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Lamni
The lamni are a new race on Torar, having come into being when the dragon goddess Sangaia ascended. The lamni were originally many of the creatures of the desert lands that surround the central ruins of Amuan… falcons soaring through the sky, crocodiles gliding through the few rivers, snakes and big cats lounging in the trees or wherever else shade could be found, wild herds of oxen and packs of jackals, and even the tiny scarab beetles that crawled across the dunes were affected.</p>

                The pulse of power changed most of these creatures into their current form, and though now humanoid, they found they still had a connection to their origins. All lamni are shapeshifters, though they are not lycanthropes. </p>

PersonalityEdit

<p class="MsoNormal" style="text-align:justify">Lamni are a very proud people, especially of their gods and culture, which some find to be rustic, if not totally backward. However, the breed of a given lamni plays the largest part in his personality and outlooks.</p>

<p class="MsoNormal" style="text-align:justify;text-indent:.5in">Bull lamni are kind and gentle, crocodiles are patient and stoic, falcons are talkative and upbeat, felines are sultry and low-key, jackals are friendly and open, scarabs are soft spoken, hopeful, and sometimes naïve, and finally snakes are deceptive, secretive, and manipulative.</p>

Physical DescriptionEdit

<p class="MsoNormal" style="text-align:justify">While in their normal form, lamni appear to be taller, more muscular humans with dark hair and green skin. A lamni male can be five and a half to six and a half feet tall, and weighs between 150 and 250 lbs., with females being slightly shorter and lighter. Their skin ranges from olive to forest green. Their hair is uniformly black and thick. Lamni eyes are usually dark, but occasional blue, green, or yellow eyes aren’t unheard of. Lamni mature around the age of 18 and can live up to 100 years. </p>

<p class="MsoNormal" style="text-align:justify;text-indent:.5in">A lamni’s crinos, or hybrid, form looks like a bipedal mixture of humanoid and animal, like lycanthropes. The exception is the snake lamni, who have a long, serpentine body without legs. The exact appearance of the animal traits is unique and distinct to the individual. For example, some felines look like leopards, others like lions, and others like panthers. Some bulls look like bovines, others like bison, and others like yaks. </p>

<p class="MsoNormal" style="text-align:justify;text-indent:.5in">A lamni’s feral form looks like a larger version of a normal animal of that kind, with an appearance that matches the animal traits of the lamni’s crinos form (so a tiger feline would look like a large tiger in feral form, or a diamondback snake would have the same pattern in feral form). The exception is the scarab lamni, whose feral form causes them to become a swarm of scarab beetles.</p>

<p class="MsoNormal" style="text-align:justify;text-indent:.5in">The lamni wear loose, flowing clothes, mostly in white, with gold and blue decorations. Headwear is important to the lamni, and many wear hats to keep their hair from becoming saturated with sand. On their feet they mostly wear sandals. </p>

RelationsEdit

<p class="MsoNormal" style="text-align:justify">Lamni are a diverse group, and thus have diverse opinions on outsiders. However, they all despise the moriedhel, whose atheism they see as highest blasphemy against their highly religious society. Generally speaking bull, jackal, and falcon lamni are more open and accepting of outsiders, while felines, snakes, and crocodiles are less trustful.</p>

<p class="MsoNormal" style="text-align:justify;text-indent:.5in">Lamni tend to trust in wyldlings more than any other race, and are quickly to befriend them, regardless of breed. They see them as kin since both were created with the ascension of Sangaia, and while the avarta were as well, their love of themselves and magic keeps the lamni at a distance culturally.</p>

AlignmentEdit

The breed of the lamni, and the accompanying rituals, society, and religion, strongly influences his alignment. Bulls tend toward neutral good, and enjoy helping others. Crocodiles are chaotic neutral, their thoughts as unpredictable as the currents underneath the smooth calm of their exterior. Falcons tend to be chaotic good, enjoying jobs as messengers and other vocations that let them travel and make friends. Felines are usually lawful evil, always looking to turn a situation toward their own benefit. Jackals are often true neutral, believing that neither morality nor ethics should impede one’s decisions. Scarabs lean toward lawful good and strive to see the good in everyone. Snakes are usually neutral evil, always out for themselves.

Lamni LandsEdit

<p class="MsoNormal" style="text-align:justify">After the change, the lamni quickly found the deserts of Amuan were filling too quickly with adventurers and armies vying for the precious resources within the ruins. So, as a people they traveled east, to the Miratian wastes in southern Lados. Since that time they have cultivated large pockets of the land where their settlements are, and while it is still a wind-swept, arid place, the hardy lamni are able to eke out an existence in a land that would be the end of almost every other race. </p>

<p class="MsoNormal" style="text-align:justify;text-indent:.5in">Their architecture is primary sandstone, and takes the shapes of monolithic buildings and pyramids, and those buildings are replete with bas relief carvings, statues, and columns. As wood is scarce in Miratia, the lamni have adapted to use reeds and flax instead, causing their furniture light and easily mobile, but less hardy and durable than wooden furniture. </p>

ReligionEdit

<p class="MsoNormal" style="text-align:justify">Lamni have a very religious culture revolving around worship of the Seven Gods. All lamni pay homage to Sangaia, the Creator in their myths. Then, each breed of lamni has their own god, who is personified in a pope-like fashion by the high priest of that god. The title of such a priest is the name of the god with the ‘khfun suffix. Their gods are: Sobek, crocodile god of waters; Horus, falcon god of the sun and sky; Anubis, jackal god of the dead; Bast, cat goddess of the moon and protector of the Pharaoh; Set, snake goddess of storms; Apis, the bull god of harvests, healing, and fertility; and Khepra, the scarab god of rebirth.</p>

<p class="MsoNormal" style="text-align:justify;text-indent:.5in">The followers of the various gods all get along with each other, knowing that all aspects are necessary to survive. However, they have very different viewpoints on outsiders.</p>

LanguageEdit

Lamni have a few words unique to their race, but overall they do not have a language of their own. Instead they speak Common, which they learned from their human neighbors to the north.

NamesEdit

<p class="MsoNormal" style="text-align:justify">Lamni are named by the priest overseeing their birth, according to the signs and portents they see in the elements and spirits. A lamni’s last name is composed by appending ‘ses to the name of their god.</p>

<p class="MsoNormal" style="text-align:justify;text-indent:.5in">Male Names: Ahmes, Ankhsamtaui, Imhotep, Karamentonen, Osoren, Shepses-Kaf.</p>

<p class="MsoNormal" style="text-align:justify;text-indent:.5in">Female Names: Bektamun, Hathor, Khufut, Nefertiti, Sati, Ta-Roten-Sekhet, Zahra.</p>

AdventurersEdit

Many lamni adventurers are outcasts from their society, as exile is the preferred punishment for all seven religions. Others leave willingly to seek out fortunes and personal power. Still others may leave on religious grounds, to convert or combat other religious figures. Some may seek wealth, some knowledge, some might simply wish to see the world.

Lamni Racial TraitsEdit

  • +2 Strength. Lamni are a strong, muscular people.
  • Medium Size: As Medium creatures, lamni have no special bonuses or penalties due to size.
  • Lamni base land speed is 30 feet.
  • Scroll Mastery: Lamni, and only lamni, may be kher-heb.
  • Weathered (Ex): Having lived in the harshest environments, lamni have a natural resistance to changes in temperature. A lamni is treated as if under the constant effects of an endure elements spell.
  • Shapeshifter (Ex): As a shapeshifer, a lamni enjoys a unique immunity to all spells and effects that would change his form, including lycanthropy. This cannot be suppressed, and makes them unable to be affected by any transmutation spell, beneficial or harmful. The lamni also gains the ability to assume two other forms, a war-like crinos form and an animalistic feral form. These forms grant additional abilities and bonuses, depending on the lamni’s breed. Changing form is a full round action that provokes attacks of opportunity. A lamni can assume an alternate form once per day, and an additional time per day every 5 levels. The lamni may change back to normal form whenever he wishes, and does so automatically if he is slain or falls unconscious (or asleep). There is otherwise no limit to how long a lamni can maintain an alternate form.
    • Bull
      • Crinos:
    • Large size (+8 Str, +4 Con, -2 Dex, +2 natural armor, -1 size penalty to attack rolls and AC, gain reach of 10 ft., +10 ft. speed)
        • Gore attack (1d8 + 1.5 x Str)
        • Powerful Charge (when performing a charge attack, in addition to the normal effects, the lamni deals +4d6 damage)
        • Sangaia’s Breath (Su): Once per day the lamni may touch a deceased creature that was slain less than 5 minutes ago and bring it back to life at 0 hit points and with 1 permanent point of Constitution loss. This ability will not work on unwilling targets or targets that died of natural causes.
      • Feral:
      • +4 Str, +2 Con, +2 natural armor
        • Gore attack (1d8 + 1.5 x Str)
        • Kick attack (1d6 + Str, 20/x3)
        • +10 ft. speed.
    • Crocodile
      • Crinos:
    • +4 Str, +4 Con, -2 Dex, +8 natural armor
        • Bite attack (2d8 + 1.5 x Str)
        • Swim speed 30 ft.
        • Can hold breath for twice as long as normal
        • +4 racial bonus to Hide and Move Silently while mostly submerged in water.
      • Feral:
      • +2 Str, +2 Con, +4 natural armor
        • Bite attack (1d8 + 1.5 x Str), Improved Grab on successful bite
        • Tail slap attack (1d6)
        • Swim speed 30 ft.
        • Can hold breath for twice as long as normal
        • +10 racial bonus to Hide and Move Silently while mostly submerged in water.
        • -10 ft. speed
    • Falcon
      • Crinos:
    • +2 Str, +2 Dex
        • Bite attack (1d6 (19-20/x4)
        • Claw attack (1d6)
        • -10 ft. speed
        • +4 racial bonus to Spot
        • Unaffected by any form of concealment.
        • Mimic (Ex): The lamni can reproduce any sound or voice it has heard with a Charisma check (or Perform (oratory)). The DC varies, depending on the difficulty of the sound.
      • Feral:
      • -2 Con
        • Fly speed 90 ft. (good maneuverability)
        • +8 racial bonus to Spot
        • Claw attack (1d4)
        • -10 ft. speed
    • Feline
      • Crinos:
    • +4 Str, +4 Dex
        • Bite attack (1d6)
        • Claw attack (1d4)
        • +4 racial bonus to Balance, Jump, and Climb checks
        • +2 racial bonus to Hide and Move Silently checks
        • Darkvision 60 ft.
        • Blindsight 10 ft.
        • Scent
        • Lick Wounds (Su): As a standard action that provokes attacks of opportunity, the lamni can heal himself for 1d6 + level (maximum +5) hit points. This ability can be used once per time this form is assumed.
      • Feral:
      • +6 Dex
        • Pass Without Trace (Ex): The lamni leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
        • Low-light vision
        • Claw attack (1d4)
        • 2x rake attacks (2d6 + Str) when grappling or during a pounce
        • Pounce (Ex): During a charge attack, the lamni may make a full attack action, including rake attacks.
        • +10 ft. speed
        • +8 racial bonus to Balance, Jump and Climb checks
        • +4 racial bonus to Hide and Move Silently checks
        • Scent
    • Jackal
      • Crinos:
    • Large size (+8 Str, +4 Con, -2 Dex, +2 natural armor, -1 size penalty to attack rolls and AC, gain reach of 10 ft., +10 ft. speed)
        • +2 Dex
        • Bite attack (2d6 (19-20/x2)
        • Claw attack (1d6)
        • Scent
        • Damage reduction 10/silver
        • Low-light vision
        • Staredown (Ex): As a standard action, the lamni may attempt a gaze attack against a target. The target and lamni make opposed Will saves. If the target succeeds, it is immune to this ability for 24 hours. If it fails, it is shaken for the remainder of the encounter.
      • Feral:
      • +4 Str, +2 Dex, +2 Con, +1 natural armor
        • +20 ft. speed
        • Bite attack (1d8), automatic trip attempt on successful bite
        • +2 racial bonus to Hide, Listen, Move Silently, and Spot checks.
        • Howl (Ex): As a full round action the lamni can howl, causing all enemies within 30 ft. of him to become panicked for 1d4 rounds, unless they succeed in a Will save (DC 10 + the lamni’s Cha modifier).
    • Scarab
      • Crinos:
    • +4 Str, +2 Con
        • Damage reduction 10/magic
        • Universal elemental resistance 10
        • Burrow speed 10 ft.
        • Spit Acid (Ex): As a standard action the scarab can spit a 30 ft. line of acid that deals 4d6 damage, and an additional 4d6 damage the round afterward. This required a ranged touch attack.
        • Bite attack (1d12, 20/x3)
      • Feral:
      • Swarm traits (immune to critical hits, sneak attacks, and flanking, half damage from piercing and slashing weapons, immune to spells and effects that affect a specific number of targets (excluding mind-affecting effects), +50% damage from area effect spells, takes up a 10 ft. x 10 ft. area and deals automatic damage to any enemies within that area equal to 1d6, and an additional 1d6 per 5 levels).
    • Snake
      • Crinos:
    • Large size (+8 Str, +4 Con, -2 Dex, +2 natural armor, -1 size penalty to attack rolls and AC, gain reach of 10 ft., +10 ft. speed)
        • +4 Dex, +2 natural armor (stacks with bonus from Large size)
        • Bite attack (2d6 + poison)
        • Poison (Ex): A lamni may choose to inject a target with poison upon a successful bite attack. The poison deals 1d6 points of Constitution damage, and deals no secondary damage. The Fortitude save for this poison is 10 + the lamni’s Con modifier. A lamni can only attempt to include poison in one bite attack per round.
        • Improved Grab (Ex): After a successful bite attack, the lamni may attempt an automatic grapple check against an opponent of Large size or smaller. This attempt is part of the attack, and does not provoke attacks of opportunity. If he is successful, he establishes a hold and immediately deals constrict damage.
        • Constrict (Ex): The lamni automatically deals 1d6 + 1.5 x Str damage when grappling an opponent.
        • Animal Trance (Sp): The lamni may use the animal trance spell as a spell-like ability at will. The save is Charisma based.
      • Feral:
        • +4 Dex, +2 natural armor
        • Climb speed 20 ft.
        • Swim speed 20 ft.
        • Bite attack (1d6 + poison)
        • Poison (Ex): A lamni may choose to inject a target with poison upon a successful bite attack. The poison deals 1d6 points of Constitution damage, and deals no secondary damage. The Fortitude save for this poison is 10 + the lamni’s Con modifier. A lamni can only attempt to include poison in one bite attack per round.
        • +8 racial bonus to Balance, Climb, and Swim checks
        • +4 racial bonus to Hide, Move Silently, Listen, and Spot checks.
  • Automatic Languages: Common.
  • Favored Class: Kher-Heb.

5e Lamni Racial Traits Edit

  • Ability Score Increase: Your Strength score increases by 2.
  • Speed: Your base walking speed is 30 feet.
  • Weathered: You have advantage on ability checks, saving throws, and skill checks made to overcome or endure environmental difficulties. This extends to natural traps, but not crafted or mechanical ones. Some, but not all, cases where this advantage applies are to scale a cliff or cross a chasm, to see or hear in the rain or darkness, to scavenge for food and water, and to survive a blizzard or earthquake. Additionally you are comfortable in all but the most extreme temperatures. As long as the air temperature isn't above 140 degrees or below 0 degrees, you can ignore any hardships created by the air temperature around you.
  • Shapeshifter: You are immune to all effects that would change your shape (but not necessarily your size). Additionally, you can shapeshift into or out of either an animal form or a hybrid war form called crinos as your action. The animal and crinos forms you can shapeshift into are determined by your breed. You must complete a short rest before you can shapeshift into animal or crinos form again, but you may shapeshift back into your normal form whenever you choose. There is no limit to the amount of time you can spend in an alternate form, though you automatically revert to your normal form when unconscious or asleep. When shapeshifted into an animal form, you retain your Intelligence score while your Strength, Dexterity, Constitution, Wisdom, and Charisma scores are replaced with the animal's. This may change your hit point total, AC, attack bonus, and initiative, among other things. You lose access to any abilities that rely on your normal form's physicality (such as proficiency in Medium armor and polearms), but retain any abilities or proficiencies that can be carried out in your new form's body (such as proficiency in Perception if your new form has eyes and ears). Exact physical appearance details (fur or feather color, etc) are up to you, but once decided they cannot be changed. While in crinos form, a lamni has damage resistance against bludgeoning, piercing, and slashing damage unless the weapon is silvered.
    • Bull
      • Animal: A large steer. Use the statistics for giant elk (MM, p325).
      • Crinos: Large size (Strength increases to 20 if not already there, Constitution increases to 16 if not already there, +2 natural armor bonus to AC, reach quality on melee attacks); gore attack with horns (1d8 + 1.5x Str); Charge trait (DC 8 + proficiency + Str modifier); may touch a recently deceased creature (dead no less than 5 minutes) to bring it back to life at 1 hit point (this causes 1 point of permanent Constitution loss and does not work on unwilling targets), usable again after a long rest.
    • Crocodile
      • Animal:A crocodile. Use the statistics for giant crocodile (MM, p324).
      • Crinos: Strength increases to 17 if not already there; Constitution increases to 16 if not already there; +4 natural armor bonus to AC, base swim speed of 30 feet; can hold breath for twice as long as normal; advantage on Stealth checks while in water and foliage; bite attack (2d8 + 1.5x Str).
    • Falcon
      • Animal:An eagle. Use the statistics for giant eagle (MM, p324).
      • Crinos: Dexterity increases to 17 if not already there; beak attack (1d4 + Str); talon attack (1d6 + Str); truesight trait; can perfectly mimic any voice or bird sound; advantage on Perception checks reliant on sight.
    • Feline
      • Animal:A large cat. Use the statistics for saber-toothed tiger (MM, p336).
      • Crinos: Strength and Dexterity increase to 17 if not already there; bite attack (1d6 + Str); claw attack (1d4 + Str); blindsight; darkvision; advantage on Acrobatics and Stealth checks; and on Perception checks reliant on sound; does not need to perform a short rest to be able to use hit dice to heal (but used hit dice still count against your limit between long rests).
    • Jackal
      • Animal:A jackal. Use the statistics for giant hyena (MM, p326).
      • Crinos: Large size (Strength increases to 20 if not already there, Constitution increases to 16 if not already there, +2 natural armor bonus to AC, reach quality on melee attacks); bite attack (2d8 + 1.5x Str); claw attack (1d6 + Str); darkvision; advantage on Perception checks reliant on smell; advantage on Intimidate checks, and you can add double your proficiency bonus to Intimidate checks.
    • Scarab
      • Animal:A large beetle. Use the statistics for giant scorpion (MM, p327) except that instead of having a sting attack, you have a bite attack that is identical.
      • Crinos: Strength increases to 18 if not already there; Constitution increases to 16 if not already there; instead of damage resistance you have damage immunity to bludgeoning, piercing, and slashing damage unless the weapon is silvered; damage resistance to all other types of damage; burrow speed 10 feet.
    • Snake
      • Animal:A large constrictor. Use the statistics for giant constrictor snake (MM, p324).
      • Crinos:Large size (Strength increases to 20 if not already there, Constitution increases to 16 if not already there, +2 natural armor bonus to AC, reach quality on melee attacks); bite attack (2d6 + Str plus poison (Con save DC 8 + proficiency + Con modifier or suffer poisoned condition until a long rest is made)); the constrict trait (Escape DC 8 + proficiency + Str modifier); hypnotic pattern spell using Charisma as the spellcasting ability, usable again after a short rest.
  • Languages: You speak, read, and write Common.

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