Rasa - Sasquatch.pdf

(665 KB) Pobierz
SASQUATCH
CHARACTER RACE
Living in the wilderness, there is an ancient
by many names – the Sasquatch. There is little
these gentle giants, but rumor has it that
cautious, and gentle creatures that seek only
race of beings known
gathered knowledge on
they are lonely,
to live peacefully.
by AUSTIN M JONES
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon Master’s Guide,
D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print or photocopy this document for personal use only
.
SASQUATCH
1
SASQUATCH
Suddenly, in the distance, it walked
out of the underbrush. At least seven
feet tall, covered in reddish-brown
fur and bulky with muscle. I’d never
seen anything like it, and I never
did again.
—Brevin Olmsted, Hunter of the North
Roaming the wildernesses of the far
northern reaches of the world, the
Sasquatch are a race of ape-like
humanoids that are rarely seen in
populated areas. They are not
friendly, but neither are they violent
or hostile. Sasquatch are filled with
curiosity and a bit of wanderlust,
although it can be very dangerous for
them outside their woodland homes.
distinction can be hard to notice.
Sasquatch do not have their own
culture or customs, and in fact they
don’t even interact amongst others of
their own race: the only time
multiple Sasquatch meet is during
their mating season.
Role-Playing a Beast
Sasquatch typically can’t speak Common
(or any well-known language), and this
can be difficult to capture in-game. You,
as a player, will have to try to
gesticulate or display your character’s
actions rather than just share them
verbally. Also, the Sasquatch usually
won’t be negotiating with NPCs, coming up
with complex plans, or trying to solve
word puzzles.
At your DMs discretion, you might learn
a few words from your allies over time.
For each point of Intelligence and each 2
points of Wisdom, you may learn one word
of any language. For example, if your
Intelligence score is 5 and your Wisdom
score is 12, you might know 11 words of
Common.
Beasts of the Wild
While Sasquatch are relatively
intelligent, they are not what one
would consider a civilized race.
Sasquatch do not form their own
communities, do not follow
traditional morality, and do not have
a patron deity. They are creatures of
the wilderness, more beast than man.
That being said, Sasquatch can learn
to emulate the more civilized races
of the world.
Sasquatch also have a noticeable
musk. The smell of a Sasquatch is a
very unique and hard-to-describe
stench: part carrion, part sweat,
part animal waste. This stench is
only distinguishable when in close
proximity to the creatures, but when
within this radius it is very
powerful indeed. While allies may get
used to this smell over time, it can
be overwhelming to newcomers.
Sasquatch Traits
Sasquatch are a varied and disparate
race, but they share the following
traits.
Ability Score Increase.
Your
Strength and Constitution scores
increase by 2.
Ability Score Decrease.
Your
Intelligence score is 3, and your
Charisma score is 4. Your
Intelligence and Charisma scores can
never increase to higher than 8.
Additionally, you cannot choose a
class that uses Intelligence or
Charisma as a spell-casting ability.
Age.
Sasquatch live about as long
as humans.
Alignment.
Sasquatch do not follow
typical concepts of good and evil.
They are one of the most naturally
neutral beings in the D&D universe.
Size.
Your size is Medium.
Speed.
Your base waling speed is
25, due to your animalistic gait.
Darkvision.
You are accustomed to a
semi-nocturnal life in the
wilderness. You can see in dim light
within 60 feet of yourself as if it
were bright light, and in darkness as
Animalistic Strength
Sasquatch stand about 7 feet tall on
average, with stand-out specimens
nearing 10 feet in height. They can
weigh 300 or 400 pounds based on
musculature. They have reddish brown
fur and wide bodies. While Sasquatch
are not overly violent creatures,
being within a few feet of them can
be very intimidation (the smell plays
a large part in this).
Females are a little taller and
heavier than males, but this
Not for resale. Permission granted to print or photocopy this document for personal use only
.
SASQUATCH
2
if it were dim light. You can’t
discern color in darkness, only
shades of gray.
Giantism.
You are considered as one
size larger when determining your
carrying capacity and the weight you
can push, drag, or lift.
Natural Camouflage.
You can attempt
to hide when you are only lightly
obscured by foliage, heavy rain,
falling snow, mist, and other natural
phenomena, as well as having
proficiency in the Stealth skill.
Wild Stench.
You exude a powerful
musky stench. Any creature (except
those with a
Stench
trait) that
starts its turn within 5 feet of you
must succeed on a DC 8 Constitution
saving throw or be poisoned until the
start of their next turn. On a
successful saving throw, the creature
is immune to your stench for 1 hour.
If a creature finishes a short or
long rest within 30 feet of you, they
are immune for 12 hours. Also, any
creatures within 5 feet automatically
detect you.
Languages.
You cannot speak, read,
or write any language.
Actions
Multiattack.
The Sasquatch makes two melee
attacks.
Slam.
Melee Weapon Attack.
+2 to hit, reach 5 ft.,
one target.
Hit: 4
(1d6 + 1) bludgeoning damage.
Sasquatch
Medium humanoid, Neutral
Armor Class
11
Hit Points
44 (9d9)
Speed
25 ft.
STR
14 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
Skills
Intimidate +2, Stealth +3
Senses
darkvision 60 ft., passive perception 12
Languages
none
Challenge
1/2 (100XP)
Stench.
Any creature other than a Sasquatch that
starts the turn within 5 feet of the Sasquatch must
succeed on a DC 10 Constitution saving throw or
be poisoned until the start of their next turn. On a
successful saving throw, the creature is immune to
the stench of all Sasquatch for 1 hour.
Not for resale. Permission granted to print or photocopy this document for personal use only
.
SASQUATCH
3
Zgłoś jeśli naruszono regulamin