Shadow Chajjyk can travel in all directions like it was solid land. They may also pass through solid objects like a ghost can. Shadow Chajjyk are immune to all diseases and poisons. Damage Reduction 15/Lawful Good. Resistance 10 to all. Spell-Like Ability: At Will; Smite Good. +4 Strength, +4 Dexterity, +4 Constitution, +4 Intelligence, +4 Wisdom, -4 Charisma. Excelling in all areas but communication, Shadow Chajjyk are a force to be reckoned with and prefer to kill now and ask questions later. They are not taken lightly and feared by many that possibly one day that they too may see themselves wrought of shadow. A Shadow Chajjyk receives an additional +4 to Level Adjustment on top of the subrace +1 and the High Chajjyk +1 (total of LA +6).
  • Lost One: A race of large sized, primitive, and burly Chajjyk (Large size -1 AB, -1 AC, +4 Grapple, -4 Hide). A Lost One is also a Monstrous Humanoid, rather than a humanoid. It begins with 6HD of Monstrous Humanoid. This grants a Lost One a +6 BAB. Save bonuses of +2 Fort, +5 Reflex, and +5 Will. It also grants a Lost One 3 feats and skill points equal to 4x(2+Int mod). Often found on the far outskirts of uninhabited lands, they live in large villages as a settled down nomadic race. +10ft Base Land Speed. If they perform the Rite of Lorphen, their new flight speed is only 40ft, instead of 60ft, and with good maneuverability. +16 Strength, -4 Dexterity, +8 Constitution, -6 Intelligence (minimum 3), +2 Wisdom, -4 Charisma. Strong and burly, Lost Ones are not as agile as their more civilized brethren. They are also rather unintelligent and do not like to communicate. +2 Listen, Search, Spot, Survival. Lost Ones tend to lack communication skills of all sorts, and usually only speak their own secret language, commonly called Lost Tongue. Intelligent ones speak Chajjyk, but they are few and far between. Rare Lost Ones are known to grow extra limbs, usually seen as two additional arms. These Monstrous Lost Ones are seen as religious figure heads by their kind and are usually the leaders of their temples or communities. The leader of the Lost Ones is named Arklasc. Lost Ones have a total LA of +4. Adjust a Lost Ones natural attacks for large size and give them a tail slap for 1d8 damage.
  • Proto: A Proto-Chajjyk is an anomaly in birth. They appear as a much more primitive looking lizard than their usual self. They have a much more chameleon look to them. Even though they are primitive in their appearance, they are naturally more intelligent than their other brethren. -2 Con, +4 Int. Proto-Chajjyk also have an extra capacity within their expansive minds. They are able to cast as a Spell-Like Ability once per day any 1 spell of 2nd level or lower that they know. This spell-like ability need not be prepared. It can alter from day to day and there is not one set spell that they must cast.

Undead Chajjyk[edit]

Chajjyk cannot be raised again when their tail jem is broken, nor can their corpse be risen as an undead while the tail jem remains intact. Once broken, all that changes. A tail jem cannot be repaired, except by a miracle or wish spell. In such a case, a tail jem can only be brought back once every year. A Chajjyk does not take on the usual skeleton format. They are much different. When raised, a Chajjyk does in fact take on a skeleton form. Its type changes to Undead, and all its HD change to d12s. It keeps its dark vision of 60ft. Its base land speed is 30ft. Its flight speed, if it had one, is 30ft. Undead Chajjyk do not need to eat, drink, or sleep. Undead Chajjyk have a natural armor bonus of +5. They gain Damage Reduction 5/Bludgeoning. They gain a bonus +2 Dexterity. Undead Chajjyk have a 50% chance to retain their intelligence score (along with the feats, skills, and languages that it knew in its former life). Undead Chajjyk's claw damage increases to 1d8 (1d10 for Hlortuun). Undead Chajjyk lose their Constitution score (as all Undead). They receive bonus HP equal to 2x(HD). They gain all other associated Undead Traits. Undead Chajjyk are often created to prevent their former selves from coming back to life. Undead Chajjyk can sense all living creatures around them within a 30ft radius. Attempting to ressurect an undead chajjyk or one with its tail broken causes the spell to fail instantly. A Wish or Miracle spell can repair the tail jem, but a second form of resurrection is required to recreate them.

Vital Statistics[edit]

Table: Chajjyk Random Starting Ages
Adulthood Simple Moderate Complex
20 years +1d4 +2d4 +3d4
Table: Chajjyk Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
160 years 240 years 320 years +d100 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Chajjyk Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 10" +2d10 120 lb. +6d10 lb.
Female 4' 6" +2d10 100 lb. +4d10 lb.

Additional Lore and Artifacts[edit]

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