Vermori | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Vermori

The Vermori are a large, bipedal rodent race that inhabit the vast network of underground tunnels and caverns beneath Vespero. They are known for their sharp minds, quick reflexes, and cunning tactics, as well as their impressive agility. Unlike their smaller cousins, the Varlori, the Vermori are more aggressive and territorial, often fiercely defending their underground domains from intruders.   Despite their reputation as ruthless and cunning, the Vermori are not without their own unique culture and customs. They have a complex social structure, with each individual belonging to one of several clans that are fiercely loyal to one another. The clans are ruled by powerful chieftans, who use their strength and intelligence to maintain order and defend against threats.   The Vermori are also known for their impressive engineering skills, and they have constructed many intricate tunnels, bridges, and traps within their underground domains. They are able to create complex machinery and weapons using materials scavenged from the surface world or from the depths of the earth. Their work is usually less refined than the works of the Varlori, but it shows great ressourcefulness and ingenuity.   The Vermori place a high value on intelligence and wit, and those who are able to outsmart their opponents are often held in high regard. They are also fiercely loyal to their own kind and will do whatever it takes to protect their clans and underground domains.   Despite their fearsome reputation, the Vermori are not universally hated. Some surface-dwelling races have learned to work with the ratfolk, recognizing their unique skills and the benefits of trade with these underground creatures. However, many still view the Vermori with suspicion and fear, believing them to be nothing more than dangerous vermin.
ability score increase:
age: Vermori reach adulthood at around 10 years of age and live for up to 60 years.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Runic.
race features:

Darkvision. 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 can't discern color in darkness, only shades of gray.
  Tunnel Dweller. You have advantage on Wisdom (Perception) checks made to detect traps and secret doors in underground environments.
  Sharp Mind. You have proficiency in one Intelligence-based skill of your choice (Arcana, History, Investigation, Nature or Religion).
  Ratfolk Resilience. You have advantage on saving throws against being poisoned, and you have resistance against poison damage.
 
 

Subspecies:

 

Daggertail

The most common type of Vermori in Vespero are the Daggertails, who have adapted to the dark and cramped spaces of city sewers and underground tunnels. Due to their proximity to the surface world, Daggertail Vermori more often find themselves in contact with humans than any other of their kind. They are also known to scavenge for food and materials from the city during the night, as well as making use of discarded items found in the sewers and alleys. Due to their elusive nature, Daggertail Vermori are often misunderstood and feared by the humans living above. However, some adventurous individuals seek their help or employ them as guides through the city's dangerous underground passages.   Scavenger’s Agility. You can take the Disengage or Hide action as a bonus action. Once you use this trait, you can't use it again until you finish a short or long rest.   Sewer Rat. You have advantage on Dexterity (Stealth) checks made to hide in underground environments, such as city sewers and tunnels.  
 

Paleface

The Paleface Vermori are a secretive and feared clan within the Vermori society. Unlike other Vermori clans, the Palefaces have developed a fascination with the darker aspects of magic and have a unique affinity for necromancy. In addition to their magical abilities, the Paleface Vermori have also developed a tradition of body modification. They use a variety of methods, such as surgical procedures, to alter their bodies and enhance their abilities. These modifications can range from the subtle, such as sharpened teeth or enhanced eyesight, to the extreme, such as additional limbs or wings. Due to their unique abilities and appearance, the Paleface Vermori are often feared and ostracized by other Vermori clans, who see their practices as unnatural and dangerous. However, the Palefaces see themselves as the true masters of magic and view their body modifications as a way to perfect themselves and their craft.   Paleface Modifications. Palaceface Vermori often modify their bodies to increase their power and abilities. You can choose one of the following modifications:  
  • Venomous Fangs. Your fangs have been modified into large, venomous fangs. When you take the Attack action on your turn, you can make a melee attack with your fangs, dealing 1d4 poison damage. Any creature bitten by your fangs also must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use your Venomous Fangs a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 
  • Darkvision Enhancement. Your darkvision is enhanced, allowing you to see even in magical darkness. You gain the ability to see through magical darkness out to a range of 30 feet.
 
  • Necrotic Touch. Your touch is imbued with necrotic energy. When you hit a creature with a melee attack, you can deal an additional 1d6 necrotic damage. You can use your Necrotic Touch a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 
  • Toxic Blood. Your blood has been infused with a potent toxin. Any creature that deals damage to you with a melee attack must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take 1d4 poison damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

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Hatwolf.

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