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

Remove these ads. Join the Worldbuilders Guild

Zaunites

Zaun, also known as the City of Iron and Glass, is a large, undercity district, lying in the deep canyons and valleys threading Piltover. What light reaches below is filtered through fumes leaking from the tangles of corroded pipework and reflected from the stained glass of its industrial architecture. Zaun and Piltover were once united, but are now separate, yet symbiotic societies. Though it exists in perpetual smogged twilight, Zaun thrives, its people vibrant and its culture rich. Piltover's wealth has allowed Zaun to develop in tandem; a dark mirror of the city above. Many of the goods coming to Piltover find their way into Zaun's black markets and hextech inventors who find the restrictions placed upon them in the city above too restrictive often find their dangerous researches welcomed in Zaun. Unfettered development of volatile technologies and reckless industry has rendered whole swathes of Zaun polluted and dangerous. Streams of toxic runoff stagnate in the city's lower reaches, but even here people find a way to exist and prosper.  

Zaunite Features

  • Ability Score Increase: Your Intelligence score increases by 2, and your Constitution by 1.   • Alignment: The alignments of Zaunities differ vastly from one another.   • Age: Due to the strong pollution Zaunites live much shorter than the average human, most live until the age of 50.   • Poisonous Air: Growing up in the streets of Zaun has given your body resistance to Poison.   • Size: Zaunites have average Human height, your size is medium.   • Speed: Your base walking speed is 30 feet.   • The Glorious Revolution: Denied the funds and means to craft hextech, Zaun's researchers instead use potent chemicals to power their creations. Many Zaunites see their bodies as tools that one should improve and use for experiments to reach their ambitious goals. You can choose two of the following Chemtechs to implement into your body.   Firearm: You merch a pistol into your body. You can make a ranged attack that deals 1d10+your dexterity modifier damage. The magazine holds 3 bullets. You don't need to swap your weapons, if you are wielding other equipment in your hands.   Chem Booster: As a Bonus action, you can pump chemical fluids into your blood that give you + 15 feet movement for 3 turns, you can use this once per short rest.   Chem Claws: You can use your artificial claws to make a melee attack. On a hit, the target takes 1d4 + your Strength modifier slashing damage and must make a DC 10 Constitution saving throw. On a failed save, it takes 1d6 poison damage and is Poisoned for the next 2 rounds. On a successful save, the creature takes half damage and isn’t Poisoned.   Chem Googles: Your eyes are replaced by green glowing googles, you gain darkvision up to 60 feet.   Chem Jumpers: You have 2 mechanical constructs for legs that double your jumping distance and height.   Chem Sprayer: You can use the poison spray cantrip.   Hydraulic Arms: Gain proficiency in Athletics and strength saving throws.   Zaunian Hide: Metal is welded onto your skin. Your base AC is 15 (your Dexterity modifier doesn't affect this number) and you cant wear any Armor. You can apply the shield's bonus as normal. You need a minimum of 11 strength to move freely, if you don't meet that requirement, you loose 10 feet movement.  

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!