Okkono (3.5e Race)

From D&D Wiki

Jump to: navigation, search


Though the sight of them is unpleasant to look at, they are quite friendly and outgoing. Okkonos are created from summoning spells long-forgotten, involving a skull of an animal, a soul, and other fluff items. The spell will bind the soul to the skull of the animal as it will use it as the starting part of the body. This process normally takes a week for the body to form. Some mages use okkonos as servents do to the adaptive and friendly nature of the creature. Other magical beings try to capture Okkonos that have outlived their masters or gone rogue to harvest some of the useful organs and bones. More common creatures see Okkonos as a bad omen (A bringer of bad luck) and often hunt them.


Okkonos or Okko(s) for short, usually are outright curious about the surroundings and knowledge that they do not know. Despite the situation, they know they are always in they are normally friendly and straight forward. The main problem is that almost all okkonos are under the guise of another persona to manipulate other races and not draw attention to them selfs.

Physical Description & Informational bits[edit]

Okkonos are very tall often being a foot taller than an average human. They have very smooth silky skin that is black. The Okkono has dragon-like talons but not nearly sharp enough to cause any damage to creatures. The head of an Okkono will resemble any type of wild animal skull that was used to summon them (Seeing this though is very uncommon, rare to more on point). Creatures who view the Okkono's skull will see very small red flames in the eye sockets, unfortunately, they serve no purpose but will make it seem that the Okkono has eyes of its own.


Okkono's can and will often form strong bonds with other creatures while under the guise of another creature. It's extremely rare to see Okkonos be anywhere close to being social when not under the guise of another creature, When not under the guise of a creature they are passive and try to avoid contact. Most small towns and villages will drive out Okkonos (Often killing) them in the process.


Any non-lawfull.


Any location that would be considered densely populated and rich is magic.


Though not religious by heart, it's not uncommon to see Okkono seek out religion when given a good reason to do so.


Native Okkono


Okkono's generally copied names from other creatures.

Racial Traits[edit]

  • +1 Wiz +1 Chr -2 Con: Okkonos are very good at reasoning and memory, though the body was not made to be used in combat.
  • Monsterous Humanoid: They gain modified bonuses. (Shown below on Monsterous Creation)
  • Medium: No special bonuses or penalties due to their size.
  • Okkono base land speed is 30 feet
  • Great Deceit (Su): If the Okkono sees a weaken or deceased creature, it can spend up to 5 minutes studying it. From then on the Okkono can copy the voice of the creature and looks with near perfection, though the use of shifting its body and changing pigments on the skin. The Okkono can "Remember" the creature and change back into it when needed (This will take another 5 minutes). If the Okkono studies another creature it will forget the previous one and will unable to change into its form without visiting the creature again. (This skill works basically like Alter Self [1] but with limitations listed above.)
  • Servent's Silence (Ex): The Okkono can understand any language given at least 5 min to study the words or glyphs but they can only speak in the native language of the creature that Great Deceit is copying (If any) if not under the guise of Great Deceit they will speak Native Okkono. (Ex: If the Okkono is coping a Dragonborn it can only speak Draconic. If an elf, Elven.)
  • Monsterous Creation (Ex): The Okkono can see up to 20ft around its self with near like perfection. This is done through a mix of dark vision [2] and Blindsight [3]. The Okkono must make a perception check with disadvantage to see beyond the 20ft circle. The blindsense goes up to 30 ft. Creatures see though the Okkono's guise may become more hostile towards them.
  • Purity Sickness (Ex): When struck by an object that is made by silver (or coated in silver) the Okkono must make a con save or become Paralyzed [4]. The pure elements of the silver cause the dark magical energies in the body to cease the function they are designed to do. If the okkono is under the guise of Great Deceit the guise is broken and the body returns to its original form.
  • Automatic Languages: Native Okkono. Bonus Languages: Misc.
  • Favored Class: Wizard, Rouge.
  • Level Adjustment: 0

Vital Statistics[edit]

Table: Okkono Random Starting Ages
Adulthood Simple Moderate Complex
19 years +5d10 +10d10 +100d10
Table: Okkono Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
15000 years 50000 years 65000 years ∞ 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: Okkono Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 7' 0" +2d12 200 lb. × (1d4) lb.
Female 6' 5" +1d12 165 lb. × (1d4) lb.

Back to Main Page3.5e HomebrewRaces [[Category:LA<!-#->]] [[Category:ECL<!-#->]]

Home of user-generated,
homebrew pages!