Zardak (5e Race)
From D&D Wiki
|“||Mhoo' Dak was out for the hunt. Today would be a very special day for his tribe. Today would be his warrior test.
All he had to do was bring back a large animal with a catch; he had to suck all the blood out of the animal. He had 3 hours to do the job, and was still hunting after the first hour. As Mhoo' Dak scanned the area, he heard a growl of an owlbear nearby. He stood still, his sightless eyes as sensors picking up on the features of the owlbear. He stood still, waited, and the hunt began.
Zardaks have the body of an extremely muscled human with the head of an octopus. Instead of normal octopus eyes, they have black, beady sensors. Instead of the normal tentacles, zardaks have one large proboscis protruding from their face with rows of jagged teeth on the inside. Also, their arms are longer and thicker than a human's. Their entire body is usually hairless but they can get wrinkly. These qualities make them look brutish and ugly to many other races.
Zardak history involves coming to the realms from a teleportation spell. A zardak is like an extra-terrestrial. A zardak's first memory was often fighting and training. Spawned as a mutation on the arena planet on Guul' Mathk, the zardak race started to battle in an arena at age 5. Once Guul' Mathk was erased from the Material Plane by a cult of wizards, A small number of zardaks survived and were magically teleported to the Forgotten Realms. After initial hostilities, slowly, zardaks began to reform their culture with a few tweaks, becoming less martial based. Since then, zardaks have largely adapted to this new place and settled with their own culture to this place they now call home. They have learned to trust and communicate with the other numerous races and societies populating the Realms.
Zardaks are treated the the same way as tieflings. Human and elven shop owners would typically be skeptical of letting a zardak in. Innkeepers may claim no vacancy when a zardak requests a room. Their status as true aliens makes them vulnerable to discrimination and, at the worst of times, xenophobic witch hunts.
In zardak culture, a zardak "teenager" must prove himself by hunting an animal and sucking all the life out of the animal within 3 hours. This rite typically happens around 16 years of age. At the end of the time limit, if the zardak returns empty-handed, he is looked upon as a lower rank and is forced to be a farmer, or have a similarly noncombatant job. This is very demeaning since they are an innately warrior-like race. If the zardak returns with a completely drained animal, the whole zardak tribe will have a feast and pronounce the young zardak a true warrior.
Zardak behavior is unlike regular thinking. Zardaks behave in a way that even the best psychologists do not understand. For example, a zardak might think beyond what the regular mind does. Like, in fighting, they can use the space between a fighter and a sword, (which is, to many, apparently none) to predict the movement of the hand and the sword. Since a zardak is blind, it has a special type of sensors for eyes that allow it to sense the boundaries of things.
Male: Mhoo' Dak, Sriim, Jahelgup, Srashha, Mundak, Ek' Mahana, Setomat, Jull, Dkyoni, Mraak
Female: Silsha, Misarn, Gurrii, Marnda, Unki, Balamasma, Shik' Ta, Sartha, Kilnab
A warrior race with an ugly face
Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by 2
Age. Zardak can live to be 105 years old, and mature at age 16.
Alignment. Zardaks can mostly be any alignment, though it is rare to find a good zardak in the world.
Size. Zardaks can get very big but the largest ones are typically culled off due to their unwieldiness in battle. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Blood Frenzy. Your proboscis is handy for sniffing out the wounded enemy. You know if a creature is below half its hit point maximum if the creature enters within 30 feet of you.
Suck Life. You can use an action to make an attack with your proboscis. The attack bonus is equal to your Strength score + your proficiency bonus. On a hit, you deal 1d6 necrotic damage. If the target has less than half its maximum hit points you deal an extra 1d6 necrotic damage. The damage and extra damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. After you use your proboscis in this way you can't use it again until you complete a short or long rest.
Blindsight. You can perceive your surroundings without relying on sight within a specific radius thanks to your sensors. You have a blindsight range of 30 feet but are blind beyond this radius.
Warrior Trained. You are a race trained to survive in the worst conditions of battle. You are proficient in the Survival skill.
Alien Build. Your creature type is both humanoid and aberration.
Languages. You can speak, read, and write in Common.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′ 11″||+2d12||150 lb.||× (x3) lb.|