Chanit Species in Asenguard | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Chanit

Basic Information

Anatomy

These creatures look for the most part like large black wolves, with four legs, a long snout and pointed ears. The fur is very coarse but long and thick, in some of the species the fibres are thick enough to almost be painfully spiky.

Biological Traits

The coming of age ritual changes the chanit physically as well as just proving that they are entering into adulthood. Choosing the magical path gives a chanit an understanding of the magical weave of the multiverse, giving them the ability to shape it to cast spells innately. Theses chanit also tend to be thinner and more lithe than their combat siblings.   Choosing combat as their path causes more physical changes to occur to the chanit. Their muscles become more obvious and defined, their fur becomes more coarse as their skin thickens to create an armour like toughness. Their claws also become more deadly, both becoming sharper and imbued with the fires of their demonic blood, just as their magical siblings shape those fires into spells.

Genetics and Reproduction

The chanit bread like mammals and carry their young within their womb for around 6 months. For the pups to be born successfully the mother must be on their home plane of the abyss, this strange landscape giving the pups their magical potential and intelligence, else they are borne as little more than the wolves they resemble.

Growth Rate & Stages

It takes roughly 5 years for a chanit to mature to adulthood where they will spend the vast majority of their time in the abyss. When they reach maturity they, along with their family pack preform a coming of age ritual where the chanit choices which path it wishes to take: combat or magic. After the ceremony is complete the new powerful chanit sets off across the abyss to find or make a pack of it's own. From here the chanit can live for 150 years as recorded, though there is the possibility they could live longer if their nature did not drive them to seek combat as much as it does.

Dietary Needs and Habits

Chanit are carnivores, and as such eat meat, with no restrictions on where it comes from, though they will prefer to cook it before consumption. Those that have magical abilities will happily use the cantrip fire bolt to flame grill their food.

Additional Information

Social Structure

Though these are intelligent creatures they have a very beast like social structure, living in small groups of 2 to 5 individuals with a hierarchy similar to that of a wolf pack. If one pack meets another, they are polite and tolerant for enough time to get the reasons for their meeting out of the way, but will often leave the other's company as quickly as possible, not wishing to make enemies of their own kind. There are occasions when there have been reports of chanit moving in large groups, but this has been under some extreme circumstances such as a call to war to protect their homeland and birthing country.

Facial characteristics

Their eyes vary from gold to red to black in colouration. Their muzzles tend to be long and sleek, their ears very pointed.

Geographic Origin and Distribution

Mostly found all across the abyss, however due to their innate ability to plane shift they are found practically anywhere.

Average Intelligence

The chanit are very intelligent, though are still driven by the more beast like instincts to hunt and kill.

Perception and Sensory Capabilities

The Chanit have the basic five senses with smell and hearing being their best, they also have a few other perception talents. For a start they have the truesight trait, letting them only see what is truly real. Secondly they have an ability to track their chosen pray, to sense where it is in the world, or if it's on another plane, which plane it is on.

Civilization and Culture

Naming Traditions

Naming conventions tend to be simple when they are pups, their parents often naming them after some feature that makes them different from their brothers and sisters. For example: orange eyes, small paw, long tail. This is because when they become adults they chose their own names during the ritual. On a rear occasion they will keep their puppy name, though normally they will chose something else. Most often these will be of a slavic origin.    Male names: Zivco, vanya, Krasan, Lubos.    Female names: Tihana, Zoila, Mladenka, Milica.    Their pack names tend to revolve around what they are known for hunting the best such as: The Hag Killers, The Beast Strikers, The Fey Bane, The Devil's Nightmares.

Beauty Ideals

Though colour is uncommon in the fur of a chanit, those that do display colour are often more desired by the opposite sex due to it's exoticness, the lighter the colour the more beautiful it is seen to be. longer snouts are also desired as this is seen to suggest more inelegance.

Common Dress Code

Though for the most part the chanit do not wear anything there have been individuals known to use jewellery, often necklaces with small trinkets attached such as skulls of small animals or gems and metal shaped into similar skull like trophies. Those chanit who have found themselves on Asenguard also tend to use small side packs for the use as coin pouches and various other small useful items.

Interspecies Relations and Assumptions

The chanit, as a general rule, view other races with disdain, seeing them only as a possible hunt. However, over history they have learned to work with other races since they can and often do provide particular targets for the chanit to hunt. They also provide pay for such services in the form of food or coin.
Lifespan
150
Average Height
1 meter
Average Weight
175lb
Average Length
1.5 meters
Body Tint, Colouring and Marking
Generally a chanit's coat is jet black, however there are those with variations ranging from very dark brown to deep red in colouration. When such colour exists there are often subtle patterning on the fur in the form of tiger like stripes.


Remove these ads. Join the Worldbuilders Guild

Chanit Magicae

Medium fiend (devil), any evil
Armor Class 13 (16 with Mage armour)
Hit Points 71, 13d8+13
Speed 40ft

STR
10 0
DEX
16 +3
CON
13 +1
INT
18 +4
WIS
16 +3
CHA
10 0

Saving Throws Int +7, Wis +6
Skills Arcana +7, Perception +6
Damage Resistances Fire, Acid
Damage Immunities Poison, Necrotic
Condition Immunities Charmed, Poisoned
Senses Truesight 60 ft., Passive Perception 16
Languages Abyssal, Exile
Challenge 8

Spellcasting ability is Inelegance, DC is 15 (8+prof (3)+Int mod(4))


Flame Burst:
A creature that touches the chanit or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
Pack Tactics:
The chanit has advantage on attack roll against a creature if at least one of the chanit's allies is within 5 feet of the creature and the ally isn't incapacitated.
Illusory Appearance:
The chanit covers itself and anything it is wearing or carrying with a magical illusion that makes it look like a wolf or similar animal native to the plane it is on. The illusion ends if the chanit takes a bonus action to end it or if it dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the chanit could appear to have soft fur, but someone touching it would feel it's coarse hairs. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern that the chanit is disguised.
The Hunted:
These creatures specialise in the hunting of creatures across the planes and will often make deals with any other creatures who might provide them a target. They are the devilish bounty hunters and assassins of the multiverse. The marked target becomes the fascination of the chanit who will hunt the creature down with relentless determination. Another target can not be named until the current one is killed, or 1 year has passed. If the chanit has seen the target at least once it creates a magical mark on the creature and therefore can track that creature down to a mile. If the creature is on a different plane to the chanit, the chanit can make an DC20 Intelligence (Arcana) check once per day to sense which of the planes it is on.
Wounded Prey: 
These creatures become excited as their target becomes injured, and seeing them hurt pushes a chanit into a viscous frenzy. If the target of the chanit's hunt is below half of its hit points the chanit gains +4 on spell attack rolls against it.
Keen Senses: 
The chanit has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Claw:
Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: [2D6] 7 slashing damage.
Bite:
Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: [1D10] 5 piercing damage.
Growl:
As a bonus action the chanit can force each creature of its choice within 30 feet of it to make a DC 11 Wisdom saving throw. A target automatically succeeds on the save it it can't hear or see the chanit. On a failed save, a target becomes frightened of you for 1 minute. At the end of each of it's turns, an affected target can repeat the saving throw, ending the effect on itself on a success.
Plane Shift (1/Day.):
The chanit may use an action to innately cast the Plane Shift spell with a few restrictions as follows.
You, and only you, is transported to a different plane of existence. You can specify a target destination in general turns, such as the City of Brass on the Elemental Plane of Fire or the Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Bras, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle.
Ethereal Leap (2/Day):
The chanit have a unique ability to enhance their travel times beyond plane shifting. The ethereal leap allows it, as an action, to teleport itself from it's current location to any other spot desired within 25 miles. It can be a place it can visualise, or one it can describe stating distance and direction, such as "200 feet straight up" or "upward to the northwest at a 45-degree angle, 300 feet."
It can bring along objects as long as their weight doesn't exceed its carrying capacity.
If the chanit would arrive in a place already occupied by an object or creature, it takes 4d6 force damage and is instead transported to the closest empty space within 60 feet. If there is no suitable spot the chanit takes an additional 4d6 force damage and must teleport again to a safe location or be killed.
Pack Howl (1/Day):
These creatures often hunt in packs of two to five individuals all of whom have a simple but unbreakable bond with each other. As an action they may pull on this link and summon their pack mates to their location. A summoned Chanit appears in an unoccupied space within 60 feet of its summoner. If a creature it can see within 60 feet is designated as the target of it's hunt, the summoned chaint can appear within 30 feet of that creature instead.
Mage Armour (At Will): 
Casting time: 1 action, Range: Self, Duration: 8 hours. The chanit touches itself if it isn't wearing armour, and a protective magical force surrounds it until the spell ends. The chanit's base AC becomes 13 + it's Dexterity modifier. The spell ends if the chanit dons armour or if it dismiss the spell as an action.
Spellcasting:
The [MON] is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 151, +7 to hit with spell attacks). The chanit has the following 12 spells prepared: Cantrips (at will): Fire Bolt spell, Toll the Dead spell, Minor Illusion spell, Ray of Frost spell 1st level (4 slots): False Life spell, Ray of Sickness spell, Ice Knife spell, Feather Fall spell, Hideous Laughter spell 2nd level (3 slots): Scorching Ray spell, Aganazzer's Scorcher spell, Misty Step spell, Darkness Spell 3rd level (3 slots): Dispel Magic spell, Counterspell spell 4th level (2 slots): Ice Storm spell


 

Comments

Please Login in order to comment!