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Trunth

Ability Score Increase -2 Str, +1 Dex, +2 Int
Size Small
Speed 25ft

Corrution of Kurtulmak


The Trunth were created by Kurtulmak in an attempt to create a favored race, a gnome corrupted with draconic blood. Using stolen gemstones containing unborn gnomish souls, Kurtulmak corrupted the unborn creatures with dragon's blood and demonic magic. The result was the Trunth, which are covered in scales aside from their belly, chest, and face which has a mutated snout and omnivorous teeth. Their scales come in many chromatic dragon colors, some rare Trunth have even been seen sporting the same deep purple as the Deep Spawn that observe them, and there has been a single Trunth born with scales, though not spines and steam, that resemble those of the obsidian Hellspawn. They gaze at the world with large eyes, that range in fiery colors of red, blue, and even white. Their hairless bodies stand between 3-4 feet in height, and drag thin whip-like tails behind them. On their backs stand small wings, which are not strong enough to provide lift but can stiffen and allow them to silently glide through the air. Their hands end in malformed claws, which mirror the appearance of their feet, and make holding melee weapons difficult. In spite of this, they are commonly found as tinkerers and miners, overcoming their genetic mutations with clockwork body augmentations.

Stealthy and Plotting


The Trunth that dwell below the city are often underhanded in procuring their needed items and funds, full of rogues and bards with silver tongues their tunnels never seem to truly be without enough to support their tribes, as well as the Dragonspawn sent to oversee them regularly. Even with the presence of their overlords, they have found ways to plot a subtle uprising against the other races. They do not exclude the Deep Spawn that share their tunnels from these plans, for fear of their psychic overlords unveiling the building betrayal. Rather, the Deep Spawn are integral to the plots and machinations, as the Trunth hope to be chosen to ascend to a more truly draconic, and less mutated, form.
The belief among the Trunth is that the strength and true dominion belonging to dragons is even stronger in their Dragonspawn overlords, and that the cunning minds and staggering intellect of the draconic deities is blessed into the Trunth themselves. They hold even their own Gnomish blood in contempt against their draconic nature, and even those who do not believe in ascention strive to find a way to scientifically purify their blood. Even so, lacking in physical power means that a Trunth will not fight unless it is out of other options, including traps and sabotage, and if pushed so far they will never fight fairly. Often with clockwork gadgets or explosives that level the battle, or even leave it in their favor.

Reclusive and Wary


The Trunth are common sights underground and away from mountains, where the Giants dwell, as they know secrets to finding more valuable minerals away from the claimed lands. While humans and elves people much of the floating district of Offalm, and the Xvart and many Giants are on the surface, Trunth make up an underground network that much of the other races are content to allow them, as they still conduct themselves according to surface law. They mature quickly, reaching a biological plateau in their prime before nearly halting all aging until near the end of their natural lifespan.
A Trunth will only remain loyal so long as it feels it has reason to, and sees slavery as a choice rather than a forced place in life. Their natural stealth and keen minds allow them to constantly have a backup plan, ready with either crafty maneuvers or dastardly machines to further their goals. In the eyes of the Trunth, all races fall short of the Dragonspawn, and themselves in superiority. It is believed that a Trunth that proves itself worthy enough will be granted a new form by Tiamat, one that holds more power and capabilities.


Age: Trunth reach adulthood around 14 years of age, and live at their physical peak for another 200 years before aging and passing around 250 years old.
Alignment: Trunth are typically neutral, though their leaders are almost always evil, and they tend to bend towards Chaotic, only respecting the law due to the power held over them by the other races.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Mutant Hands: Your hands do not have oppose-able thumbs, inflicting a permanent -2 penalty on all attack rolls with weapons, and dexterity checks involving your hands.
Clockwork Augmentations: You may choose one of the clockwork body parts below, and gain the bonus that it provides.
  • Mechanical Thumbs: Remove the penalty from Mutant Hands.
  • Tail Tips: Your tail is tipped with barbs, studs, or thin blades which moved about on a clockwork sheath around your tail; granting you a tail attack as an action in combat. Your tail attack does 1d8 damage of the appropriate type - piercing if barbed, bludgeoning if studded, or slashing if bladed.
  • Clockwork Eye: +2 to all perception and investigation checks.

Sunlight Sensitivity: You have disadvantage on all attack and perception rolls when the target you are attempting to see is in direct sunlight.
Glide: When falling you can choose to spread your wings and fall at 60ft. per turn, for 1d6 turns. If you have landed before the end of this effect, you take no damage. If you land within 2 rounds after this effect, you take half of the falling damage you would receive. While gliding, you make no sound.
Claws: Your unarmed attacks deal 1d4 piercing damage, plus your strength modifier.
 

Languages. Netherese, Draconic


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