# Ra'zac
The ra'zac were one of the several ancient races that were thought to have followed the humans across the sea to Alagaësia. They were a race that fed on humans and likely came from the same homelands. Ra'zacs' breath have the power to paralyze humans in a dream-like state, however, it barely clouds the minds of dwarves and is ineffective against elves altogether.

The last two ra'zac are servants of Galbatorix, living in their black towers at Helgrind. They are used by King Galbatorix to investigate any rumors of dragons who might have escaped the downfall of the Dragon Riders. They are called by some the king's personal "dragon hunters." They are especially effective against Dragon Riders because their minds are shielded from mental powers.

***Life Cycle.*** When a ra'zac is hatched, it is referred to as a *pupa*. It develops a roughly human exoskeleton, allowing it to remain somewhat inconspicuous in the company of its favorite prey, humans. During the pupae stage, they wear black cloaks to help hide their true form. In this stage, ra'zac feed exclusively on human beings, but upon maturing will kill and eat anything that moves.

When the pupae reaches the first full moon of its twentieth year, it sheds its exoskeleton, spread its wings that have developed from a bulge on its back, emerging as a fully grown *Lethrblaka*, said to resemble a type of monstrous dark dragon. The Lethrblaka serve as flying mounts used by the Ra'zac. The Lethrblaka then reproduce oviparously, by laying eggs, renewing their cycle of life.

Lethrblaka have the intelligence of a dragon, but they are much more intelligent than the younger Ra'zac and can give out ear-splitting shrieks that most are not able to stand.

***Master Assassins and Spies.***
The ra'zac use bows and arrows usually coated in Seithr Oil. They also use ancient leaf-bladed swords which they cover with either Seithr Oil or another poison of choice. The ra'zac are cunning and cruel, but rather narrow-minded. They are capable of conscious thought and consideration, but are not as intelligent as humans, dwarves, elves, or dragons.

***Creatures of the Night and Land.***
Their eyes are so sensitive to brightness, strong light pains them, though it is not fatal and doesn't stop a ra'zac if they are determined. Ra'zac aren't able to swim, possibly because of their exoskeleton, as a result they have a morbid fear of deep water and thus keep away from it. Their favorite meal is human flesh. The Ra'zac speak in their own language of sharp clicks, clacks, clucks, shrieks, chirps and other bird-like sounds. None of this language is translated and the calls are unintelligible and even unpronounceable to all but the Ra'zac.

<div style='margin-top:40px'></div>


___
___
> ## Lethrblaka
>*Huge monstrosity (ra'zac), chaotic evil*
> ___
> - **Armor Class** 15 (natural armor)
> - **Hit Points** 230 (20d12 + 100)
> - **Speed** 40ft., fly 80ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|13 (+1)|20 (+5)|18 (+4)|15 (+2)|17 (+3)|
>___
> - **Skills** Athletics +11, Intimidation +8, Perception +7, Stealth +6
> - **Damage Immunities** psychic
> - **Condition Immunities** charmed
> - **Senses** passive Perception 17
> - **Languages** Ra'zac, telepathy 30 ft.
> - **Challenge** 13 (10,000 XP)
> ___
> ***Alien Mind.*** The lethrblaka is immune to effects that would sense its emotions or read its thoughts.
>
> ***Legendary Resistance (3/Day).*** If the lethrblaka fails a saving throw, it can choose to succeed instead. 
> ### Actions
> ***Multiattack.*** The lethrblaka can use its Frightful Presence. It then makes three attacks: one with its beak and two with its talons.
>
> ***Beak.*** *Melee Weapon Attack:* +11 to hit, reach 15ft., one target. *Hit:* 22 (3d10 + 6) piercing damage. 
>
> ***Slam.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit:* 27 (6d6 + 6) bludgeoning damage and the target must succeed on a DC 19 Strength saving throw or be knocked prone.
>
> ***Talon.*** *Melee Weapon Attack:* +11 to hit, reach 10ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.
>
> ***Frightful Presence.*** Each creature of the lethrblaka's choice that is within 120 feet of the lethrblaka and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lethrblaka's Frightful Presence for the next 24 hours. 
>
> ***Screech (Recharge 5-6).*** Each creature within 60 feet of the lethrblaka must make a DC 17 Constitution saving throw, and does so with advantage if it is more than 30 feet away from the lethrblaka. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. A deafened target has resistance to the damage.

<img 
  src='http://img07.deviantart.net/0e80/i/2015/361/6/e/lethrblaka_by_tatianamakeeva-d9lnm9h.jpg' 
  style='position:absolute; bottom:531px; right:65px; width:330px' />
  
<div class='pageNumber auto'></div>
\page
___
___
> ## Ra'zac
>*Medium monstrosity (ra'zac), chaotic evil*
> ___
> - **Armor Class** 19 (natural armor)
> - **Hit Points** 195 (26d8 + 78)
> - **Speed** 50ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|20 (+5)|16 (+3)|8 (-1)|14 (+2)|14 (+2)|
>___
> - **Skills** Acrobatics +9, Athletics +7, Intimidation +6, Perception +6, Stealth +9, Survival +6
> - **Damage Immunities** psychic
> - **Condition Immunities** charmed
> - **Senses** darkvision 120 ft., passive Perception 16
> - **Languages** Common, Ra'zac
> - **Challenge** 10 (5,900 XP)
> ___
> ***Alien Mind.*** The ra'zac is immune to effects that would sense its emotions or read its thoughts.
>
> ***Keen Smell.*** The ra'zac has advantage on Wisdom (Perception) checks that rely on smell. 
>
> ***Pounce.*** If the ra'zac moves at least 10 feet straight toward a creature and then grapples it on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the ra'zac can make one beak attack against it as a bonus action.
>
> ***Sunlight Sensitivity.*** While in sunlight, the ra'zac has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ### Actions
> *** Multiattack.*** The ra'zac makes three rapier attacks.
>
> ***Beak.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 26 (6d6 + 5) piercing damage. If the target is prone, it takes an additional 21 (6d6) piercing damage.
>
> ***Rapier.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit:* 10 (1d8 + 6) piercing damage. If the target is a creature, it must make a DC 17 Constitution saving throw. On a failed save, it loses 1d4 spell slots, starting at level 1 slots and increasing until that many spell slots have been lost. This effect ignores all magical effects that grant immunity to poison.
>
> ***Hand Crossbow.*** *Ranged Weapon Attack:* +10 to hit, range 30/120ft., one target. *Hit:* 9 (1d6 + 6) piercing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 18 Constitution saving throw or be poisoned. Every hour while poisoned, a creature takes 1d4 damage and its maximum hit points are reduced by the same amount. If the poison reduces the target's  hit point maximum to 0, the target dies. 
>
>
> ***Paralyzing Breath.*** Each creature other than a ra'zac within 60 feet of the ra'zac and aware of it must succeed on a DC 14 Wisdom saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ra'zac's Paralyzing Breath for the next 24 hours.
>

<div style='margin-top:225px'></div>

>##### Inventory
>At any given time, a ra'zac carries with it the following items, along with an amount of gold decided by the DM:
>
> • 1d2 Vials of Seithr Oil
> 
>• 1d3 Vials of Witchbane Poison
> 
>• 1 Rapier (+1)
> 
• 1 Hand Crossbow (+1)

```
```

#### Seithr Oil (Injury or Contact)
Seithr oil is a liquid substance taken from the petals of the Seithr plant, which grows on a small island in the frigid northern seas. The oil is normally harmless and mainly used for preserving pearls, but when a certain incantation is spoken over it, along with the offering of a blood sacrifice, it becomes a deadly, caustic poison called Modified Seithr Oil. This modified version leaves anything inorganic which it comes into contact with untouched. 

- **Acquisition:** This poison is made from a plant from the northern seas, which is then modifier with an incantation and a sacrifice. The first entry on a line below refers to the Unmodified version, the second the Modified version.
- **Market Value:** 1000gp / 5000g
- **Legality:** Legal / Illegal
- **Modification DC:** None, see above
- **Medicine DC:** None
- **Saving Throw DC:** None / 18
- **Effect:** A creature other than an undead or construct subjected to this oil must succeed on a Constitution saving throw or be poisoned. Every hour while poisoned, a creature takes 1d4 damage and its maximum hit points are reduced by the same amount. If the poison reduces the target's  hit point maximum to 0, the target dies.



<img 
  src='http://img13.deviantart.net/370a/i/2015/267/c/9/eragon___the_ra_zac_by_smilinweapon-d9aqcfz.jpg' 
  style='position:absolute; bottom:250px; left:63px; width:328px' />

<div class='wide'>

</div>

<div class='wide'> 
###### **Credits**
|  |
|:----|:-------------|:-|
| **Art Page 1** | DA TatianaMakeeva | **Art Page 2** | DA smilinweapon | **Witchbane Poison** | /u/Glorac |

</div>
<div class='pageNumber auto'></div>