Species

Species Stats

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Species Abilities

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Behaviour

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Notes

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Diet

  • Cahri love to eat a number of different foods. A Cahri's main diety consists of small mammals and fruits. 





Height

  • Cahri are the size of large dogs to horses. Some are large enough to be ridden by Aphex.






Reproduction

  • Cahri reproduces like other common animals. They give birth to a clutch of eggs that are each covered in scaled armor. It is almost impossible to break these eggs from the outside.



Features

  • Specialty: Land/Battle
    Base Stats: 4 Logic 

    Food Needed:

    Increased logic +1

Lore and Information

  • The Cahri are large reptilian beasts, their massive frames rivaling the size of a fully grown horse. They roam grasslands and cave systems without fear, known far and wide for their unparalleled camouflage abilities and ferocious demeanor. With scales and fur that can shift colors to mimic any environment, the Cahri become nearly invisible to both prey and predators. This chameleon-like trait is so advanced that even Cahri eggs possess the ability to blend into their surroundings, long before the young within have fully formed.

    Cahri are not only adept at hiding, they are also formidable hunters. Their saliva is a potent weapon, laced with a venom that varies between bloodlines. The Cahri utilize their venom by smearing it on tree branches and leaves. When unsuspecting prey scurries by, it becomes contaminated with the poison and marked with a unique scent that only the Cahri can track. This allows the Cahri to follow their prey with precision, ensuring a successful hunt.

    These magnificent creatures possess a high level of intelligence, showcasing problem-solving skills and basic social behaviors. While they lack the ability to speak, they communicate through a series of intricate gestures, body language, and low-frequency sounds or growls.

     

 

Soul Lore

  • Cahri are created and born with reborn souls straight from Alure, and this soul is released upon death as per normal.

 

Grassland Cahri

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    Cahri come in a huge variety of palettes and patterns. Their base coats can change colors, allowing them to blend into their environments but their patterns can not change. 


  • Cahri Additional Mutations




    Traits can be swapped out for other styles as shown above for free. Traits outlined with purple require the Species Mutation item. One item per purple trait. Add to your character by selecting Species Mutation as a trait, and in the notes of the trait add the description. Etc Species Mutation (No Horns). 

    Horns - Any style. Must be present if a species mutation isn't used. Horn styles shows; multiple horns, joined horns, and single horn. Does not need to match examples.

    Saliva - Needs to be one of the colours listed. Effects vary depending on the colour used. 

    Tails - Any style with spikes or scales. Can have fur along the spine. 

    Fur - Only along the spine and (optional) tail. 

 

Cavern Cahri (Optional Body Type)

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    Cavern Cahri are mutated versions of their normal forms, more adapted to survive in the dark. They make distinct clicking sounds to navigate the tunnels where they are often found. Their heads are susceptible to sense vibrations of sound, meaning they can be quite agitated when their heads are touched. Cavern variants have a much stronger jaw to dig through dirt to reach ground-dwelling prey. The cavern variant can still camouflage, but mostly living in darkness their coats mainly react to their emotions rather than hiding amongst the environment. Cave Cahri are known for their large ears, which are often vibrant in direct sunlight. 

    It is free to use this alt variant, but you can not have both forms on one Cahri without an item. 
    Any style of ears on Cave Cahri

    For reference, below are the old trait sheets. Do not use these for future designs!

    Old Anatomy Sheet

 

Traits

Body Mutations

Fur/Furless

Any type of fur is allowed. Length can not exceed 2x body size. Fur is optional. Should not mimic feather trait or fins trait. 

Natural Ears

Any type of natural ears. One pair. It can be hidden like a reptile's. Should not be bigger than 1.5x the head size. 

Belly Scales

Can vary in shape. Can be placed on the throat, chest, stomach, and tail. 

Dwarf Wings

Dwarf wings can not sustain flight, and can not be larger than half the body length. Insect wings that come in 2 pairs connected at the base are considered 1 trait. Multiple trait tokens are required for each seperate pairs of wings. 

Horns and Spikes

Generally allows horns on the head and/or spikes on the body. Does not overwrite specific limb traits such as Aphex snout shapes and Shingaling Bell growths etc. 

Small Scales

Can vary in appearance. Scales are small.

Extra Tail

One extra tail per trait token. 

Feathers

Any style of feathers on the body. Can create feathered tails and capes. 

Fins

Unlocks finned tails. Also allows cerata growths. Fins can appear as examples or stylized. 

Glowing Features

Glowing patterns are not controllable. Can either be constantly visible or only in dark settings. 

Large Wings

Large wings that can sustain flight. Insect wings that come in 2 pairs connected at the base are considered 1 trait. Multiple trait tokens are required for each seperate pairs of wings. Wing type selection is the same as dwarf wings. 

Tentacles

Can replace the tail, extra tail traits needed if multiple large tentacles are placed on the lower back mimicking tails. Tentacles are prehensile.

Chitin Armour

Spike trait is not needed for protusions on the armor only. Armor can not be placed on parts of the body that may mimic other traits (armored snout etc). 

Mineral Growth

Mineral Growth can be any of the following: Metals, gems, pearls, or synthetic gems (One mineral per trait token). This trait applies mineral growth to the skin patterns and existing traits! You need a spikes/horn trait to have growths. Entire body can not be covered in mineral growth. 

Special Blood

Allows glitter, glowing, or gradient blood appearance. One mutation per trait token. 

Extra Eyes
God

Allows extra eyes on the body (a reasonable number to function). Extra eyes do not need eye traits to customize the pupil. 

Gel Skin
God

Gel skin can be placed anywhere on the body. Can turn muscles underneath transparent as well to show organs and bones. 

Mineral Head
God

Makes the entire head of one type of mineral. Allows any sort of horn/spike/crown growth allowed on the head without other traits. 

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