Claws: Your sharp claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength Modifier slashing damage. Maul: You can use your sharp teeth to make an unarmed attack even when your arms are restrained. On a hit you do 1d4 + 1 piercing damage. Lukewarm Blood: Saurials are warm- blooded creatures, but they retain heat poorly in cold environments. In cooler climates, saurials can easily die from exposure in an environment that a human would find merely uncomfortable. You’re also naturally adapted to warm climates, as described in chapter 5 of the Dungeon Master’s Guide. Feathery Armor: Your feathers provide some protection against damage when you are unarmored. +3 AC when not armored. Scent Hound: You can have up to 10 scents of individual animals, people or objects that you have spent at least 2 minutes scenting dedicated to memory. You can track these scents in far more difficult situations, such as through areas where many of the same species frequent, and many months or years after you last smelt them. Any time you smell that scent, you instantly recognize what it is and are able to resume tracking.
Languages. You can read and write Saurial