Cha'Kar Reborn

(As a note, Cha'Kar are only a tribe of lizardman.)
Size/Catagory: Medium/large humanoid, depending on size of the person before modification.
Stats:
Mind: 20
Body: 8
Magic: 20
Number of Attacks: 3
Damage/Attack: Mostly normal, except for claw and teeth/breath attacks. Using the whip/garrote combination of their mithril weaponry, they can do aggravated damage to an opponent.
Special Attacks: Upper and lower canines are actually small fangs, and can inject a neural destabilizer, paralyzing and slowing an enemy, leaving them open for collection or trophy-cutting. This toxin can also be exhaled, in the form of drawing some of the poison into their mouth and spitting, similar to a cobra. From this reason, most Reborn are quickly immunized to most poisons. Nails are no longer formed from dead skin cells. Instead, a chitonous armor of sorts coats nails in a greenish black laquer, turning them into lethal black points as any hit scored will poison any non-armored assailant with a venon similar to that extracted from the teeth, although lessened by the indirect injection through the nails. Similar changes are made to the toenails.
Special Defenses: The armor plating beset into her skin, which retracts and extracts itself from the subdermal layers on whim or mental command.
Special Abilites: Minor regeneration, which allows the Reborn to hole themselves up somewhere, and allow their body to re-stabilize and heal.
Resistances: Completely and utterly immune to nearly the most lethal poisons, this stems from years of being injected with the sort, and left to either die, or cope with and filter out the toxin running through thier system.

Climate/Terrain: Most of the worlds the Cha'Kar have overrun are tropical worlds or the climates of other planets thereof, beset with multitudes of trees and vegetation. Always the agile climbers, the Reborn sometimes leap from tree to tree to gain a better perspective or advantage over the prey. Should the prey display long-distance weapons or the ability to upset the balance of the hunter, they take to the ground where their compact muscle-mass gives them far better speed than most land-based predators, as well as an excellent ability to blend in with the natural green lush landscape.
Frequency: Rare
Organization: Ranking Via Combat Prowess
Activity Cycle: Nocturnal
Intelligence: Logically speaking, they are the same. But now there is the additional cunning of the heavily trained hunter.
Languages: Common, Lizardman.
Alignment: Chaotic, the rest depends on need to blend in with society.
Description:Similar to humans in most respects, there are a few differences that clearly stand out. Movements are more lithe, more serpentine. Skin is found in various shades of green, depending on the person, from either a greenish-pink to a deep forest green. The eyes, slitted now, are always a phosphorus green in color, which glow in the depths of combat. Hair is usually the same color as it was before genetic tampering, but with a faintly greenish tint. This tint will eventually deepen to a black-green or a neon green depending on the original hue(Brown to forest green, etc.). Any body fat is now non-existant, as it is spent in the process of reconfiguration. Reborn's are slim, muscles more compact, crouching and leaping abilities show a startling improvement, some being known to be able to leap 5 feet in vertical stance, while jumping from a crouch is around six to seven feet in height. Feet now have a more distinctive arch, as well as having a rough pattern across the soles, to allow climbing barefoot. This patterning is also true of the palms, so as to give a grip to wet or slippery objects or surfaces.


Combat:There's only one true way to describe the altered perspective of the Reborn: Hatred and Rage combined with a Killing factor of 12. They mock what they used to be, and when on the hunt, there's always a sadistic gleam in their eyes, a manic grin on their face. Humans are like so much cattle to the Reborn, they could care less if the whole planet of them was eliminated, although they'd prefer to do the eliminating theirselves.


Cha'kar - artist unknown
The Creature Collection
Submitted by Kitrina Esmerelda Yolie
Reborn Weaponry: Located on the right hip, a small metal tube rests. It appears harmless, but when held in both hands and pulled, a black-tinged mithril wire stretches between the two halves. Razor sharp, and bearing the ability to be energized by the innate magical abilities of the weapon's creation, it forms a lethal and savage torture device, or executionary tool should it be necessary to pull a bit 'too much'. However, when one end of the tube is pushed, a thicker tendril will emerge from that end, charged by the magical enchantments into a devestatingly precise combat whip. Each Reborn is heavily trained with this use, as it has saved the Cha'Kar the need to recruit Taskmasters and Enslavers from it's own ranks, plus leaves the Cha'Kar with a mirthful grin when the captured humans are 'herded' into storage pens by their own people, savoring and relishing the bit of irony. Upon each wrist, are mounted four blades, similar to miniature sickle blades, only with outward jutting hollow spikes, the center ones measuring 42 centimeters in length. The two on the outside, pointing in slightly, are 36 cm in length. These 'talons' are removable for manuverability of the wrists, and give allowance for use of additional armament without damaging them. Each Reborn is also equipped with a small medical kit stored in a pair of tubes on the lower sides.

Habitat/Society: When around a group of Cha'Kar, they feel nothing but respect and honour working for the perfect race, and usually jump to the chance of giving a high-ranking Cha'Kar a grin or a chuckle. This has been known to provoke small skirmishes within the Reborn caste, which the Cha'Kar set aside one of their personal training arenas so as to keep combat in all fairness. However, in all of these small confrontations, if more than one Reborn walks out of it alive, both parties will be either closer, or heavily scarred from the battle. All inside quarrels are dropped outside of the arena however, the Cha'Kar do not like to hear ceaseless bicker, and will punish both parties as heavily deemed as they seem fit.