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Half-Illithid Lizardfolk (Player Race)

Race Features[edit | edit source]

Ability Bonus: +2 INT, +1 STR, -1 CHR

Speed: 30 Feet

Sight: Darkvision 60 Feet

Age: Lizardfolk mature faster than humans, reaching adulthood at 16. They also have shorter lifespans, with few lizardfolk living longer than 60 years. It is yet to be seen if the Illithid experiments have shortened or lengthened the lifespan of a subject.

Languages: Undercommon, Draconic

Size: Half-Illithid Lizardfolk are slightly larger than the average human. Your size is medium.

Natural Armor: If you are wearing light or no armor, your base AC equals 12 + your Dexterity modifier. You can use a shield and still gain this benefit.

Hold Breath: The half-illithid lizardfolk can hold its breath for 15 minutes.

Tentacles: You gain a Melee Weapon Attack which does (1d4 plus your intelligence modifier) in damage. This damage scales to 1d6 at level 4, 1d8 at level 8, and 1d10 at level 10. If the target is Medium or smaller, it is grappled (escape DC 12) and must succeed on a DC (10 + your Intelligence modifier) saving throw or be stunned for one round.

Mind Blast: As an action, the half-illithid lizardfolk can magically emit psychic energy to a distance of 30 feet. One creature you can see within range must succeed on an Intelligence saving throw (DC 10 + your Intelligence modifier) or take 1d8 + 2 psychic damage and be stunned for a number of rounds equal to your 1/2 of your proficiency bonus (rounded up). A creature can repeat the saving throw at the end of its turn to end the effect. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after completing a long rest.

Broken Mind: The grafting procedures of the Illithid have given you an insatiable lust for grey matter. When encountering a new dead body for the first time, a DC 13 Wisdom save is required, or else you are unwillingly forced to devour the brains of the corpse with your tentacled mouth. At Level 13, this check extends to live creatures as well, requiring a DC 13 Wisdom save whenever encountering a new creature for the first time. The urges wear off after 30 seconds, when you take any damage, or when the mind has been flayed, whichever comes first.

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Recent changes

  • Psuvillager • Yesterday at 23:31
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