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Harssaf

Desert dwellers that fight to survive. They are one with the sand and thrive where all others perish. They rise and fall based on their survival skills and combat abilities. They possess many powers related to the heat of the desert and the sand around them.

Harssaf illustration

Beings of Fire and Sand

A harssaf has a somewhat reptilian face with slitted red eyes that seem to glow. Their skin is brownish red and feels rough and grainy to the touch. They have very long fingers and both sexes stand about 6 feet tall and weigh about 190 pounds. Harssafs are typically dressed in sand-colored clothing. They live in the hottest deserts and hate the cold. They can turn into sand and burrow into the ground.

Desert Nomads

The Harsaaf travel through the harshest deserts as they kill and plunder. They have harsh demeanors and will kill anything or anyone that threatens their survival without hesitation. They are beings of order in a world where there are finite resources and most matters are matters of life and death. They choose the path to survival every time even if that means losing a battle or even an ally if pressed.

Casted Society

In Harsaaf society there are tenders and scouts. Tenders are non combatants that are lower than scouts and are not respected and spend their time doing chores and raising children and working. Scouts are warriors and leaders who make up the bulk of the race. Tenders can go through trials to become scouts or return to being a scout if they became a tender through injury, dishonor, or pregnancy.

Traits

ASI: +2 DEX, +1 CON
Size: Medium
Speed: 30 ft, 10 ft Burrow (Sand Form)
Age: 10-400
Alignment: Lawful Evil
Languages: Common, Ignan

Creatures of Fire and Sand

At home in blistering deserts you are Immune to Blindness and Fire damage but are Vulnerable to Cold damage. While on sand you have a Blindsight of 10 ft.

Natural Athlete

You live and die based on your ability to move, you are proficient with Athletics or Acrobatics.

Heat Salve

While you are in a warm area such as a desert or near a volcano or hot spring you regain 1D4 + your CON modifier (Minimum 1) hit points at the end of each of your turns provided you have at least one hit point remaining.

One with Sand

You can turn you and all objects you are wearing into sand. Once per long rest you can use an action to turn to sand. You remain as sand for one hour or until you return to your form as well as all objects you were wearing as a bonus action. While in this form you have a movement speed of 10 ft (Burrow) and are Resistant to nonmagical Bludgeoning, Piercing, or Slashing damage. If you are trapped inside of an object such as a container in your sand form you can make a DC 16 WIS saving throw to remain in your sand form for an additional 10 minutes, repeating the save every 10 minutes, transforming on a failed save.