Vicchus (विच्छू), also known as “Manscorpions” or “Scorpion-Folk”, are a scorpion-like species based on the tlincalli from the Forgotten Realms as well as mesopotamian mythology. On Abmarah, they are mostly found within the Kav’orra Desert and the Vyzum Wastes of Eqos. The vicchus are often referred to as scorpion-centaurs, since they tend to have the lower body of a giant scorpion and a torso more like a humanoid. They are covered in natural chitinous armor, and have ten limbs—eight legs and two arms. They also have a deadly stinger much like scorpions that can deliver a lethal blow. Vicchus live in desert tribes and travel mostly at dawn or dusk, spending the hot daylight hours under sand or in caves. They are a nomadic people, and travel from area to area sustaining themselves via hunting or gathering in the arid lands. They tend to settle down when they have to lay eggs and hatch new broods, depositing their eggs out of direct sunlight near cacti or caves. Their eggs are protected by hard shells covered with paralytic poison.
They are organised warriors and great hunters. Some of them are even capable of druidic spellcasting, these diviner shamans leading hunting parties across the desert.
They favored using raw iron blades or flails that they seem to forge themselves, showing more intelligence and skill than outsiders give them credit for. Between their ranged tactics, deadly weapons, and natural abilities, a group of vicchus is a deadly threat to even hardened travelers.While they are often considered to be primitive or backward, they are rather philosophical and have a sophisticated culture that is simply not understandable by outsiders. They are also rather pessimistic and superstitious, believing in omens and portents. Some even think that they fight as hard as they do due to their belief in predetermined deaths. Their language often involves sounds that cannot be replicated by other species, further intensifying the divide between them. While other more “civilized” species are not outright hostile to vicchus these days, they have had a long history of oppressing and fighting against these sandy natives.
Vicchus also have a hard time integrating into other societies, whether culturally or even physically as most doorways or amenities are not built for their strange body structure. In the Kav’orra Desert, the vicchu tribes were proclaimed as legal citizens of the Kasaaqi Hukumat by Mahataraja Rakash Zaaba III. The military were no longer allowed to shoo them away from civilization unless attacked first, and any vicchus who entered cities were legally allowed to partake in social programs. However, most vicchus still do not leave their tribes, and many are still not even aware of this change in attitude or even the concept of a “country” that they’re a part of. They have neutral relationships with other nomadic tribes of the desert such as the dragonborn and dune-orc clans, favoring peaceful co-existence with them. In the Vyzum Wastes, the vicchus are treated much more harshly by the immigrant citizens there and do not enjoy any of the benefits given to them in the Kav’orra. Vyzumi vicchus are often chased away from watering holes and cities, left to fend for themselves in the dry wastes. The Vyzumi Republic sees them as nothing more than pests that are harmful for business. That being said, some vicchus settled down in the near-lawless city of Newhope where the junkers do not care who you are or where you come from.
A Vicchu character has the following racial traits.
Age. Vicchu reach adulthood by the age of 12, and can potentially live up to the age of 80 if they do not die in their harsh environments sooner.
Alignment. Vicchu are generally focused on their tribe and unity, and lean towards Neutral and Lawful alignments.
Creature Type. You are classified as a monstrosity.
Speed. Your base walking speed is 35 feet.
Size. Vicchu are typically between 5 to 7 feet tall, and their scorpion bodies stretch as far back if not more. Your size is Medium.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Scorpion-Folk. Your body is like that of a scorpion, with eight legs, two hands, and a stinger. These properties give you the following benefits:
Moving through non-magical difficult terrain costs you no extra movement, but climbing using hands and feet costs twice as much movement as normal.
Your chitinous exoskeleton gives you natural protection. When you are not wearing armor, your base AC becomes 13 + your Dexterity modifier. You can use a shield’s benefits as normal.
Your stinger becomes a natural weapon that can make unarmed strikes that deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, whichever is higher. When you hit with your stinger, you can also choose to deal an additional 2d6 poison damage. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). You can only use your stinger once per turn. You can deal this additional damage a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Darkvision. 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.
Desert Hardened. You are accustomed to living in harsh desert conditions, and are resistant to the effects of extreme heat and fluctuations in temperature. You have advantage on Constitution saving throws made to avoid exhaustion as a result of extreme heat. In addition, you do not have disadvantage on Wisdom (Perception) checks in sandstorms.
Languages. You can speak, read, and write Common, Vicchu, and one other language that you and your DM agree is appropriate for your character.
In addition, Vicchu players have access to unique Species Feats that they can choose to take in addition to other General Feats. Species Origin Feats can be chosen during character creation replacing any Origin Feat you would’ve received from your background.
Paralytic Venom (Species Origin Feat). You refine the venom that your stinger secretes to paralyze your opponent. When you deal the additional poison damage of your stinger, the creature must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Hardened Exoskeleton (Species Feat). Your chitinous exoskeleton has been hardened to withstand constant battle. You gain the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
Your exoskeleton hardens. While you aren’t wearing armor, you can calculate your AC as 15 + your Dexterity modifier (maximum of 2). You can use a shield and still gain this benefit.
Tremors in the Sand (Species Feat). You gain an uncanny ability to sense the shifting patterns of rock and sand alike. You can sense when people move over or under the ground, even if your regular eyesight is blocked. You gain tremorsense out to 30 ft.