Tribe 'Seres Pupo

The 'Seres Pupo or Heat Sensers are a Naa'gaean Tribe native to many parts of Eveynjar, from the more temperate regions of Indeljar to the southmost tip of the Kalth. With their resemblance to Vipers and Pit-vipers, 'Seres Pupo are lighting-fast and can bite as a reaction if need be. Named after their ability to sense heat, 'Seres Pupo are able to sense warm-blooded prey even in magical darkness. This means that they cannot detect constructs and undead in this way. 

As a tribe, most 'Seres Pupo are loners and isolationist in nature, making their overall demeanor grating and rough. Despite this, they generally live in close-knit family groups that care deeply about each others wellbeing. Often the adults take turns hunting, going into the wilderness for weeks at a time, stocking up on prey for their families. In some rare instances, the 'Seres Pupo can be found in settlements, but aren't always in the graces of the law.

Like other Naa'gaea, the 'Seres Pupo can be further divided into multiple clans:

  • 'Burled Pu'secu'plea (Rotating Fangs) are a clan of 'Seres Pupo that resemble the serpentine genus Azemiops or Fea's Viper. Having golden to white-orange heads and bluish-black bodies, they are striking to look at, and possess a unique type of fang that allows it to rotate instead of being hinged. Instead of releasing after biting a victim, 'Burled Pu'secu'plea instead use their bite to hold fast to their targets, constantly injecting venom into their victim until it looses the will to fight. This clan is found primarily along the jungle-rich border between Kahlukkenjar and Fahliilenjar, and up into the mountains leading to Urrudea.
  • Plan Pu'parsos (Rattle Tails) are a subclan of 'Seres Pupo that resemble the serpentine geneses Crotalus and Sistrurus or Rattlesnakes, and are purportedly apart of the greater 'Sita Pu'gerdin Clan. Having the beautiful coloring of rattlesnakes, they even possess the keen smell and distinctive rattle of these serpents. When using their rattle, they have advantage to bluff or intimidate an enemy, and can paralyze with their neurotoxic venom. This clan is found mostly in Hallojar, Yandaijar, and the Kalth. 
  • 'Sita Pu'gerdin (Forest Lurkers) are a clan of 'Seres Pupo that resemble the serpentine family Crotalinae or New World Vipers/Pit Vipers. Many 'Sita Pu'gerdin camouflage well with their environment, giving them an outstanding ability to hide in Forests, Jungles, Swamps, and River systems. Most possess a knack for climbing, and can easily scale up trees to avoid larger threats that can't follow. This clan possesses populations in Yandaijar, Hallojar, the Kalth, Kahlukkenjar, Yllithr, Indeljar, and the northwestern portion of Empyria.
  • Nan'apte Pu'gerdin (Desert Lurkers) are a clan of 'Seres Pupo that resemble the serpentine family Viperinae or Old World Vipers/True Vipers. Equipped for more arid environs, Nan'apte Pu'gerdin excel at living in fluctuating hot/cold environments, from the plains of Empyria to the Outback of Fahliilenjar, though a majority of this clan is found in Urrudea and its borders. Due to their coloration, they excel at hiding in sand, and can remain motionless for hours.

Encompassed species

Tribe 'Seres Pupo

The 'Seres Pupo or Heat Sensers are a Naa'gaean Tribe native to many parts of Eveynjar, from the more temperate regions of Indeljar to the southmost tip of the Kalth. With their resemblance to Vipers and Pit-vipers, 'Seres Pupo are lighting-fast and can bite as a reaction if need be. Named after their ability to sense heat, 'Seres Pupo are able to sense warm-blooded prey even in magical darkness. This means that they cannot detect constructs and undead in this way. 

As a tribe, most 'Seres Pupo are loners and isolationist in nature, making their overall demeanor grating and rough. Despite this, they generally live in close-knit family groups that care deeply about each others wellbeing. Often the adults take turns hunting, going into the wilderness for weeks at a time, stocking up on prey for their families. In some rare instances, the 'Seres Pupo can be found in settlements, but aren't always in the graces of the law.

Like other Naa'gaea, the 'Seres Pupo can be further divided into multiple clans:

  • 'Burled Pu'secu'plea (Rotating Fangs) are a clan of 'Seres Pupo that resemble the serpentine genus Azemiops or Fea's Viper. Having golden to white-orange heads and bluish-black bodies, they are striking to look at, and possess a unique type of fang that allows it to rotate instead of being hinged. Instead of releasing after biting a victim, 'Burled Pu'secu'plea instead use their bite to hold fast to their targets, constantly injecting venom into their victim until it looses the will to fight. This clan is found primarily along the jungle-rich border between Kahlukkenjar and Fahliilenjar, and up into the mountains leading to Urrudea.
  • Plan Pu'parsos (Rattle Tails) are a subclan of 'Seres Pupo that resemble the serpentine geneses Crotalus and Sistrurus or Rattlesnakes, and are purportedly apart of the greater 'Sita Pu'gerdin Clan. Having the beautiful coloring of rattlesnakes, they even possess the keen smell and distinctive rattle of these serpents. When using their rattle, they have advantage to bluff or intimidate an enemy, and can paralyze with their neurotoxic venom. This clan is found mostly in Hallojar, Yandaijar, and the Kalth. 
  • 'Sita Pu'gerdin (Forest Lurkers) are a clan of 'Seres Pupo that resemble the serpentine family Crotalinae or New World Vipers/Pit Vipers. Many 'Sita Pu'gerdin camouflage well with their environment, giving them an outstanding ability to hide in Forests, Jungles, Swamps, and River systems. Most possess a knack for climbing, and can easily scale up trees to avoid larger threats that can't follow. This clan possesses populations in Yandaijar, Hallojar, the Kalth, Kahlukkenjar, Yllithr, Indeljar, and the northwestern portion of Empyria.
  • Nan'apte Pu'gerdin (Desert Lurkers) are a clan of 'Seres Pupo that resemble the serpentine family Viperinae or Old World Vipers/True Vipers. Equipped for more arid environs, Nan'apte Pu'gerdin excel at living in fluctuating hot/cold environments, from the plains of Empyria to the Outback of Fahliilenjar, though a majority of this clan is found in Urrudea and its borders. Due to their coloration, they excel at hiding in sand, and can remain motionless for hours.

ability score increase:
age:
Size: Large
speed:
Languages:
parent race: Naa'gaea
race features:

Blitz Bite

You can use your bite attack with no warning. Whenever a creature enters your range or attempts to attack you while it is in range of you, you can expend 5 SP to use your bite attack as a reaction.

Neurotoxic Venom

Whenever you make a bite attack, the target must make a Fortitude saving throw (8 + your Fortitude modifier). On a fail, the target takes an additional 2d6 poison damage and is poisoned and paralyzed for 1 minute. While paralyzed, the target takes an additional 1d6 poison damage at the end of each of its turns. Either of these conditions can be removed by any healing remedy that removes the poisoned condition.

On a success, the target takes half damage and is poisoned for 1 minute.

Improved Heatsense

Your heat sense is increased to 120 ft.

Excellent Trackers

Due to a combination of your powerful heatsense and smell, you possess proficiency in the Tracking skill. As long as you can smell or sense the heat of your quarry, you have advantage on tracking checks.

Clan Anatomy

Depending on the clan you are from, you possess one of the following:

  • 'Burled Pu'secu'plea (Rotating Fangs)
  • Grappling Bite. When you make a bite attack, you can attempt to grapple the target. On a successful grapple, you continue to bite the target. Every time the target fails to end the grapple or for each round the target is grappled, it must make your Bite's Fortitude saving throw or be subject to its poison.
  • Nan'apte Pu'gerdin (Desert Lurkers)
  • Desert Survivor. Due to your people's adaptation for the fluctuating temperatures, you have advantage against the effects of hot and cold temperatures, have minor resistance to fire and cold damage, and have advantage to hide in desert landscapes.
  • Plan Pu'parsos (Rattle Tails)
  • Rattle Tail. As a bonus action, you can cause your rattle tail to buzz, attempting to scare or startle any creature within 60 ft of you. As long as the target can hear you, it must make a Willpower saving throw (DC = 8 + your Personality modifier + your Intimidation proficiency). On a fail, the target is frightened for 1 minute and must use its turn to run away from the sound (it's perceived direction if they cannot see you).
  • 'Sita Pu'gerdin (Forest Lurkers)
  • Forest Stealth. You have advantage to hide in forest landscapes, and have a climbing speed of 30 ft.