Zules for Dungeons & Dragons Fifth Edition

The tall, pale people known as the zules (a shortened form of “aquellos con ojos azules”, or “blue-eyed ones”) first appeared north of Mexjico fifty years ago. Originally, the Mexjicano people accepted the zules and trusted them. However, in the decades since, the zules have proven to be deceptive and cruel neighbors.

In the late 19th century, a war between the people of Mexjico and the zule nation of Vårtheim broke out. The Vårtheimians took control of much of the Mexjico’s northern lands, creating a crude border at the Rio Norte. Eventually, the bloody conflict ended with a truce between the zule and the Mexjicanos.

Still, tensions are high between the two nations. And the zules continue to dabble with new, deadly machines powered by the strange, blue-glowing las piedras de corazón (heartstones), making the northern Mexjicano governors nervous.

A zule looks like a tall, pale human with pointed ears, white hair, and eyes that glow icy blue. They live longer lives on average than humans, maturing at near 100 years of age and living as long as 750 years or more. Adapted for cold environments, zules rarely travel south, as even mild-to-temperate climates make them sick. Zules have a kinship with machines and can seemingly communicate with them.

Errata:

  • 11/6/2018 – Changed the zule’s tag to (elf) and added fey ancestry to the zule’s traits.

Zule

Medium humanoid (elf), neutral evil


Armor Class 15 (chain shirt)

Hit Points 13 (3d8)

Speed 30 ft.


Abilities Str 10 (+0), Dex 14 (+2), Con 11 (+0), Int 13 (+1), Wis 11 (+0), Cha 11 (+0)


Skills Perception +2

Damage Vulnerabilities fire

Damage Resistances cold

Senses truesight 60 ft., passive Perception 12

Languages Common, Zulish

Challenge 1/2 (100 XP)


Fey Ancestry. The zule has advantage on saving throws against being charmed, and magic can’t put the zule to sleep.

Heat Sensitivity. The zule treats mild and temperate environments (60° Fahrenheit or warmer), as extreme heat.

Speak with Machines (1/day). The zule can magically imbue a machine within 30 feet of it with limited sentience and animation, giving it the ability to communicate with the zule and follow simple commands. The zule can question the machine about events that have occurred within 30 feet of it within the past day, gaining information about creatures that have passed, weather, and other circumstances. If the zule targets a construct, the zule can communicate with it as if the zule and the construct shared a common language. However, the zule gains no magical ability to influence the construct.


Actions

Multiattack. The zule makes two attacks with its rapier.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Zule Pistol. Ranged Weapon Attack: +4 to hit, range 40/120, one target. Hit: 9 (2d6 + 2) necrotic damage.

 

Share this and help us find new fans!

We’re still a pretty new blog looking for fans. Every time you share one of our posts, you help us get the word out. Just click one of the buttons below.

And be sure to sign up to the mailing list to get regular updates (link on the right column and down in the footer).

Coming soon: exclusive content and the Mesoamerican adventures setting.

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.