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# Dylus
>[!infobox|right]
>![[dylus.jpg|Dylus]]
With a presence as still and massive an ocean, Dylus are crocodilefolk of quiet might who hold firm to belief and principle. Beneath their armored hides lies an unshakeable spirit. You do not move quickly, but you move with certainty. When your mind is made, the tides themselves must part or be crushed.
###### Height and Weight
>[!infobox|txt-c wm-sm left]
>###### Random Height and Weight Table
>Base Height | Base Weight | Height Modifier | Weight Modifier |
>---|---|---|---|
>6' 5" | 600 lb. | +2d10" | x 2d4 lb. |
Dylus's bulky size allows them to grow between 7 and 8 feet tall. They often weigh around 600 pounds.
If you'd like, you can roll on the Random Height and Weight Table to determine your height and weight. Start by rolling the **Height Modifier** dice then roll the **Weight Modifier** dice. Take the total of the **Height Modifier** dice and add it to your **Base Height**, then take that same total—the total of the **Height Modifier** dice—and Multiply it by the **Weight Modifier** dice total, adding the new total to your **Base Weight**.
###### Dylus Names
Dylus names are grounded and deliberate, often containing strong consonants, open vowels, and steady rhythms. Their names tend to sound weighty, like a stone sinking beneath the surface. These names reflect a people who do not speak often, but when they do, every syllable is carved with intention.
>[!kith] Example Dylus Names
>Akran, Baroth, Chalun, Dorvik, Ekrah, Falrum, Garush, Halven, Ilmak, Jaroth, Kaudur, Lokren, Maljur, Norahm, Okren, Praval, Quarn, Rakosh, Sulver, Tahrun, Ulmar, Varkun, Welgar, Xelth, Yundar, Zaroth
___
#### Dylus Traits
>[!infobox|right]
># Dylus Traits
>Trait | Description |
>---|---|
>**[[Creature Type]]** | Humanoid |
>**Language** | Dylusan, Choose a number equal to your Intelligence modifier *(min. 1)* |
>**[[Size]]** | Medium *(about 6-8 feet tall)* |
>**[[Speed]]** | 30 feet |
As a Dylus, you have these special traits.
***Aquatic Affinity.*** You have a [[Swim Speed]] equal to your walking speed and can hold your breath for up to 4 hours at a time.
***Crushing Bite.*** You can use your sharp teeth and powerful jaws as a weapon. Your bite is a natural weapon, which you can use to make [[Unarmed Strike|unarmed strikes]]. If you hit with them, you deal [[Piercing]] damage equal to 1d6 + your [[Strength]] modifier, instead of the [[Bludgeoning]] damage normal for an [[Unarmed Strike]], and you can attempt to grapple them. This attack can only be used once every turn and you can only grapple one creature at a time.
***Tail Sweep.*** Your tail is a natural weapon. As a [[Bonus Action]], you can make an attack with your tail against a Large or smaller creature. If the attack hits, you deal 1d6 [[Bludgeoning]] damage and the creature must succeed on a [[Strength]] saving throw or be knocked prone. The [[Difficulty Class|DC]] for this [[Saving Throw]] is equal to 8 + your [[Strength]] modifier + your [[Proficiency]] bonus. Tail Sweep benefits from the [[Two-Weapon Fighting]] feat.
***Natural Armor.*** You have tough, scaly skin. When you aren’t wearing armor, your base [[Armor Class|AC]] is 13 + your [[Dexterity]] modifier. You can use your natural armor to determine your [[Armor Class|AC]] if the armor you wear would leave you with a lower [[Armor Class|AC]]. A shield’s benefits apply as normal while you use your natural armor.
>[!callout|left] Back to [[Species]]