Ssurran

Ssurran

Ssurran move through the societies of other humanoids with the steely reserve of born predators. They have a well-deserved reputation as outstanding rangers and unsentimental fighters. Though ssurran have adapted to many different environments, many of them still prefer to remain near bodies of water, using their ability to hold their breath to their advantage. As a result, ssurran usually prefer equipment that is not easily damaged by moisture, eschewing leather and metal for gear made of stone, ivory, glass, and bone.

Ssurran vary depending on their environment, but share toothy snouts and long and powerful tails. Those from temperate or desert regions tend toward gray, green, or brown scales that aid in camouflage, while those from tropical climes are brightly colored. Many sport dorsal spikes or garish neck frills that hint at their clan lineage.

Other names

Some other species refer to ssurran by other names.

  • Lizardfolk is a term that ssurran aren’t fond of. It would be akin to calling a human apefolk.

Traits

Your reptilian heritage manifests in a variety of traits you share with other ssurran.

Creature type. You are a Humanoid.

Health. Your health increases by 8.

Size. Your size is Medium and you stand between 175 centimeters and 215 centimeters tall.

Speed. Your base walking speed is 5 meters.

Age. Ssurran reach physical adulthood at age 15 and live up to 120 years.

Low-Light Vision. You have superior vision in dim conditions. You can see twice as far in dim light and dim light doesn’t impose disadvantage on your Perception checks.

Environmental Adaptation. Choose one of the following traits:

Natural Climber. Your toes are adapted for gripping and climbing. You have a climbing speed of 5 meters and as long as you aren’t wearing footwear, you can use the sticky pads on your feet to climb, leaving your hands free.

Natural Swimmer. You have a swimming speed of 5 meters and you can hold your breath for 15 minutes.

Sand Strider. You have resistance to fire damage

Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your Defense equals 13 + half your Aptitude Bonus (min 1) + your Dexterity (max 4). You can use your natural armor to determine your Defense if the armor you wear would leave you with a lower Defense. A shield’s benefits apply as normal while you use your natural armor.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes that you are capable with. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity, instead of the bludgeoning damage normal for an unarmed strike.

At 5th level, you become proficient with your bite.

At 9th level, your bite becomes more deadly; the damage increases to 1d6 + your Strength or Dexterity modifier.

Upbringing. You have learned to commune with your environment or you have trained for battle. Choose Communal Magic or Tear Flesh:

Communal Magic. You know one cantrip from the Earth theme if you chose Natural Climber, Water theme if you chose Natural Swimmer, or Fire theme if you chose Sand Strider. When you reach 3rd level, choose two spells that cost 1 mana from that theme. You know the spells and can cast one without expending mana. You regain the ability to cast one of these spells with this trait when you finish a long rest. If you do not have a spellcasting ability, choose Intelligence, Wisdom, or Charisma as your spellcasting ability.

At 5th level you regain the ability to cast one of these spells with this trait when you finish a short or long rest. At 13th level your spell is augmented to 2 mana.

If you have mana, you can augment your spell by expending mana, up to your mana limit.

Tear Flesh. You know the rampage and tear flesh maneuvers. You can use one without expending stamina. You regain the ability to use one with this trait when you finish a long rest.

At 5th level you regain the ability to use this maneuver with this trait when you finish a short or long rest. At 9th level your maneuver is enhanced to 2 stamina, at 13th level your maneuver is enhanced to 3 stamina, and at 17th level your maneuver is enhanced to 4 stamina.

If you have stamina, you can enhance your maneuver by expending stamina, up to your stamina limit.

Hunter’s Lore. You are capable with one of the following skills of your choice: Athletics, Perception, Stealth, or Wilderness skill.

Languages. You are proficient with Linguistics (Common) and Linguistics (Draconic).