Saharduin (5e Race)
From D&D Wiki
|“||The Saharduin control several worlds in the Ultima Segmentum. They are both hostile and powerful, and have technology roughly equivalent to that of the Imperium. A typical Piscean Warrior is armed with a boltgun-analogue and a power sword. The Imperium fought a long war against the Sarharduin, but were unable to eradicate them. The menace could only be contained. To this day, no known human has ever set foot upon one of the planets of Saharduin; they remain dark and unexplored.||”|
|—Codex Imperialis, Citadel Miniatures March 1987 mail order flyer|
|By Mike Corriero|
Sarharduins are squaline humanoids that possess a sinuous body, with a long, finned tail. They have two legs and two arms, and a mouthful of sharp teeth that never stop replacing. Their big head is supported with virtually no neck, and their eyes are small, like black pebbles, set on the sides of their enormous snouts. They stand approximately seven and a half feet tall in their typical stance and are covered with a thick, roughly layer of millions of placoid scales for protection. They are water-dwelling organisms by nature, but solve this by using tanks of water for the purposes of breathing whilst off-world. So you never see one on land that doesn't look like a menacing mecha soldier.
The saharduin are believed to be the relatives of sahuagin, but from a different set of worlds and planets among the distant stars. They originally were a trader race, often dealing in subterranean and deep-sea treasures like metals and aquatic technology. The Imperium of Man had originally tolerated them, along with many other non-human races that populated space. However, as a hard turn for racist policies rose, the saharduin were seen as savage eyesores or dangerous creatures due for elimination. Many of the outer worlds held by the saharduin have been obliterated by the space wolves legion during the Great Crusade. However, the Imperium's efforts to totally eradicate them so far has failed. Due to the saharduin dwellings being deep under surfaces and sheltered from shockwaves, the conventional tornados could not devastate them as much as it would a land-dwelling race. The Imperium was thus content to just contain them to their remaining planets, posting guard ships about the atmosphere. Those who tried to leave would become target practice. Some saharduin have managed to escape the eyes of the Imperium, and they usually live as secretive sellswords, running like fugitives across worlds.
Due to the security and lockdown on saharduin worlds, as well as their general inaccessibility, has made it so no human has ever seen their cities or societies. Their worlds are largely oceanic and remain unexplored. It would require the technology of other aliens to do so. From what people have gathered from saharduins that left their worlds, it is not much more advanced than the Imperium's. The saharduin have long been gifted with being capable of making tools that function above and below water, and in extreme pressures. It is not as advanced as some weapons, however, as they have not been allowed to advance so far, particularly under the Imperium forces. The old lifestyle of trading has also become nonviable for saharduin, as they are effectively cut off from the rest of the universe. They are tenacious survivors though, as shown by their ingenuity to fashion suits so they can walk on land in pursuit of prey and money.
Sahardin mainly use Aquan names, though they sometimes call it Aguan instead.
Male: Mako, Davey, Clif, Eärendil, Okeanos
Female: Morgayne, Kevser, Aquarius, Kaia, Edlin
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Saharduin reach adulthood in their early to mid-teens, and usually live to around 60 years.
Alignment. Saharduin tend toward chaotic alignments. They are wild and hedonistic, but rarely malicious.
Size. Saharduin are long and lanky, standing at around seven and a half feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you also have a swimming speed of 30 feet.
Limited Amphibiousness. You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
Keen Smell. When you make a Wisdom (Perception) check that relies on smell, you are considered proficient in the Perception skill, and you add double your proficiency bonus to the check instead of your normal proficiency bonus.
Rough Skin. Your skin is covered by a layer of sharp scales. At the start of your turn, you deal 1d4 piercing damage to any creature grappling you or any creature grappled by you.
Shark's Fangs. Your toothy maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common and Aquan.
Random Height and Weight
|7′ 5″||+1d4||250 lb.||× (2d6) lb.|
*Height = base height + height modifier