Zharan Lupin

Zharan Lupin The Zharan Lupin are a desert-adapted subrace of Lupin, native to the blazing dunes of Granheim. Resembling jackals or coyotes, these nomadic, wolf-like humanoids have evolved to endure the harsh, arid conditions of the desert, relying on their speed, cunning, and strong sense of community to survive. While their northern cousins thrive in the cold tundras, the Zharan Lupin have become masters of survival in the extreme heat, roaming the endless desert sands in tight-knit packs. They value loyalty, intelligence, and resourcefulness, making them formidable allies and enemies alike. Physical Traits:   Ability Score Increase: +2 Dexterity, +1 Wisdom. Size: Medium. Zharan Lupin stand between 5’5” and 6’0” with slender, agile builds. Speed: Your base walking speed is 40 feet.   Racial Traits:   Darkvision: Accustomed to the glaring sun by day and the deep shadows of the desert by night, you have superior vision in low light. 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.   Pack Tactics: The Zharan Lupin are experts at hunting together. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.   Desert Endurance: You have advantage on saving throws and Constitution checks made to resist the effects of extreme heat. You can also go twice as long as normal without food or water before suffering the effects of exhaustion.   Natural Weapon – Bite: Your sharp teeth make your bite a powerful weapon for unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.   Keen Senses: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.   Natural Camouflage: You have proficiency in the Stealth skill when in desert or rocky terrain, blending seamlessly into the arid landscape.   Languages:   You can speak, read, and write Common, Velgarin, and Zarqai   Culture and Society:   The Zharan Lupin live in nomadic packs, roaming the endless sands of Granheim. Their society revolves around survival, cooperation, and maintaining the strength of the pack. While they tend to distrust outsiders, those who prove themselves can earn their loyalty, which is unwavering once given. Packs are typically led by the strongest and wisest member, but leadership can change quickly if another member proves themselves more capable.   Their culture is heavily influenced by the harsh environment, with stories and rituals that honor the spirits of the desert. The Zharan Lupin see the sun and the sands as both their greatest enemies and closest allies, learning to read the land and adapt to its shifting nature. Their pack names often reflect the desert’s many aspects, such as the wind, the heat, and the elusive nature of mirages. Example Names:   First Names: Sahir (wanderer), Lashi (swift), Kazim (enduring), Farah (joy of the sun), Harith (plowman). Pack Names: Dune-Seeker, Sand-Shadow, Mirage-Bound, Sunstalker.