Zhyre
Origin & Overview
In the classic D&D cosmology, Genasis are mortals touched by a genetic or elemental heritage. Zhyres, however, have no mortal ancestors. Analyzing their genesis reveals that they are the product of a violent planar conjunction, where pure elemental matter was accidentally filtered through the fabric of the Material Plane, becoming trapped and compressed by the laws of mortal physics. To survive this compression, the elemental matter coalesced into the most stable geometric form according to the ambient magic: the bipedal humanoid silhouette.
Elemental Structure
Zhyres possess neither skin, musculature, nor skeleton. They are made up 100% of their respective element, although the magical force that sustains them creates a strict delineation with the environment, giving them solidity and contour. Culturally, Zhyres lack an established social structure. Having no physiological needs (eating, drinking, sleeping), they often spend decades immobile, attuning themselves to tectonic flows or thermal currents. When a Zhyre chooses to embark on an adventure, it is usually to seek a solution to a planar disturbance or to explore the ephemeral and fascinating nature of flesh-bound beings.
Bipedal Appearance
Since they lack skin or traditional facial features, Zhyres communicate their emotions through physical variations in their matter.
Zhy-Aude (Earth): Massive and angular, their composition varies between dark granite blocks, sandy conglomerates, or outcrops of quartz crystals. They are generally larger and broader than humans. An anxious Zhy-Aude will cause small pebbles to crumble along its "arms," while an angry Zhy-Aude will produce sounds akin to tectonic plates colliding.
Zhy-Phir (Water): Fluid and graceful, they resemble liquid glass silhouettes in perpetual motion. The water that composes them is held together by magical surface tension. Their size is extremely variable: they can swell by absorbing ambient moisture or contract. Joy in a Zhy-Phir manifests as sparkling effervescence, while anger creates tumultuous internal currents, darkening their water like the abyss.
Zhy-Pale (Fire): With an incandescent finesse, they are pillars of plasma, glowing embers, and black smoke. They lack tangible physical mass, their contours fluctuating with air currents. Their moods dictate their temperature and color, shifting from a glowing roar to the pure white of absolute combustion during martial fury.
Zhy-Artz (Air): The most elusive, they are vortices of atmospheric gases, suspended dust, and crackling lightning. They levitate imperceptibly, their "feet" being mere funnels of ascending winds. Their voices resonate like distant echoes in canyons, and excitement triggers erratic static discharges.
Note: Wearing armor and equipment does not hinder this race. You wear your gear like any other humanoid race.
Zhyre Names
Since Zhyres have no society of their own or true parents, they often adopt names that reflect the sound of their own moving matter, meteorological phenomena, or pure geological concepts. These names embody the powerful individuality of each classical element that composes them, such as fire, air, earth, or water. They make no distinction of gender, having no biological sex.
Zhy-Aude (Earth) Names: Crack, Tecton, Lithos, Basalt, Fault, Landslide, Sandstone, Granite, Quake, Gravel.
Zhy-Phir (Water) Names: Flow, Abyss, Foam, Backwash, Torrent, Deluge, Wave, Whisper, Drop, Tide.
Zhy-Pale (Fire) Names: Blaze, Scoria, Spark, Zenith, Ash, Furnace, Magma, Glint, Ignis, Agni.
Zhy-Artz (Air) Names: Gust, Mist, Zephyr, Whirlwind, Cyclone, Hurricane, Ether, Breath, Squall, Whistle.
They may also be named after a very specific sound they produce when experiencing a strong emotion at the moment of their "awakening" (like "Landslide" for an angry Zhy-Aude or "Crackle" for a joyful Zhy-Pale). When they choose to travel with flesh-bound creatures, they often accept a simple nickname given by their adventuring companions, usually related to a visual peculiarity of their form (like "Flint," "Steam," or "Ember").
Racial Traits
You have the following racial traits.
The mechanical structure of the Zhyre relies on radical diversification from the selection of elemental form, ensuring that each Zhyre plays distinctly, thus solving the issue of homogeneity among Genasis.
Age. Zhyres are created as adults and do not undergo senescence. They typically dissipate after 500 to 600 years when their magical matrix weakens.
Creature Type. You are an Elemental. However, the humanoid matrix that contains you makes you susceptible to spells and effects that target Humanoids (such as Hold Person or Healing).
Languages. You can speak, read, and write Common and Primordial.
Inorganic Nature. You do not need to eat, drink, or breathe.
Elemental Variants
Final Choice.
Zhy-Aude Form (Earth)
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Ability Score Increase: Your Strength increases by 2 and your Constitution by 1.
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Size, Speed, Weight: Your size is Medium (very broad). Your speed is 9 meters. Your movement is not reduced by wearing heavy armor. Your weight typically ranges from 150 to 300 kg. When your weight needs to be considered, you can be treated as equivalent to a Medium or Large-sized race.
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Tremor Sense: The absence of eyes is compensated by vibrations. You have Blindsight within a radius of 3 meters, active only if you and the target are in contact with the ground.
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Mineral Armor: If you are not wearing any armor, your AC is 13 + your Constitution modifier.
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Seismic Resonance: You know the cantrip Mold Earth.
Zhy-Phir Form (Water)
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Ability Score Increase: Your Wisdom increases by 2 and your Constitution by 1.
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Size, Speed, Weight: You can adjust your morphology. Your size is Medium or Small. Your speed is 9 meters, and you have a swimming speed of 15 meters. Your weight typically ranges from 20 to 100 kg. When your weight needs to be considered, you can be treated as equivalent to a Small or Medium-sized race.
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Abyssal Resistance: You are resistant to acid damage.
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Liquid Body: You can move through space controlled by a hostile creature as if it were difficult terrain. Additionally, you have advantage on saving throws or ability checks to escape the Grappled condition.
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Watery Resonance: You know the cantrip Shape Water.
Zhy-Pale Form (Fire)
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Ability Score Increase: Your Intelligence increases by 2 and your Constitution by 1.
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Size, Speed, Weight: Your size is Medium. Your speed is 9 meters. Your weight typically ranges from 1 to 2 kg. When your weight needs to be considered, you can be treated as equivalent to a light weight of a Small-sized race.
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Thermal Resistance: You are resistant to fire damage.
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Internal Combustion: You emit bright light in a 3-meter radius and dim light for an additional 3 meters. You can extinguish or rekindle this light as a bonus action.
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Pyric Resonance: You know the cantrip Produce Flame. At 3rd level, you can cast Burning Hands as a 1st-level spell once per long rest. Intelligence is your spellcasting ability.
Zhy-Artz Form (Air)
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Ability Score Increase: Your Dexterity increases by 2 and your Constitution by 1.
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Size, Speed, Weight: Your size is Medium. Floating above the ground, your speed is 9 meters. Your weight typically ranges from 50 to 200 grams. When your weight needs to be considered, you can be treated as equivalent to a light weight of a Small-sized race.
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Electrical Resistance: You are resistant to lightning damage.
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Residual Levitation: Your "feet" never touch solid ground. You ignore non-magical difficult terrain and effects triggered by weight (such as certain pressure plates). Your falling speed is reduced to 18 meters per round, making you immune to falling damage.
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Atmospheric Resonance: You know the cantrip Gust.
