Skala

The Skala are the second-least populous of the major species in Parvolon, rarer than Evolvi, Orcs, and Elves by fair amount but more common than Avians. They are an anthropomorphic dragon-like species, known for their gritty survival skills and a natural affinity for evocation magic. They have historic ties to dragons, with relations that have been symbiotic, reverent, or under brutal serfdom, varying community by community. In the Modern Period, they have been mostly restricted to the Eastern Mountains and the eastern side of the Desert, but in ancient times they were more widespread.

The Skala are separated into 6 different subgroups. Running back to their draconic roots, they each possess an Elemental Heart: a strong bond to a particular element at the core of their being. The element they have an affinity for -- Water, Earth, Air, Fire, Lightning and Poison -- distinguishes the different types of Skala. All of them coexist together in society, however some are more commonly found in specific climate zones as a result of their strengths in varying environments.

## Abilities

*All Skala Characters have the following abilities:*

***Ability Score Modifiers.*** Skala are hardy, tough individuals, and gain a *+2* bonus to their Constitution score. They also gain a *+1* bonus to any other ability score.

***Speed.*** Skala have a land movement speed of 30 feet.

***Size.*** Skala are Medium creatures. They are slightly shorter than the average human, with most around 5 feet tall, but have some members as short as 4 feet and others verging on 8 feet tall. They weigh a fair amount more than the average human for their height due to their thick scales.

***Natural Unarmed Strikes.*** Your fanged maw and claws are natural weapons, which you can use to make an Unarmed Strike. If you hit with them, you deal slashing (Claws) or piercing (Bite) damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage common for an unarmed strike.

***Elemental Heart.*** Skala have an intrinsic bond with an element. You have resistance to damage of the element of your Skala elemental type.

***Elemental Strike.*** Skala can also realize elemental energy into their attacks. When you hit a creature with your *Natural Unarmed Strikes*, you can add an additional 1d6 damage of your element. The elemental damage is the same as your Skala elemental type. You can use this ability a number of times equal to your Constitution modifier per long rest, with a minimum of one if you have a low score.

***Prehensile Tail.*** You can use your tail to carry objects weighing no more than 5 pounds. You cannot wield weapons with your tail.

*Additionally, all Skala have an Skalan elemental subtype, reflecting an affinity of theirs with one of the elements. Choose one of the types below:*

### Arctic

***Element Type:*** Cold

***Elemental Strike Reach.*** Arctic Skala can extend their frozen energy beyond their claws. Once per long rest, you can use your Elemental Strikes without making an unarmed strike. Instead, you may expend one *Elemental Strike* to make a melee attack with a reach of 15 feet. On a hit, it deals 2d6 + your Strength modifier Cold damage.

***Ray of Frost.*** You can non-magically cast *Ray of Frost* at will. Use your Constitution for your spellcasting ability.

### Earth

***Element Type:*** Acid

***Thick Skin.*** Earth Skala have especially sturdy scales. Your Armor Class while not wearing any armor is equal to 12 + your Dexterity modifier. Once per long rest as a reaction, you may additionally lay down your scales in a tighter structure to shore up your defenses. This grants a bonus to your Armor Class equal to your Constitution modifier, or at least *+1.*

***Acid Splash.*** You can non-magically cast *Acid Splash* at will. Use your Constitution for your spellcasting ability.

### Flame

***Element Type:*** Fire

***Enhanced Elemental Strike.*** Fire Skala are capable of maximizing their burning energy. As a bonus action, you may raise the damage an *Elemental Strike* deals to 2d6 Fire damage. This boosted attack also does a passive 1d4 Fire damage to the target on each of their turns for 1d4 rounds. You can use this ability once per long rest.

***Produce Flame.*** You can non-magically cast *Produce Flame* at will. Use your constitution for your spellcasting ability.

### Air

***Element Type:*** Thunder

***Flutter.*** Air Skala have small wings they can use to flutter off the ground, ascending up to 5 feet off of a surface below you. At the start of your movement action, you can lift yourself above the ground and use your movement speed to hover over a surface or a gap. At the end of your turn, you must be able to touch the ground. You can restart your flutter after touching the ground, but the surface below you may force you to make an Acrobatics check to attempt to restart your flutter, such as with quicksand or water. If the surface below you would damage you, you take damage at the end of your turn. It is not possible to use this ability while unconscious or encumbered, and having your movement constrained may affect this ability.

***Gust.*** You can non-magically cast *Gust* at will. Use your Constitution for your spellcasting ability.

### Lightning

***Element Type:*** Lightning

***Expeditious Dash.*** Lightning Skala can channel their electric energy to accelerate their movement. You can use the Dash feature as a bonus action. You can use this trait a number of times equal to your Constitution modifier per long rest, or at least once.

***Shocking Grasp.*** You can non-magically cast *Shocking Grasp* at will. Use your Constitution for your spellcasting ability.

### Poison

***Element Type:*** Poison

***Venomous.*** Poison Skala can inflict heightened toxin into opponents with their *Elemental Strikes*. As a bonus action, when you hit a creature with your Elemental Strike, the target must make a Constitution saving throw; the DC for this save is equal to 8 + your Constitution modifier + your Proficiency Bonus. If the target fails they suffer from the Poisoned condition for 1 minute, which they can make a new save against at the end of each of their turns. You can use this ability once per long rest, which is expended only when you have successfully poisoned a target.

***Poison Spray.*** You can non-magically cast *Poison Spray* at will. Use your Constitution for your spellcasting ability.

## History

The Skala, as a whole, have had a long and harsh history. They emerged from the Eastern Mountains alongside the Dragons, with a group of dozens of Skala following a single Dragon in a clan. Dragons were apex predators, and provided easy food for the Skala in exchange for protection against other Dragons. Though the Dragons may have been master hunters, fighting an opponent on their own level was difficult. The Skala provided additional support, extra sets of eyes, and, unlike dragons, could actually make and use tools. Their contribution to Draconic clans was not insignificant, and as Dragons migrated to different regions of the world, they brought the Skala with them. *[John approves]*

Things changed dramatically following the Great Freeze, a period of a few thousand years when the global temperature dropped suddenly and severely (*like a more extreme version of the Younger Dryas* *on Earth*). After the Great Freeze, most of lands that had been inhabitable for Dragons -- mineral rich mountains with stable climates -- became near inhospitable for them. Long and intense winters year after year forced the Dragon Clans into extreme competition for lands that were both warm and had the levels of gold necessary for the survival of Dragons, leading to desperation for food. Many Dragons betrayed their clan during this period; the Skala were often simply the easiest prey available, albeit these betrayals would only delay the inevitable. Skala populations in the Northern Mountains were wiped out almost immediately due to dramatic freezing. *[John's conflicted here]*

*(Yes, my headcanon for why there are no Skala in the Orcish Mountains is that Dragons literally need gold to survive, and those mountains don't have enough it to sustain Dragon populations. I also like it as an explanation of why Dragons hoard gold to begin with, but if you two can come up with a better solution, I'll take it.) [John disagrees with this idea]*

The Eastern Mountains, however, had a different story. A combination of high volcanic activity in the area and a regulating ocean nearby kept conditions in the area more livable, although a major population drop still occurred. Dragons across the world never returned to replacement level; their kind was spread too far and few between to re-establish their ancient reign. Skala populations, however, remained concentrated and numerous enough in the Eastern Mountains to rebuild after the Great Freeze. As Skala populations grew and Dragon populations dwindled, the two once inseparable creatures grew distant. Dragon Clans still exist deep in the mountains, but these have distorted from their original survival purpose to a more cultlike nature. *[John mostly approves]*