Bhrunai
(BROO-nye)
With their brown-green skin, pointed ears, and thick manes of mossy-green, brown, or black hair, the bhrunai originally come from the southern swamplands and possess a captivating appearance they share with their northern relatives, the trollkin. Existing on Ancerra for countless ages, this ancient lineage is deeply intertwined with the myths and legends of many other cultures. In the past, it was well
known that bhrunai would often sneak into homes deep in
the night and take food, trinkets, or other such things they
deemed useful as tools.
The evidence of this theft could always be found the
following morning in the form of shoes with new soles or
clothes expertly patched with tightly wound swampgrass.
Past bhrunai generally struggled with the concept of
ownership and so these ‘exchanges’ were often deemed as
thefts, though many homes grew to welcome these small
services and so began leaving offerings for the bhrunai
directly. However, it is only in recent centuries that these
once-reclusive beings have emerged from their seclusion
and embraced integration into society at large.
Travelers may now encounter bhrunai as they engage
in commerce in bustling city markets or traverse trade
routes with their turtle-pulled wagons. They have earned
a particularly notable reputation as skilled artisans
and craftsmen and are known to pour themselves into
perfecting a craft over their long lifetimes. They take great
pride in their independence and resourcefulness, relying
on their own abilities to solve problems before seeking
assistance.
B H R U N A I C U LT U R E
Bhrunai have traditionally preferred either solitude or the
company of their own kind, building tiny stilted hovels
and forming small communes, usually close to established
settlements with which they could trade. Passersby may
mistake a group of sleeping bhrunai for mossy boulders.
Bhrunai have unique romantic relationships, wherein
two who chose to spend their lives together perform a
“Melding” wherein two become one. This new bhrunai
shares the memories of both mates, but is an entirely new
unique individual. 10 to 15 years after a Melding, two
to four small, round, pebble-like eggs break off from the
bhrunai while it sleeps, which grow into young.
BHRUNAI TRAITS
Height: 3’4” to 4’2”
Weight: 50 - 120 lbs
Size: Small
Base Speed: 20 ft
Appearance: Bhrunai are usually stocky or cherubic with
skin tones like that of stone: primarily shades of gray and
brown. Their hair resembles mosses, lichens, or funguses,
and their eyes range in coloration from gray to brown to
green to blue to hazel to metallic.
Lifespan: Bhrunai reach maturity around 10 years of
age and live very long lives. Bhrunai do not physically
deteriorate until around their 400th year of life when their
body slowly begins to solidify as they spend more and more
time resting in their stone form. By their 500th year, most
bhrunai become stone permanently.
B H R U N A I S TA R T I N G
FEATURES
At level 1, you gain the following features as a bhrunai.
Stone Sleep. Bhrunai do not sleep like other creatures
and instead enter a state of suspended animation called
“Stone Sleep.” You must enter Stone Sleep for 6 hours to
regenerate your energy on a daily basis. While Stone Sleep
is activated you gain DT 30, and you are Unconscious but
not Helpless. You may remain in Stone Sleep indefinitely,
but taking any damage immediately ends your Stone Sleep.
Fae Step (1/Rest). Bhrunai have the natural ability
to wink out of sight and slip into places unnoticed. By
spending 2 AP, you become Invisible for 1 minute. This
feature ends immediately if you take damage, make an
attack, or use magic.
Unique Ability. To further define your bhrunai, choose
one option from the list below at level 1.
BHRUNAI FEATURES
In addition to the unique ability you selected at level 1, you
gain one more ability at 5th, 10th, 15th, 20th, 25th, and
29th levels, choose one option from the list below.
Arcane Affinity. Learn two cantrips from the Arcane
Source of magic. If you do not already know arcane magic,
then INT is your magic attribute for these cantrips.
Bhrunai Expertise. Repeatable. You add +6 Skill Points to
one skill of your choice with the Crafting* tag.
Environmental Adaptation. Whenever you roll a d20 to
resist a harmful environmental condition such as extreme
heat, cold, or weather, you roll 2d20 and take the higher
result.
Fae Step II. Prerequisite: Fey Step. You may use your Fae
Step feature 2/Rest. Additionally, when you activate this
feature you may immediately teleport up to 15 ft to a place
within your line of sight.
Grove-Born. Gain +6 Skill Points that you can spend on
the following skills. You cannot put more than +4 points
into a single skill using this feature.
• Acrobatics. Balancing, Contorting, Tumbling
• Athleticism. Athletics
• Crafting*. Alchemy, Cobbling, Cooking, Weaving
• Influence. Persuading
• Luck. Scavenging
• Subterfuge. Evading, Lockpicking*, Sleight of Hand
• Survival. Animal Handling, Forage, Nature, Sheltering,
Sneaking
Natural Camouflage. While you are outdoors and
Concealed, gain +3 on skill checks to remain hidden. You
can only use this ability when you have not moved since the
beginning of your last turn.
Natural Camouflage II. Prerequisite: Natural Camouflage
I. While outdoors and not actively moving, gain your
Natural Camouflage bonus.
Natural Camouflage III. Prerequisite: Natural Camouflage
II. While outdoors, you gain your Natural Camouflage
bonus.
Natural Camouflage IV. Prerequisite: Natural Camouflage
III. Repeatable. Gain an additional +3 on skill checks to
remain hidden when using Natural Camouflage.
Naturefriend (1/Rest). You can cast the Animal Bond
Spell.
Naturefriend II. Prerequisite: Naturefriend. Regain the
ability to use Naturefriend when you Recoup.
Primal Awareness. By spending one minute, you
sense primal power in a 1 mile radius from yourself.
Learn whether or not primal magic has been used in the
last 7 days, as well as if a creature with the fae tag has
been present. You can use this feature once, regaining all
expended uses when you Take a Rest.
Primal Power. Learn two chants from the Primal Source
of Magic. If you do not already know primal magic, then
AWR is your magic attribute for these chants.
Stone Gut. Gain Resist Toxic 3.
Stone Gut II. Prerequisites: Stone Gut; Character Level
10. You are immune to common poisons and diseases, and
increase your Resist Toxic number by 3. Furthermore, you
can receive nourishment from eating any biological plant or
common mineral such as clay, dirt, or stone.
Stone Gut III. Prerequisite: Stone Gut 2. Increase your
Resist Toxic number by 3.
Stone Sentinel. You are immune to magical sleep effects.