Hyalin | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Hyalin

Hyalins are beastly humanoids of dead flesh and evergrowing vital bones that protude from their body. They often resemble bipedal hyenas or goats with a bare skull and spikes that grow from the spine and limbs to form a partial exoskeleton.  

Beast and Bone.

Long ago the archdemon Hyal sought to circumvent the reborn Deadlanders resistance to demonic physical corruption and sieze control of the country later known as Bleglinge. Only what lives can be corrupted by demons, but Hyal knew that long after flesh dries and crumbles and guts rot, bones still perserve a small semblance of life deep in the marrow. So starting with the animals of the land, she corrupted their bones and marrow to take over their beastly bodies and be beholden their demonic queen. These marrowbeasts (Bruskbæster) would hunt and devour their former masters, who in due time Hyal would seek to bless with her marrow aswell.  

Imprisonment.

But Deadlanders are nothing if not morbidly curious and inventive. So some of them captured and studied these beasts and came to the conclussion that there was much potential in the power of bones. A request was send to the neighboring country of Borsilvia, and before long an armada of experienced jeagers stood ready to accomplish a near impossible task: To defeat and capture the archdemon Hyal, the Queen of Bones. And to the absolute shock of this ancient being, they succeeded and imprissoned her in a facility deep beneath the city that would come to be known as Hyals Hyl. Here the mortals she had seen as insignificant insects tortured and experimented on her gargantuan body to draw her powers and marrow. These studies became the foundation for the magical school of Osteomancy and the domestication of the marrowbeasts, who now functioned as improved and longer living pets and beasts of burden.  

The Howl.

Decades of experimentation passed. It is not known what the lords of Bleglinge had offered the jeagers for their assistance, but what is remembered was their vow to put down the archdemon for good, after no more than three years. This promise was not upheld by the city, and in a brief slip of the muffle that had been placed to hold her horrific screams and cries of pain, Hyal let out a beastly howl that is said to have shattered every bone in the city and grown them back anew. Everyone from mage to civillian was blessed and transformed to resemble the boney beasts she had once created and adored. In this last act of defiance, every inhabitant was no longer human, but rather a whole new race. While their old minds and hearts remained, they were now trapped deep within a prison of cartilage and osseous matter painfully piercing their animalistic bodies. While they would live on and build a new culture as a changed people, they would forever be reminded of their ancestors misdeeds by the name they were given: Hyalins.
ability score increase: Your Constitution score increases by 2 and your Strength score increases by 1.
age:
Size: Medium
speed: 30
Languages: You can speak Common and one additional language of your choice, but you dont gain the ability to read or write these languages.
race features:
Partial Undeath.
Your creature type is undead as well as humaniod. You can still benefit from spells that perserve life, that normally don't effect undead: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, Spare the Dying.   Speech of Marrowbeasts.
You have the ability to communicate in a limited manner with Beasts and Undead creatures. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them if they have an Intelligence Score of 10 or lower.   Instinctive.
If you are not surprised, your supernatural danger acuity allows you to add 1d4 to your first initiative roll after finishing a long rest.   Natural Armor.
Your body is partly covered in a thick exoskeleton that protects you from harm. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   Spine Spikes.
You have spikes that grow from your spine and limbs that can be expelled toward a target as a bonus action. You are proficient with these spikes, which are considered natural ranged weapons and can use either Strength or Dexterity for attack and damage rolls. The range of your spikes are 20 / 60 ft, and they do 1d6 piercing damage. At level 5, the damage increases to 1d8 and at level 11 to 1d12. You can use your spine spikes a number of times per long rest equal to your proficiency bonus.

Created by

DaLimes.

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