These few denizens of a blasted desert waste now huddle in the remains of an ancient city—a city magically scattered across hundreds of miles.
Once Human. The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. Their limbs grow too long in proportion to their bodies, giving them a stooped, odd posture. Their features are angular, and a ramag’s hair is impossibly thick; each strand is the width of a human finger. They wear their strange hair tied back in decorative clasps.
Studious and Powerful. Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given the ramag innate control over magic, as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check, and fully know the danger of uncontrolled magical energies. Even the the lowliest ramag has a sharp intellect and a natural understanding of magic.
Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside.
Medium humanoid (ramag), neutral
Armor Class 13 (leather armor)
Hit Points 27 (6d8)
Speed 30 ft.
|9 (-1)||14 (+2)||10 (+0)||16 (+3)||12 (+1)||11 (+0)|
Skills Arcana +5, Investigation +5
Senses passive Perception 11
Challenge 1/4 (50 XP)
Magic Resistance. The ramag has advantage on saving throws against spells or other magical effects.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.