Zekyl (5e Race)

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Borne of drow and dragons... hailing from the Plane of Shadow. Vicious, terrifying, jus' like the blood that runneth in them.

Physical Description[edit]

By Sandara

Zekyl are humanoids hailing from the union of a drow and some draconic entity, like a dragonborn. They have strong, lithe bodies, mixed with a drows dexterity and dragon blood's power. Their skin is not ashen or grey like a drow's, often taking a skin tone closer to the scale color of their dragon parent. Like drows though, they have pointed ears and graceful faces. Along their bodies are small spines like that found on a dragon, as well as some scale patterns that spread along their backs and shoulders. Some have very prominent horns while others have smaller tips on their head along their hairline that blend in with their hair. They often have eyes like that of their dragon parent. Their hands are tipped with evergrowing nails that have scaly cuticles. The tailbone is slightly elongated, like a vestigial tail. It is not prehensile. The tail and spikes can often protrude from clothing that is not tailored to zekyl and rip it. Thus, zekyl often walk around with most of their torso exposed and sometimes cut off their tail, leaving a stump.


Zekyl was the name given to the half-dragon offspring of shadow dragons and drows, who mated in the Plane of Shadow. A series of invasions from enemy armies forced the dark elves further from even the Underdark into Shadowfell. However, they found no real haven there either, as they were soon enslaved by the dragons that dwelt there. The powerful beasts had no problems against the drowic magics and easily subdued them. However, due to infighting within the factions of dragons, their rule wavered and collapsed. The newly established victors showed clemency and freed the drows from their servitude. Thus began a healing period after years of tumultuous relations. The zekyl were born during this time and bore with them the combined qualities of their parent races.

A zekyl had the abilities of a drow and that of a half-dragon of shadow dragon patronage. Their drow blood gave them a natural dexterity but unlike normal drow, their dragon blood erased their drow’s physical frailty and made them stronger and their already keen mind sharper and personality stronger. Zekyl had a predisposition for the roguish arts and are historically hired for dirty work. Their flexibility and strength made them perfect killers or bodyguards and there are many fears their power could grow to overwhelm that of other races. Many left Shadowfell to venture to the Underdark, and eventually, to the World Above. They are sometimes discriminated against outside their birthplace as they are somewhat a product of heresy and are a bit more lackadaisical than the usual drow in their worship of Lolth.


Zekyl come mainly from their origin land in Shadowfell, often venturing outwards to the Material Realm. In the Plane of Shadow, they live amongst the drows, with some venturing to the caves to dwell with their dragon parent. Zekyl have carved out a niche society for themselves where they convene and train in magic and combat with one another. They are fiercely protective of their own allies and very hesitant to let others into their personal circles. To better enchance their combat abilities, they often put all their focus into taming their bodies and minds, leaving room for little else. While they do have families, they are very platonic unless they become true mates. The dwelling of a zekyl will often be bare of frivolity.

Zekyl are sometimes disliked by drow due to their indifference towards the goddess despite their drow heritage and upbringing. Zekyl live amongst the drows in Shadowfell but are discriminated against by the drows outside, and even some radicals within. They are even more disliked in the Material Realm, where people think of them as evil abominations born of cult crazed fanatics. Zekyl thus have some resentment towards Lolth, whom they blame for the drows mental enslavement and evil reputation, as the drow who immigrated to Shadowfell took their traditions with them. As they were born after a period of slavery, zekyl harbor strong feelings for freedom and free will. They can often be a driving force for causes they believe in against oppressive rules. However, this differs between zekyl, as sometimes, the drowic nature shines through more prevalently than the draconic. These zekyl are more subservient to observing the cult of Lolth.

Zekyl Names[edit]

Zekyl take names from mixes of dragonborn and drow names.

Male: Ezaraveth, Micarruseth, Rolythas, Hekidar

Female: Haraliy, Sabjnryls, Irenryl, Talafaeth

Last Names: Tulxishghym, Meltunthoara, Drylaanosh, Tir'Hel, Hlaresth, Finklstarn

Zekyl Traits[edit]

The offspring of drow and draconic unity
Ability Score Increase. Your Charisma score increases by 2.
Age. Owing to their draconic heritage zekyls mature at the age of 15 and live as long as 350 years.
Alignment. Zekyl have much of the cruel wickedness of the drow suffused with the arrogant self-importance of dragons. They value their own personal freedoms above all others and often seek to dominate other races they view lesser than them. Zekyl are often more often than not chaotic and evil in alignment.
Size. Zekyl stay within a set range of height, from 5 to a bit below 7 feet. 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Shadow Dragon Breath. You can use your action to exhale destructive energy. This produces a 5 by 30-foot line dealing necrotic damage. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Flight. At 5th level, your wings have developed enough for you to be able to fly. You have a flying speed of 30 feet. If you are wearing armor you are not proficient in or any medium or heavy armor, you may not fly.
Languages. You can speak, read, and write Common, and your choice of Draconic, Elvish or Undercommon.
Subrace. Two subraces for zekyl exist, Draconic and Drowic. Pick one.


The zekyl who are real table-flippers are those who stick closer to their strength and draconic breath. They desire freedom more than their drowic counterparts and are more chaotic in temperament, if not just plain brutish.

Ability Score Increase. Your Strength score increases by 1.
Thirsting Strike. When you score a critical hit with a melee weapon attack, you can instead deal necrotic damage and gain temporary hit points equal to half the necrotic damage dealt. You can use this feature once, regaining use after a short or long rest.


These zekyl are more attuned to their drow side. This lends to their dexterity and heightens their magical powers. These zekyl tend to be a bit more sympathetic to Lolth worshippers due to their closeness with drow.

Ability Score Increase. Your Dexterity score increases by 1.
Magical Affinity. You know one 1st level spell of your choice from the sorcerer spell list, which you can cast once, without material components, at its lowest level. You regain use of this spell cast via this trait after a long rest. Charisma is your spellcasting ability for it.

Random Height and Weight[edit]

5′ 0″ +2d8 125 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a zekyl character, you can use the following tables of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I tend to be a bit overbearing in how I talk so fast and demand a lot.
2 Everything is possible. For me, that is.
3 I'm not one to trust, nor do I trust you.
4 I hate that damn Lolth and her cultish following and religion and all that!
5 I believe people can be kind, so I'll trust them.
6 Leave me alone. I don't want to be near anyone.
7 I'm probably always apologizing because I feel I'm wrong somehow.
8 Yeah, yeah, let's do whatever! I have so much energy!
d6 Ideal
1 Companions. I want people who will stand by and support me. (Good)
2 Freedom. People should be able to do whatever they want and I'll make it so. (Chaotic)
3 Autocrat. This power... I will grow it to lord over others. (Evil)
4 Death and Darkness. All that awaits anyone is an end, which I can deliver. (Evil)
5 Non Belief. There is nothing to believe in, no one and nothing. (Chaotic)
6 Eternity. I desire eternal life so I may spite those who wronged me long after they are gone! (Chaotic)
d6 Bond
1 I have an actual family, which is very fortunate.
2 The shadows are my only constant companion.
3 Shadowfell is the only world I know.
4 I want to find dragons and learn more about my blood with them.
5 Those who travel with me and support me, I will trust.
6 There is no one I know and can rely on more than myself.
d6 Flaw
1 My confidence will often trip me up when I get too far ahead.
2 I am superior as a rare race.
3 People don't like me because I just don't like conforming.
4 I have sticky fingers for other people's things.
5 People are just sacks of blood and meat waiting to be burst.
6 Money, money, money is all I want and care about.

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