Tribe Usd'nolpi Pu'procro

A tribe of Naa'gaea hailing from central and southeastern Eveynjar, the Usd'nolpi Pu'procro or Threatening Hoods have appearances similar to cobras, with all of the dangers. Using their hoods to intimidate predators and rivals, the Usd'nolpi Pu'procro use this as a warning, and if the target doesn't heed said warning, it gets delt a lethal dose of neurotoxic venom. Some Usd'nolpi Pu'procro even possess the ability to spit this venom, permanently blinding anyone foolish enough to aggravate them. Combine this with their ability to climb and dig, there is little that will keep a Usd'nolpi Pu'procro away from its prey.

Though they may seem like incredibly aggressive at first glance, most Usd'nolpi Pu'procro are merely skittish around other individuals. In truth, a Usd'nolpi Pu'procro is often enamored by music and festivities, and thoroughly enjoy both music and the vibrations they make. This can be a double-edged sword. On the one hand, they can be incredibly adept at making music, but it also makes them weak to charm and enraged effects.

This tribe can be found primarily in Urrudea, Kalukkenjar, and Fahliilenjar, as well as rarely in Hallojar.

Encompassed species

Tribe Usd'nolpi Pu'procro

A tribe of Naa'gaea hailing from central and southeastern Eveynjar, the Usd'nolpi Pu'procro or Threatening Hoods have appearances similar to cobras, with all of the dangers. Using their hoods to intimidate predators and rivals, the Usd'nolpi Pu'procro use this as a warning, and if the target doesn't heed said warning, it gets delt a lethal dose of neurotoxic venom. Some Usd'nolpi Pu'procro even possess the ability to spit this venom, permanently blinding anyone foolish enough to aggravate them. Combine this with their ability to climb and dig, there is little that will keep a Usd'nolpi Pu'procro away from its prey.

Though they may seem like incredibly aggressive at first glance, most Usd'nolpi Pu'procro are merely skittish around other individuals. In truth, a Usd'nolpi Pu'procro is often enamored by music and festivities, and thoroughly enjoy both music and the vibrations they make. This can be a double-edged sword. On the one hand, they can be incredibly adept at making music, but it also makes them weak to charm and enraged effects.

This tribe can be found primarily in Urrudea, Kalukkenjar, and Fahliilenjar, as well as rarely in Hallojar.

ability score increase:
age:
Size: Large
speed: 20 ft climbing and digging speeds
Languages:
parent race: Naa'gaea
race features:

Hoods of Intimidation

Your hood grants you the ability to unnerve your enemies. As a free action on your turn, you extend your hood to attempt to startle or intimidate any creature directly in front of you. The target must make a Willpower saving throw (DC = 8 + your Personality modifier + your Intimidation proficiency). If the target fails the check, they are frightened of you for 1 minute.

On their turns, they can attempt to remake the check, ending the effect on a success. Any target that succeeds the saving throw is immune to this effect for 24 hours.

Easily Goaded

Due to the skittishness of your people, you have disadvantage against effects that cause the enraged condition, but have advantage on Initiative rolls.

Ear for Music

Due to your people's love of music and the vibrations of the sound, you have advantage on performance checks but have disadvantage against effects that cause the charmed condition.

Neurotoxic Venom

Whenever you attack with your bite attack, you cause the target to make a Fortitude saving throw (DC = 8 + your Fortitude modifier). On a fail, the target is poisoned and paralyzed for 1 minute. While paralyzed, the target takes 1d10 poison damage at the beginning of each of its turns until either the condition is removed or the target is given antivenom.

A target that succeeds the save isn't paralyzed, but takes 1d10 poison damage and is poisoned for 1 minute.

Blinding Spit (Spitting Variant, replaces Neurotoxic Venom)

You are able to spray your venom at your opponents. As an action once per short rest, you can spray your venom in a 15 ft cone. All targets within the range must make a Reflex saving throw (DC = 8 + your Fortitude modifier). On a fail, the target is poisoned and blinded for 1 minute. While poisoned, the target takes 1d10 necrotic damage at the beginning of each of its turns until either the condition is removed or the target's eyes are treated with an effect that removes the poisoned condition, such as a potion of antivenom or the Lesser Restoration spell. If the target takes 30 or more damage from this poison, the target is blinded permanently.

A target that succeeds the save isn't blinded, but takes 1d10 poison damage and is poisoned for 1 minute.