Yiri-kesh Organization in Aurora | World Anvil

Yiri-kesh

The Scorpionfolk

The Yiri-kesh or ‘scorpionfolk’ are an ancient species of insectoids that primarily live in arid regions of Tehiri. While they live along both Keeper’s Coast and Al’Taj, it’s accepted that they originally came from the former, with stories claiming that the species came to be when a cataclysm came to the Sunfyre Domain and merged its peoples with the local chitinous wildlife. Regardless of home, the Yiri-kesh are a deeply druidic people with a unique approach to hardship and challenge.  

Unique Biology

While humanoid in silhouette, yiri-kesh are anything but human. Their bodies are incredibly variable and slowly adapt to their lifestyle as they age. The average yiri-kesh is covered in a layer of armor-like scales with thin wispy hair on their heads and a long venomous tail extending from their tailbone. Otherwise, no two yiri-kesh are identical- seasoned warriors can be covered in thick boney armor while those who’re raised and spend their lives within cities can almost be mistaken for humans at a cursory glance.  

Dwellers of the Drylands

The average yiri-kesh clan roams particularly arid regions of Tehiri in both the reverence and defense of the life that grows there. Many of the nomadic yiri-kesh are devotees of Pharika, who some believe is the source of their species creation and the provider of wisdom to anyone who's willing to brave the desert to find it. Where other races see a desolate wasteland, the yiri-kesh see a place of silence where true knowledge can be found, relying upon their eldest as both guides and spiritual leaders.  

Prepare for Hardship

Deeply ingrained in yiri-kesh culture is the idea that difficulty in life is inevitable, and that the worst aspects of life should be challenged head on, even if it means defeat. Any loss survived is seen as a lesson from which they can grow, both metaphorically and literally. Oftentimes young yiri-kesh will undergo what’s called a ‘defiance’, in which they go on a punishing journey away from their family to test their mettle, with this journey often influencing the kind of stinger they develop. As a yiri-kesh, how did you develop your stinger, and how does it symbolize your past journeys?  

Features & Traits

  Ability Score Increase
When determining your character's ability scores, increase one score by 2 and increase a differnt score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Creature Type
You are a Humanoid.

Size
Your size is Medium.

Speed
Your walking speed is 30 feet.

Darkvision
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 discern colors in that darkness only as shades of gray.

Stinger
As a bonus action, you can strike with your stinger. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage. You can use your stinger a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Whenever you strike with your stinger, you gain a benefit based on one of the following options (choose when you select this race):
  • Poison. If you hit with your stinger, you instead deal poison damage equal to 1d6 + your Strength modifier. The target must make a Constitution saving throw. On a failure, it is also poisoned until the end of its next turn. The DC is equal to 8 + your Strength modifier + your proficiency bonus.
  • Long. Your stinger becomes a ranged weapon attack with a range of 20 feet.
  • Fast. You can choose to add your stinger to your opportunity attacks.
  • Heavy. If you hit with your stinger, you instead deal bludgeoning damage equal to 1d8 + your Strength modifier. On a hit, you can knock the target back 10 feet.
  • Curled. When you hit a creature with your stinger, you can move it up to 10 feet to an unoccupied space, provided the target is no more than one size larger than you. You can also choose to move a friendly creature up to 10 feet if they are within 5 feet of you to an unoccupied space.
  • None. You have no stinger. You have lost this ability.

Natural Resistance
You are resistant to poison damage, and you have advantage on saving throws against the poisoned condition.

Natural Armor
You have tough chitinous skin. When you aren't wearing armor, your base AC is 13 + your Dexterity 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.

Monstrous Nature
Due to your monstrous nature, you gain proficiency with one of the following skills of your choice: Intimidation, Medicine, and Nature.

Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

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