Kryx RPGThemesMonsters


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.

Cultural Traits

Languages. You can speak, read, and write Common and Draconic.


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

Hit Points. Your hit points increase by 8.

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

Size. Ssurran are a little bulkier and taller than humans, and their colorful frills make them appear even larger. The average ssurran stands between 180 and 200 centimeters tall, but grows throughout their lifetime. Your size is Medium.

Speed. Your base walking speed is 9 meters.

Low-Light Vision. Due to your giant ancestry, 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 9 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 9 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 is 12 + half your proficiency bonus + your Dexterity. 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. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

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

Tear Flesh. You know the tear flesh maneuver. When you reach 3rd level, you can use it without expending stamina. You regain the ability to use it 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.

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