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Saurmalians

A Beastfolk Race

Introduction: In the Beastlands of Shaar, where tribes and clans rise and fall, a few gifted creatures have been
given the gift of civilization. Through the passing years, the Saurmalians have become upright versions of their
common creature ancestors. Though their intelligence rivals that of the other races of Faern, they still claim the
same ferocity and instinct to survive. You might see a Saurmalian flying through the air above, running through
the brush on all fours, or perhaps may not realize youve seen them at all.

by Tyler Paul

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Saurmalian
Finally settled into the crook of an old
spruce trees roots, Nlaspher played an old favorite
upon his violin. A ferret, hearing the sounds of camp, came
sniffing for some scraps. Nlaspher entreated him to stay a
while. It had been a lonesome walk for the wolf through
these wooded thickets; most woodland creatures avoiding
his path. But before his song could reach the conclusion,
Nlaspher detected a leathery scent upon the wind; it seems
his melody had attracted more than just his new
acquaintance. Stowing his bow and violin, he drew his
dagger. Any moment now these oily rogues would break
into the glen, he could hear them plain as day now that he
d stopped playing. The hairs on his back began to stand; if
it was a fight they wanted, it would be a fight they would
get.
Qalar Valar, The Puppeteer and the Strings

United In Their Difference


Fiercely loyal, these once warring animal-clans have
banded together to ensure their lasting claim to their shared
territory. Their diverse backgrounds occasionally create
tension in the clans, but rest assured the mutual assurance
of their common goals runs strongly within each. During
the modern age, it is not uncommon to see Saurmalians
intermingled with any of the other races. Some of the old
blood feuds may still exist, but for the time being, the wars
of clan and kin have subsided.

Animalistic Society
Saurmalian custom dictates to never smile with bared
teeth, as it is a sign of aggression and a direct challenge.
Most of the Saurmalians have a predilection towards
nature, for obvious reasons, and hold those without respect
for nature in contempt. Other races are looked upon as
outsiders, assumed to not understand the animal instincts
that drive a Saurmalian. Though they are standoffish in
this way, they also understand the necessity of interracial
relations and make strides to preserve the hard-fought
peace. Some prefer not to trade or make use of gear and
goods derived from the slaying of other beasts; there is
something unnatural in a creature wearing another
creatures skin. These convservative extremists aren't
typically found outside of their own territory.

Saurmalian Names
Saurmalian names are composed typically of three parts;
the clan, the community, and the self. The clan name is
common to all members within the clan, and reflects the
Saurmalian belief that clan comes first. The community
name is something that the Saurmalian chooses for
themselves, something that others will know them by,
whereas the self name is bestowed by a clan leader, and is
very personal and mystic. The self names are often a
mixture of sounds rather than true language, a marked
tradition honoring the Saurmalians beastial roots.
Clan Names: Blackfeather, Glimmertooth, Ironjaw,
Killtail, Razorpaw, Whitewing
Community Names: Arphalem, Burrak, Dokka, Iffkin,
Jrak, Mauzer, Mewla, Okkrata, Rumphus, Tysill, Ynsik

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Saurmalians
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Saurmalian Traits
Your saurmalian character has a number of traits in
common with all other saurmalians.

Ability Score Increase. Your Dexterity score increases


by 1.
Age. Saurmalians reach adulthood in the pre-teens and
dont live much more than half a century.
Alignment. Saurmalians run the gambit of law and
chaos, driven by a mixture of natural order and pure
instinct. Though most tend to be good aligned, some more
feral saurmalians turn toward evil.
Fight or Flight. When you are surprised, you may take
the Attack or Dash action on your turn.
Languages. You can speak, read, and write Common and
one extra language of your choice.
Speak with Small Beasts. Through sounds and gestures
you can communicate simple ideas, typically no more than
two words, with Small or smaller beasts.
Subrace. Whatever lifted the saurmalians above their
beast brethren seemed to only affect a few species. Though
they have risen to match the other races, their beastly
legacies still manifest in specific ways. Choose one of the
subraces below.

Birdfolk
As a birdfolk, you are light and nimble, able to maneuver
through the air or brush with ease. Sometimes referred to
as Kenku or Tengu, a birdfolk Saurmalians plumage can
range from muted and dark, to bright and prismatic.

Ability Score Increase. Your Wisdom score increases


by 2.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Keen Sight. You have advantage on Wisdom
(Perception) checks that rely on sight.

Avian Legacy. As a reflection of your pedigree, you have


one of the following traits:
Flying. You have a flying speed of 40 feet. To
use this speed, you can't be wearing medium or
heavy armor. While your arms keep you aloft
during flight, you may use your dexterous talons
in place of your hands for unarmed strikes,
wielding a weapon or shield, or interacting with
objects.
Darting. Your base walking speed increases to
40 feet. You can move through the space of any
creature that is of a size larger than yours.

Catfolk
As a catfolk, you are dexterous and sure-footed, making
you a natural at acrobatic displays and stealthy endeavors.
Sometimes referred to as Bakeneko, a catfolk Saurmalians
fur ranges from solid blacks, whites, and browns to a
spotted mix of these.

Ability Score Increase. Your Dexterity and Charisma


scores increase by 1.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Quadruped. When you have nothing in hand and are not
equipped with a shield, your base walking speed is 40 feet.
Darkvision. With eyes adapted for a nighttime predator,
you have superior vision in dark and dim conditions. 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
cant discern color in darkness, only shades of gray.
Feline Legacy. As a reflection of your pedigree, you
have one of the following traits:
Stalker. As a bonus action, choose a creature
you are hidden from. That creature has
disadvantage on Wisdom (Perception) checks to
detect you until the start of your next turn.
Graceful. You have a climb speed of 25 ft.
Should you fall, you may make a Dexterity saving
throw to avoid any damage from falling. The DC
for the save is equal to the distance you fall
measured in feet.

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Saurmalians
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Dogfolk
As a dogfolk, you are fierce both in loyalty and battle,
making you a first choice as bodyguard or companion.
Sometimes referred to as Hunjaga or Inugami, a dogfolk
Saurmalians fur ranges from solid blacks, whites, and
browns to a spotted mix of these.

Ability Score Increase. Your Strength or Wisdom score


increases by 2.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Quadruped. When you have nothing in hand and are not
equipped with a shield, your base walking speed is 40 feet.
Keen Hearing and Smell. You have advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Kanine Legacy. As a reflection of your pedigree, you
have one of the following traits:
Pack Tactics. You have advantage on attack
rolls against a creature if at least one of your
allies is within 5 feet of the creature and the ally
isnt incapacitated.
On Guard. When a creature within 5 feet of you
attacks an ally you designate, you may use your
reaction to make a melee weapon attack against
the attacker. You may only designate one such
ally at a time and only once per short rest.

Vulpine Legacy. As a reflection of your pedigree, you


have one of the following traits:
Sly As A Fox. Choose one skill: Deception,
Insight, Investigation, or Persuasion. You are
proficient in the chosen skill and may add half
your proficiency bonus (rounded down) to checks
with the skills not chosen.
Clever Trick. You have advantage on saving
throws against illusions and charm effects. You
learn one Illusion or Enchantment cantrip from
any spell list. The ability chosen for your Foxfolk
Ability Score Increase is your spellcasting ability
for it.

Foxfolk
As a foxfolk, you are debonair and devious, using your
intellect and charm to influence those around you.
Sometimes referred to as Kitsune or Revanni, a foxfolk
Saurmalians fur ranges between solid blacks, whites, and
auburns.

Ability Score Increase. Your Intelligence or Charisma


score increases by 2.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Quadruped. When you have nothing in hand and are not
equipped with a shield, your base walking speed is 40 feet.
Darkvision. With eyes adapted for a nighttime predator,
you have superior vision in dark and dim conditions. 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
cant discern color in darkness, only shades of gray.

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Saurmalians
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