Cindrel
Requirements: Minimum CON 9
Ability Modifiers: +1 CON, –1 DEX
Languages: Common, Root-Speak (Deepcommon)
A sub-species of Landseer. In a burial ritual, Landseer travel for days to send off their dead into familial volcanoes. Overtime, life essence imbued within molten rock causes the volcano to erupt. As the lava cools along the land, Cindrels are born. Cindrels cannot easily travel far from their homes for their molten core cools and they become stiff and the life force the lava gives them dissipates with the steam.
Cindrels are squat, soot-skinned humanoids with glowing ember-like eyes, cracked stone-like skin, and faintly smoking breath. Born from the remnants of ancient forge spirits or volcanic upheavals, they are naturally resistant to heat and drawn to fire. Cindrels are slow-moving but incredibly tough, making them excellent frontline fighters and laborers.
Cindrels make excellent fighters, blacksmiths, and dungeon delvers, able to withstand extreme conditions and take punishment others could not endure. However, their slow speed and unique dietary needs can make them challenging companions in fast-moving groups.
Abilities
Heat Resilience
Cindrels are naturally resistant to fire and heat. They take no damage from fire-based attacks, and can touch red-hot metal or walk across burning coals without harm.
However, Cold-based damaged is doubled, or the player can choose to take the normal damage instead to their DEX.
Charred Body
Their molten core cannot fully cool. If a Cindrel is submerged halfway in water, they take roll death saving throw or take1d4 damage per round. If they are submerged completely in water, take 1d6 damage per round instead.
Banked Embers
A Cindrel’s body retains heat. Once per day, they can exhale a blast of superheated ash in a 10’ cone, forcing creatures in the area to save vs. breath weapon or be blinded for 1d3 rounds. This ability can also ignite flammable objects.
Molten Blood
When struck by a bladed or piercing weapon in melee, a Cindrel’s hot, tar-like blood splashes onto their attacker, dealing 1d4 fire damage (unless the attacker is immune to heat). This only applies once per round.
Steady as Stone
Cindrels are slow-moving but incredibly sturdy. They gain a +2 bonus to saving throws against being knocked prone, shoved, or restrained. However, they cannot run and move at only 2/3 normal movement speed.
Darkvision
Due to their connection to deep places and underground forges, Cindrels have darkvision up to 60’, allowing them to see in total darkness.
Kindling Hunger
Cindrels must consume charcoal, embers, or mineral-rich stones in addition to normal food to sustain their internal heat. If they go more than 3 days without such fuel, they become sluggish, suffering –1 to attack rolls and movement speed until they replenish their reserves.