Savath (5e Race)
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|“||That which does not die, can only sleep. And after enough time, even death ceases to be. Then they shall awaken. But we do not seek immortality nor death.||”|
Savaths are strange humanoids whose entire body is covered in a pale, hardened, shell-like substance. It makes some appear statuesque, while others look more grotesque, with creases and ridged patterns across their bodies. They have eyes sunken deep into their head, often very dark. Others say their eyes are actually invisible. Savaths have very little hair, often just wispy pale strands dangling from the base of their skulls. Their faces have distinctions similar to that of a human so one can vaguely tell male apart from female. Male savaths also have odd growths on their heads that resemble black metallic pieces of matter.
It is believed that this weird body of theirs ages at a slightly slower rate than that of humans. Their elderly, which are about 80, can still perform as well as a middle-aged human. But even the virile elderly savaths rarely ever live beyond 120 years.
Savath clothing is very sparse at the top. They care more about covering their lower body. Males will wear pants of many fashions along with boots and females usually wear long skirts. The clothing style is typically able to flow and may have multiple layers. One other unifying trait of their clothing is the use of metal as status. Noble savaths are known to weld metal onto their bodies as a sign of their birthright. Others who are poorer usually only have metal on their clothes, like the tips of their belts and shoes.
The savath are believed to have been born as a type of shade originally. When the ritual to transform oneself into a shade goes awry, the savaths are a possible product instead. The human's body suddenly becomes partially inorganic as life is drained from their very flesh, and darkness settles inside. Their eyes no longer reflect light and can seem like sockets of shadow. Savath bodies are similar in height to their original selves, but they become more toned and lithe. Unnatural strength flows into them and they have evolved into something wholly other. Savaths are said to have forgotten whatever or whoever they once were. Their primary desire seems to be a mystery, as their numbers seem to wander without malice or benevolence.
Savaths seem drawn to abandoned structures, preferably those without prior importance, like ghost towns as opposed to abandoned cathedrals, temples, or even graveyards. It's not exactly clear why they prefer the usual run-down house as opposed to a sturdier ruin. Some believe they are beings that themselves do not wish to exist. They are not drawn to other creatures, preferring complete solitude from outsiders. Those who wander into towns obviously do not find themselves welcome all the time. When they are drawn together, they may form a group known as a sabbath. These groups are hierarchical and nomadic, with a kingly figure leading. This king is the male with the longest pieces of metal sticking out from his head, which makes for a natural crown. They tend to travel from place to place in their sabbaths, seeking shelter in similar ruined, yet innocuous locations.
Savath names are tied to notes of Netherese and, strangely, Giant. They tend to have a vague distinction between gender.
Male Names: Thethog, Xurue, Degaunt, Jizmer
Female Names: Aithwor, Crinlan, Halbog, Vosthus
The Black Riders Traits
The shells of failed shades
Ability Score Increase. Your Strength score increases by 2. One other ability score of your choice increases by 1.
Age. Savaths live mostly to 120 years of age.
Alignment. They are usually very neutral. Some who develop more self, or have any left, could be slightly more good or evil.
Size. Like humans, savaths vary in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Half-Organism. The powers of shadow have warped you into a semi-living creature. You have advantage on saving throws against being poisoned and diseases.
Half Life. You can become utterly inured to damage as a bonus action, channeling the powers of a half-shade to shrug off injury. While inured, you are considered resistant to all damage types except for force, psychic, and bludgeoning, piercing, and slashing from magical weapons, and you can ignore difficult terrain. You can remain inured for up to 1 minute, or until you lose concentration (as if concentrating on a spell). Once you use this trait, you can't do so again until you complete a long rest.
Languages. You can speak, read, and write Common and Undercommon.
Random Height and Weight
|5′ 1″||+2d8||140 lb.||× (1d6) lb.|
*Height = base height + height modifier