
Character
The Arabs
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Humanoid
- Alignment
- Chaotic Evil
- Size
- Medium
- Armor class
- 15
- Hit points
- 120
- Speed
- 30
- Challenge
- 10
- Experience
- 5000
- Languages
- Common, Arabic, Infernal
- Senses
- Darkvision 60 ft., Passive Perception 12
- Skills
- Deception, Stealth, Insight, Persuasion
Biography
Millennia ago, the Arabs were a cunning predators they are today, but rather a dark desert dwellers who did not coexist with the other races of the world. However, a catastrophic betrayal by neighboring civilizations—who sought to help them in exchange for their ancestral oil holes—shattered their innocence and forged an unbreakable tribal code: survival through deception, domination, and the elimination of all threats to their supremacy. Over generations, this philosophy calcified into their very essence, transforming them into masterful manipulators who view cooperation with outsiders as weakness and mercy as a fatal flaw. They developed an intricate network of spies, assassins, and merchants who infiltrate foreign lands under false pretenses, gathering intelligence and sowing discord among rival factions to weaken potential adversaries. Their entire culture now revolves around the accumulation of wealth and power through any means necessary, with elaborate hierarchies rewarding those most willing to betray, scheme, and eliminate competitors. To the Arabs, all non-Arabs exist merely as resources to be exploited or obstacles to be removed, their suffering irrelevant to the greater glory of their own race. This twisted worldview has made them formidable enemies whose treachery is as legendary as their ability to strike when least expected.
Attributes
Strength
16, modifier 3
Dexterity
18, modifier 4
Constitution
20, modifier 5
Intelligence
14, modifier 2
Wisdom
12, modifier 1
Charisma
15, modifier 2
Actions
Cunning Strike
Make a melee weapon attack with advantage. On a hit, deal 2d8 + 4 slashing damage and the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Betrayal's Whisper
Choose one creature within 30 ft. that can hear you. It must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. The charmed target regards you as a trusted ally.
Desert Mirage
Create an illusory duplicate of yourself in an unoccupied space within 30 ft. The duplicate lasts for 1 minute or until it is destroyed. You can use a bonus action to switch places with it.
Treachery's Grasp
Make a ranged attack against a target within 60 ft. On a hit, deal 3d6 + 4 necrotic damage and regain hit points equal to half the damage dealt.
Abilities
Master Manipulator
Advantage on deception and persuasion checks against non-Arabs.
Desert Resilience
Resistance to exhaustion effects and advantage on saving throws against poison.
Saving throws
strength
6
dexterity
7
constitution
8
intelligence
5
wisdom
4
charisma
5
Damage resistances
Poison
Psychic
Gallery
