Sobek Species in The Mistlands | World Anvil
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Sobek

The sobek are an ancient species of intelligent serpent-like creatures; while their exact age is unknown, it is thought by some that they pre-date even the cosmic and abyssal planes, though many argue that this is simply not possible.
Despite their contentious origins, their biological differences to every other species on Tellus are un-mistakeable, they resemble the mundane snake, more than they do a man. The sobek, not all dissimilar to the urkali, traditionally inhabit the outer wilds of Tellus, a dangerous life, to be sure, but their communal instincts and bodily adaptation to their respective climates allow them to live and thrive in these otherwise hostile places.
  Sobek inhabit regions all over the world, reclaiming land that was taken from them by the mist long ago. There are three sub-races of sobek:
Wetland sobek inhabit swamps, rainforests and marshland, and they have adapted to hunting and swimming in shallow waters and streams.
Desert sobek inhabit the freezing polar deserts of the far north and south, a strange place for cold-blooded creatures to live, which they have mitigated through developing innate fire magic, allowing them to survive in the bitter cold.
Forest sobek inhabit the vast expanses of dark forests and shaded groves, darting up and between trees, scanning for prey through echo-location, and silently stalking them til' their demise.  

Sobek (Wetland)

Ability Scores: Choose any +2; choose any other +1
Size: Medium
Speed: 30ft, swim 30ft

Age: Sobek reach maturity at around age 7 and rarely live longer than 60 years.
Alignment: Traditional sobek culture generally promotes peaceful lives, tending to no particular alignment.
Size: Sobek stand at around 4-5 feet tall with their hunched posture, but have a broad, bulky frame.
Bite: Your fangs can be used as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
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 can't discern color in darkness, only shades of gray.
Amphibious: You can hold your breath for 2 hours, and your strong tail gives you a swimming speed of 30 feet.
Poison Resistance: You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
Mire's Endurance: Your body is hardened against the turmoil of the marsh. As a reaction to taking damage, you can roll a d10 + your constitution modifier and subtract the roll from the damage you take. You can do this a number of times equal to your proficiency bonus, per long or short rest.
Languages: You can speak, read and write one common language and Sobek.    

Sobek (Desert)

Ability Scores: Choose any +2; choose any other +1
Size: Medium
Speed: 30ft

Age: Sobek reach maturity at around age 7 and rarely live longer than 60 years.
Alignment: Traditional sobek culture generally promotes peaceful lives, tending to no particular alignment.
Size: Sobek stand at around 4-5 feet tall with their hunched posture, but have a broad, bulky frame.
Bite: Your fangs can be used as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
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 can't discern color in darkness, only shades of gray.
Cold Resistance: You are resistant to cold damage, and acclimatised to environments as cold as -10°C.
Unfailing Resolve: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Innate Fire: The blistering cold of your kin's homelands forced them to adapt, as such, you have an innate fire in your blood. You know the produce flame cantrip; when cast this way, this cantrip lets off extra heat, providing comfortable warmth as if from a small campfire. Once you reach 3rd level, you can cast the searing smite spell at 2nd level once per long rest; when cast this way, the spell can be used with your bite attack. Once you reach 5th level, you can cast the scorching ray spell once per long rest. Intelligence, Wisdom or Charisma is your spellcasting ability for these spells. (Choose when you pick this species)
Languages: You can speak, read and write one common language and Sobek.    

Sobek (Forest)

Ability Scores: Choose any +2; choose any other +1
Size: Medium
Speed: 35ft, 30ft climb

Age: Sobek reach maturity at around age 7 and rarely live longer than 60 years.
Alignment: Traditional sobek culture generally promotes peaceful lives, tending to no particular alignment.
Size: Sobek stand at around 4-5 feet tall with their hunched posture, but have a broad, bulky frame.
Bite: Your fangs can be used as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
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 can't discern color in darkness, only shades of gray.
Furtive Step: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Enhanced Mobility: You have a climbing speed of 30ft, and a 35ft movement speed.
Echo-location: You have sound-based blindsight up to a range of 30ft, as you are adapted to produce inaudibly low vibrations, which you can use to track and navigate. If your ability to produce or hear sound is lost, this blindsight is nullified
Languages: You can speak, read and write one common language and Sobek.

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