Chimeroth (5e Race)
From D&D Wiki
Chimeroths are a bipedal, 6 to 7 foot tall beastly humanoid race, whose features are an amalgamation of several different animal species, similar to that of a chimera, the beast which inspired its name.
Their most identifiable traits are their ebon-shaded horns, which emit a faint fluorescent glow from within the horns themselves in darkness. This is most noticeable towards the tips, as it gets brightest there.
Their other common traits include a pair of feathered wings adorning their backs, though they work more in ways of gliding and slowing descents rather than used for true flight. Longer than average arms stretch down towards their knees, finished with massive 4-fingered, monstrous claws. The feet of a chimeroth are birdlike in nature, with three front claws and an additional claw at the back of the feet which serves as a spur. Lastly, they grow long tails averaging out to be equal to the height of the chimeroth. These tails are a powerful muscle capable of supporting up to double the chimeroth's body weight.
An Origin Born of Fear and Blood
The tale of the chimeroth is a sad one... Filled with no end of torment or remorse. They were born into existence as the result of a dark pact made by primitive tribes of wood elves that were faced with the threat of an orcish warband destroying their tribe forever. In their desperation, they made a plea to the spirits of the forest for protection, getting instead of the blessings of a demon taking on a guise of their own deities. The pact brought the tribe of wood elves an abundance of strength and arcane might that was used to quickly vanquish the orcish invaders.
This victory would soon come at a terrible price. The demon whom the tribe had been bestowed their power claimed his half of the bargain, transforming the elves into a feral, demonic hive-minded force that would go on to bring destruction to a kingdom of humans, whose paladins' had attempted to slay the demon years before. After biding time over several years until they had reproduced enough to provide a suitable army, the demon put its plan into action, bringing a bloody, ruthless slaughter upon the unsuspecting kingdom's denizens. Ultimately in the end, the human forces were successful in thwarting the chimeroth onslaught, drawing out and sealing away the demon, thus cutting off his influence and power over his underlings.
The disoriented and confused chimeroth stood no chance against the might of the humans and could do nothing to defend themselves from the full force of the humans retaliation. Even with being quick to surrender, they were shown no pity. Those who regained their wits about them were quick enough to escape and scattered across the lands, nesting in remote, isolated places far from civilization. Hundreds of years of seclusion has faded the memory of their deeds from history, but their traits and overall monster-like appearance still gives the civilized races of the world a lowly opinion of them.
A Culture Rich in Wisdom and Compassion
Chimeroth are a nomadic people to a fault, normally living in small tribes or clans consisting of up to 50 members strong, lead by an elder or shaman. But it is not uncommon for chimeroth to live alone in seclusion. Their climate of choice is arid, cold mountains and steppes where changes of seasons are still distinct between summer and winter. Generations of living in peace have tempered them into being very calm and accepting. Travelers who come across chimeroth while passing through their territory are more likely to be welcomed than intimidated or forced away. Chimeroth often choose to share food and water before showing those travelers the safest paths to take.
Utilizing their various beast traits to their fullest is part of the chimeroth way of life, from using their wings and great strength to ambush their prey animals from above, or using their sharp claws for tasks like climbing and skinning, or using their tails as a third arm.
The chimeroth have great respect towards the natural world, giving thanks often in form of pious moments of meditative silence, as well as carrying out visions and tasks given to them by the elements themselves. They have an acute attention to fine details, and let nothing ever go to waste, finding uses for any and everything they obtain, though they are not materialistic people.
Above all else, the chimeroth resent beings of pure evil with a burning passion, like fiends. Able to sense presences of great evil and instinctively drawn towards them, chimeroth do not rest until the sensation of evil auras they enter are vanquished permanently.
Chimeroth that live among large civilizations may not be liked, but they are generally seen as harmless. It isn't uncommon for worshipers of holy forces to be particularly malicious towards them, however, seeing them as demonic spawn.
Chimeroth names are quite normal-sounding and pronounced, showing their apt tongue despite their beastly appearance.
Male: Notaku, Gohmda, Kyrak, Okomi, Matoskah
Female: Nascha, Misae, Kaiya, Catori, Amayeta
Lithe, strong, and intelligent beings that utilize their talents in ways that enable them to quickly adapt in order to survive.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Chimeroth's unnatural anatomy has drastically drawn out the lifespan of their kind. Getting anywhere between 600 to 700 years, reaching physical maturity at around 20 years.
Alignment. Chimeroth, in general, have good personalities of all kinds. While some might be more sociable and friendly, others actively seek out corruption, all having a very firm definition of what is right and wrong.
Size. Tall, lean, and athletic, chimeroth stand about 5'9” to 7'0” feet, and weigh around 180—365 lbs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Thick Hide. You live up in cold mountains a lot. You are resistant to cold damage.
Nomadic. Your life among harsh environments has made you a capable survivor. You are proficient in the Survival skill.
Ebon Wings. You can use your wings to prevent falling damage by slowing your falling speed. You gain a glide speed of 10 feet. Starting at 5th level, you gain a flying speed of 20 feet.
Sense the Sinister. As an action, you can detect nearby aberrations, dragons or fiends within 60 feet of you. You regain use of this trait after you complete a long rest.
Tail. Your tail is prehensile and a natural weapon tipped with fang-like spikes which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, your carrying capacity is doubled.
Beast Form. Your creature type is considered both beast and humanoid.
Languages. You can speak, read, and write in Common, and one other language of your choice.
Random Height and Weight
|5′ 9″||+2d12||180 lb.||× (2d8) lb.|
*Height = base height + height modifier