Hazmur (5e Race)

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Hazmur[edit]

Physical Description[edit]

Hazmur are tiny, yet squat and very muscular, mutated fey creatures. Their lower boundary of "norm" is 1 feet tall - but they become bigger and stronger as they live, with biggest and strongest of them growing up to 2.5 feet in height, width and length. They have entirely bald bodies of purple-to-black color, with skin feeling like rubber. Their face looks like a natural gas mask - with narrow slit-like eyes covered in shiny protective membranes, and snorkel-like filter snout. That is combined with huge, bulky jaws. Their ears and 2 feelers are melded somewhere in the head, making it hermetic - the fact what they even have those organs can only be seen on dissection. Their hands have four fingers and they are a digitigrade species with three toes. They are dumb, yet very stong, agile and tough.

History[edit]

Hazmur are born from leaves on Spirit Darkthorn - massive, poisonous spiked spirit bush what rapidly grows in every direction - including "up" and "down", can grow in complete darkness, is toxin-immune and completely stops all light going inside, with all that being more messed-up that kuzdu. Hazmur require darkness to properly function - and as result, prefer to live inside Spirit Darkthorn, with especial preference to mining underground shelters what get filled with Spirit Darkthorn as Hazmur mine. Due to Hazmur toxic resistance, they usually live in heavily intoxicated areas, inhospitable to most other people - though they have tendency to violently expand into other areas.

Society[edit]

Hazmur are, essentially, post-apocalyptic raiders. They violently expand in all areas, and don't care about others. They have the "might makes right" ideas, with strongest individual on top - that often results in horrible mismanagement, since "strongest" doesn't mean "smartest" - as it usually results in Hazmur being led by stong-yet-dumb brute. Attempt to "civilize" them would be disastrous - since in that case, it would result in them going from semi-organized horde to militaristic nazi-like dictatorship. They do have scientific progress, albeit very slow one - yet even that is more fast than non-existent progress of those fey who still care about "living in harmony with nature". Most of their "diplomacy" boils down to sending ultimatum to enemy, claiming "We're going to smash you if you don't comply!", and then going to smash them if they don't comply.

Personality[edit]

Hazmur are aggressive, love to fight, and enjoy harming other creatures - especially, those who harmed Hazmur or the Spirit Darkthorn. They like to beat up those weaker than them, yet they won't be phased by even the strongest enemies. They are territorial expansionists - they violently protect Spirit Darkthorn, including territories it covered just minutes ago. Even when not provoked, they may launch raids for fun and expansion. They also help spreading their Spirit Darkthorn - with usual tactic involving group of Hazmur stealthing behind enemy lines, and planting Spirit Darkthorn there.

Hazmur Traits[edit]

Hazmur are mutated, stout violent fey creatures with hulking musculature, dumb and inept at magic, yet stong, agile and tough. They quickly grow at Spirit Darkthorn, appearing as leaves, then polymorph into Tiny humanoids.
Ability Score Increase. Your Intelligence, Wisdom, Charisma each decrease by 6.
Age. Hazmur live a few hundred years, but are instantly born as adults after transforming into their humanoid form.
Alignment. Hazmur tend towards chaotic and evil alignments.
Size. Hazmur are from 1 to 2.5 feet tall. Your size is Tiny.
Speed. Your base walking speed is 30 feet.
Fey Mutant. Your creature type is both humanoid and fey. You have disadvantage on Charisma based skill checks made when interacting with creatures what are not Mutant Fey and not members of your species.
Fey Radiance. You are resistant to radiant damage.
Natural Climber. You have a climbing speed equal to your walking speed, and you have advantage on ability checks made to climb.
Fey Wastelander. You are immune to poison and necrotic damage. Additionally, you are immune to Spirit Darkthorn.
Integrated Filter. You always have benefits, equivalent to those you would get if you was wearing intact, functioning Gas_Mask_(5e_Equipment).
Darkness Adapted Eyes. You just can't properly see in light. You have 5e SRD:Darkvision, and can see colors in Darkness. However, unless you have proper eye protection (such as sunglasses or welding goggles), you see in Dim Light as bad as Human would in Dim Light, and you see in Bright Light as bad as Human would see in Darkness. Looking at glowing things irritates your eyes proportionally to strengh of light. Any light what is blinding and discomfortable even to light-seeing creatures - such as flashbangs - really hurts you; their DC is doubled, and other effects are quadrupled.
Internalized Ears. You are resistant to thunder damage.
Languages. You can speak, read and write Common.
Subrace. Hazmur have three variants, and you must choose one: Thin Hazmur, Big Hazmur and Tough Hazmur. They are, essentially, three different body builds, with Thin agile, and Big being strong and Tough being resilient.

Thin Hazmur[edit]

Ability Score Increase. Your Dexterity score increases by 18.

Big Hazmur[edit]

Ability Score Increase. Your Strength score increases by 18.

Tough Hazmur[edit]

Ability Score Increase. Your Constitution score increases by 18.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
0′ 13'' +1d8 12 lb. × (2) lb.

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

0.00
(0 votes)

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