Loxodon Species in Seros | World Anvil
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Loxodon

Lore

  A loxodon looks like a perfect blend of elephant and man, with the thick, leathery skin of an elephant and the bipedal stance of the more civilized races. Their Elephant-like heads are by far their most distinct feature, containing the same level of wisdom as their distant kin. Male loxodon tend to have a slimmer, yet more muscular, build than their female counterparts, as well as longer tusks. Regardless of gender, the beings stand head and shoulders above even the tallest of humans. Some are covered in coarse, brown hair, others have only faint tufts of black, while others still are completely bald, lacking any trace of covering.   The loxodon are governed by a matriarchal leader, chosen at birth through ritual. Other females stay together, remaining in well-hidden cities. Regardless of location, the cities are almost always filled with females of the species, as men are ran out as soon as they come of age. Men tend to lean towards mercenary or guard work as their size and strength are priceless commodities on the battlefield. It is a rare sight to see a male within the cities, but that is a sure sign of trouble in the area.   There is a larger subspecies of Loxodon that live in the Icey tundra of the north these are Mamodons and they are covered in think fur and boast much larger tusks with smaller years to help them cope with the harsh environments.

Traits

  Ability Score Increase. Your Constitution score increases by 1.   Age. Loxodon are gifted with incredibly long lives, reaching physical maturity in their teens, but are considered to be at full maturity when they reach the mental maturity point of 60. They can live to be about four hundred and fifty years old, although it is rare to see a male above two hundred.   Alignment. Given their society, loxodon tend towards a lawful nature, while it is most common to see neutral loxodon, samples of both good and evil can be found in their society.   Size. Both male and female loxodon stand well over 7-9 feet tall when mature and weigh an average of four hundred pounds. Your size is Medium.   Speed. Your base walking speed is 25 feet.   Trunk. You have a trunk that can hold items up to twenty pounds. It cannot be used to wield a weapon or use a shield, but can be used for a lantern or torch and perform simple actions.   Tusks. You have a pair of tusks, with which you are proficient. When you take the attack action, you may attack with your tusks, dealing 1d6 + your strength modifier piercing damage on a hit.   Stand Aside. When you take the Dash action, you may move through an enemies space as though they weren't there, if they are the same size or smaller than you. You still feel the effects from any hazards in those spaces, even if they are created by the enemy you are moving through.   Languages. You speak, read, and write Common and Giant. You may communicate through gestures and trumpets a simple idea to any elephant or mammoth nearby.  

Mamodon

  Ability Score Increase. Your constitution and strength scores increase by an additional 1   Size. Mamodons are slightly taller than their furless cousins standing between 9 - 11 feet tall   Powerful Build. You count as being one size larger when it comes to determining carrying capacity.   Arctic Wool. Your heavy wool grants you advantage on saving throws from extreme cold weather, as described in chapter 5 of the DMG.   Arctic Scout. You are perfectly acclimated to the cold regions of the world, you are considered proficient in the Wisdom (Survival) skill when in a snowy or arctic climate. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Stampede. When you use Stand Aside to move through a space occupied by an enemy the same size or smaller than you, you may elect to trample them. If you move through an opponent's space, they must make an Strength or Dexterity save (DC = 8 + your proficiency bonus + your Strength modifier. On a failed save, you trample an enemy, dealing 2d6 bludgeoning damage and knocking them prone. On a successful save, an enemy takes half damage and is not knocked prone. You may continue your movement after a trample, but you may not trample another enemy. Once you use this trait, you can not use it again until you finish a short or long rest.

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