Artwork for The Arabs

Character

The Arabs

Created by death fang

A public character created with Summon Worlds.

Open in Summon Worlds

Details

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

The Arabs artwork 2