Super Sloths (3.5e Race)

From D&D Wiki
Jump to navigation Jump to search


Super Sloths[edit]

Personality[edit]

Super Soths live to create new potions and magical items. Their whole society and class structure revolves around brewing and creating.

While Super Sloths are very intelligent, intelligence should not be mistaken for wisdom. Super Sloths talkative nature often gets them in trouble.

Super Sloths tend to be bit of narcissists due to their high intelligence which some times puts others off. Super sloths are cute and adorable and they know it as well.


Super Sloths enjoy the tranquility and quiet of their tree top laboratories and homes. This is not to say they themselves are quiet at all. In fact most Super Sloths talk so much they get irritated if someone tries to get a word in edge wise. Super sloths are not slow speaking or moving like their unmagical cousins either. Super Sloths are silver tongued and always try to sell their wares to anyone who may have the gold to buy them. Super Sloths are not violent by nature but will defend their forest with a savagery.

Most Super Sloths can go their whole lives without seeing the ground preferring the very tops of the trees, although they do come down lower about once a week to rid themselves of their personal waste.

Few Super Sloths do enjoy swimming.

Physical Description[edit]

Most Super sloths are Brown or grey in color with pear shaped bodies and strong thick arms that they use to swing through the trees. Super Sloths have great big claws that give them superb grip and that they can use in an emergency to defend themselves with. Super Sloths look like their mundane cousins but move faster and can talk, boy do they ever talk! Super Sloth males tend to be larger than females and weigh anywhere from 50-60 pounds, the smaller females weighing 40-50 pounds.

Relations[edit]

Super Sloths are in a bitter blood feud with the Warpigs although some tribes have found peace. The Warpigs are too loud for them and have also hunted the Super sloths for food and use their hides to make a ball that they use for a recreational sport call Sloth Ball.

While civilized races find them to be amazing potion makers and creators of magical wonderment, few civilized races can handle the Super Sloths garrulous nature.

The Super Sloths were friends with the Independent Badger but felt abandoned when the badgers moved farther away and gained the peace of silence.

Alignment[edit]

Super Sloths are most often chaotic Good and rarely ever evil

Lands[edit]

Super Sloths live in the forest and jungles, while some enjoy swimming most rarely ever see the ground

Religion[edit]

All Super Sloths worship Siddius Sidu and Super Sloth who created the God potion and joined the stars in immortality. They believe Sid, as some call him for short, looks down upon them, guides them and protects them.


Language[edit]

Common and Super Sloth

Names[edit]

Super sloths rarely stop talking long enough to use names but they accept what ever name is given to them.

Racial Traits[edit]

  • "+6 Strength, -2 Constitution, +2 Intelligence , −2 Charisma." Super sloths are strong and very intelligent but their talkative nature deters civilized people.
  • Medium Magical creatures
  • Super Sloths base land speed is 10 feet: but they can move 30 ft whilst in trees
  • Darkvision: out to 60’.
  • Racial Skills: A Super Sloth gets a +10 bonus to climb and a +5 natural bonus to appraise.
  • Natural Armor: A Super Sloths thick fur and hide give him or her +2 to Natural Armor.
  • Weapon and Armor Proficiency: A Super sloth is automatically proficient with all simple weapons, and his natural claws.
  • Automatic Languages: Common and Super Sloth. Bonus Languages: Dwarven, Draconic, Elven, Gnome, Sylvan, and Avian.
  • Favored Class: Super Sloths follow their racial paragon class
  • Level Adjustment: +0

Vital Statistics[edit]

Table: <!—Super sloths --> Random Starting Ages
Adulthood Simple Moderate Complex
15 years +/- 1d4 (i.e. Barbarian, Rogue, and Sorcerer) +/- 1d6(i.e. Bard, Fighter, and Ranger) 1d8 (i.e. Cleric, Druid, Monk, and Wizard)
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
25 years 50 years 70 years 100+ years
  1. At middle age, & minus;1 Dex; +1 to Wis.
  2. At old age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Super sloths Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 6" 2d6" 50 lb. & times; ( 2d6 x 10 ) lb.
Female 3' 2" 2d4" 40 lb. × (2d6 x 10) lb.

Back to Main Page3.5e HomebrewRaces [[Category:LA0]