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Zerda

Zerdas are a small, secretive people on one of the more distant branches of the Lupin family tree. These rare fennec-folk dwell exclusively in the interior deserts of Rahadoum, only briefly showing themselves to guide lost travelers to safety before disappearing back into the swirling sands. They are close relatives of the shapeshifting kitsune, and like them possess supernatural abilities, being able to bestow good fortune on their companions.

There are only a handful of zerda communities, and they do not willfully entertain outsiders. Not unlike kobolds, they dwell in simple but extensive warrens burrowed into soft earth, with communal living spaces and separate chambers for their oracular leaders. They worship no specific gods, only vaguely personified nature spirits. Though shy and retiring around outsiders, zerdas are playful and gregarious among their own kind.

The greatest enemies of the zerdas are the gnolls of the deep desert, who have hunted them nearly to extinction. The surest way for outsiders to befriend a zerda clan is to aid them against these deadly foes.

Note: In Naboombu, Zerda are not considered Canines, despite being officially classified as Lupins. They would be relegated to the Fox classification.

ability score increase: +2 Dexterity, +2 Charisma, -2 Strength
age:
Size: Small
speed: 30 feet
Languages: Common, Lupin. Zerdas with high Intelligence scores can choose from the following: Elvish, Gnoll, Halfling, Kelish, Osiriani, and Sylvan.
parent race: Feral Lupin
sub races:
Draijakal
race features:

Low-light vision: Lupins can see twice as far as humans in conditions of dim light.

Agile: Zerdas receive a +2 racial bonus on Acrobatics checks.

Keen senses: Lupins receive a +2 racial bonus on Perception skill checks.

Scent: Lupins can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can also identify familiar odors just as humans do familiar sights. They can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When they detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. Lupins can take a move action to note the direction of the scent. When detected creatures are within 5 feet of the source, they pinpoint the source's location. They can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for survival checks. Lupins tracking by scent ignore the effects of surface conditions and poor visibility.

Zerda magic: Zerdas gain the following spell-like abilities: 1/day - Blur and Endure Elements. The caster level for these effects is equal to the zerda's level.

Lucky boon: A zerda can grant another creature good luck at will as a standard action. It can bestow this boon on any creature within 30 feet, and it must be able to see the target and have line of effect to it. The zerda's target can only benefit from this ability once per 24 hours. A creature under this boon gains a +1 bonus on all saving throws. This boon lasts for 24 hours or until the zerda bestows this boon on another creature. A zerda's boon can affect any kind of creature not immune to luck effects.


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PharesBueller.

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