Scythaa for 5E

The quick and cunning race of reptilians known as the scythaa are yet another victim shaped by the destruction wrought during the Great War. Inheritors of a devastated homeland, most scythaa live as nomads, scraping a meager existence from the unforgiving desert.

Scythaa Concept Art by Mitchell Malloy


  • male scyth, scythaa (pl.)

  • female scyss, scyssaa (pl.)

  • species scythaa (s., pl.)

  • adjective scythaan

  • native scythaa (s., pl.)


  • Height 5’ (175 cm)

  • Weight 110 lbs (50 kg)

  • Hair Color None

  • Eye Color Solid black

  • Skin Color Beige to mottled brown

  • Maturity 8 years

  • Lifespan 70 years


  • Patron Gods Vale

  • Secondary Gods Grethken

  • Favored Primary Cultures Wastelander

  • Favored Secondary Cultures Any

  • Restricted Primary Cultures Any other than wastelander

  • Favored Classes Rogue, ranger

  • Restricted Classes None

  • Favored Occupations Bounty hunter

  • Restricted Occupations Liberator


Before the Age of Darkness, the land known as the Scythaan Wastes was a lush country of rolling hills, rich farmland, and beautiful forests. There the scythaa built fantastic stone cities with towers that rose high above the forest floor. In all things the scythaa gave careful thought to the impact their actions had on the land. They often turned to Grethken, the Aetaltan god of plants, forests, and the wilds, to guide them. Sadly, it was this close tie to Grethken that inspired Endroren to so completely devastate their kingdoms during the Age of Darkness. Every forest was razed, every spring blocked, and every field burned. The Dark Hordes laid waste to the lands of the scythaa until all that was left was a barren, rocky desert of shifting sands and broken ruins. Most of the scythaas refused to leave their homeland, and today they live as nomads, scraping a meager life from the inhospitable landscape of the Wastes.


The scythaas are a passionate race that follows the pull of their hearts. They can be gentle and kind, but when brought to anger they may exhibit a violent fury. They trust their instincts over logic and have a strong respect for nature. Scythaas value peace, solitude, and natural beauty over any physical treasures, and often take long walks alone in the wilderness. The emotional nature of the scythaas is part of what makes them excellent visual artists. Their artistic creations are considered some of the finest in the entire region.

AppearanceScythaa Concept Art by Mitchell Malloy

The scythaas’ reptilian faces, pebbled skin, and long tails set them physically apart from all other Aetaltan people. Scythaan skin features rough, pebble-like patterns, and their fingers and toes are clawed. Scythaas have powerful legs and can leap great distances.


The scythaas get along well with drothmals. They appreciate the drothmals’ serious demeanor. They feel similarly about the pensive nature of newardins. The fey and scythaa get along well despite of their differences, partly because they both have a deep love for the works of Grethken and Vale. They are comfortable with halflings, dwarves, and atlans but dislike and distrust orogs.


A few scythaas are born in the lands surrounding the Amethyst Sea, but most are from the Scythaan Wastes. Once a verdant forest, the wastes were ravaged by the Dark Hordes and are now a windswept desert. It is a desolate place, and occasionally scythaas travel north seeking a better life. The scythaan mystics claim that their people are bound to their homeland, however, which may be true since almost all scythaas that leave the wastes eventually return. Scythaas living in the Amethyst Sea basin, either temporarily or the rare permanent resident, seldom form their own communities. Most live as nomads, just as they did in the wastes. Those that take up a long-term residence settle among other races but try to live near others of their own kind if possible.


Prior to the Age of Darkness the scythaa developed close relationships with the god Grethken and the goddess Vale. Despite the wasteland their land has become, they still retain their devotion to these two Enaros.

Scythaan Names

Each scythaa has three names. The first is their personal name, which is given to the young scythaa at the moment it hatches. The last is the family name, which is shared among all members of a particular family group. The middle name is the most important to the scythaa and is called the spirit name. Scythaas believe that when an egg is laid, it is without a spirit. Only as the body inside develops does a spirit come into it. This may be a new spirit, but it is more likely a spirit that has lived before and is returning to this world. Scythaas believe that every spirit has a true name. The true name is the name of the actual spirit as opposed to names it is known by during its physical life. Performing a complex ceremony, a scythaan Shade Walker examines the egg shortly before it hatches and determines the true name of the spirit that has inhabited the body inside. This becomes the spirit name of the scythaa. This name is used only in religious and mystic ceremonies, and is seldom known anyone but the scythaa’s immediate family and closest friends.

  • Male/Female Names: Synish, Singh, Estok, Ozzard, Onynsish, Slithe, Unsal, Nijar,Yysnaga and Desh.


The nomadic nature of the scythaa leads many to adopt unorthodox professions such as adventuring. Their natural agility and reflexes make them excellent rogues, however those that are trained as fighters are fearsome opponents.


Scythaa Racial Traits for 5E

  • Ability Score Increase Your Dexterity score increases by 2 and your Wisdom score increases by 1.
  • Speed Your base walking speed is 30 feet.
  • Size Medium
  • Low Light Vision When the character is in dim light conditions, treat them as if they are in bright light1
  • Prehensile Tail Scythaas have a long flexible tail that can be used to carry objects. They cannot wield weapons with the tail but they can retrieve small, stowed objects carried on their persons as a Bonus action.
  • Standing Leap Scythaa’s long jump is up to 30 ft. and high jump is up to 15 ft. with or without a running start
  • Striking Tail The prehensile tail is considered a natural weapon with finesse that deals 1d4 damage with a reach of 5 ft.
  • Languages You can speak, read, and write Atlan (Common) and Scythaan.

Holy Symbol of Vale (Art by Ashley MacKenzie)


Particularly as we get started posting new material, there will be topics we haven't covered yet. In most cases you an easily read between the lines to understand the meaning, but we wanted to note some areas where we have expanded material that we'll be sharing.

(1) Yes, we're bringing back Low Light vision. We'll share more details later, but the short version is dim light is treated as normal light for characters with low light vision. If you don't want low light vision in your game, you can simply use the standard Darkvision ability.

Discover Aetaltis...

To learn more about the World of Aetaltis, check out a full index of our past content posts here!

All game rules published under Open Game License v 1.0a.

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