Jurin-Kaa are generally known of as having snake-like traits, but they originate from the forms of otherworldly dragons. Being more true to your heritage, you gain the following benefits:
- Increase your Constitution or Charisma score by 1, to a maximum of 20.
- While you are not wearing heavy armor, you gain a +1 bonus to your Armor Class.
- You gain immunity against poison damage and the poisoned condition.
- You gain a breath weapon attack. As an action, you can unleash your breath weapon in a 30 foot cone originating from you. Creatures of your choice within the cone must make a Charisma saving throw. On a failed save, the following occurs based on what breath weapon you chose to use:
- Laziness Breath - The creature becomes slothful for 1 minute. The creature can make a Charisma saving throw on the end of each of its turns, ending the effect on a success. The creature's speed is reduced by 5 ft until the end of your next turn on a successful save.
- Disorienting Breath - The creature takes 3d8 psychic damage, and has disadvantage on its next attack roll or saving throw. The creature takes half as much damage on a successful saving throw.
- Psychedelic Breath - The creature is stunned until the end of your next turn. This effect ends early if the creature takes any damage. The creature's speed is reduced by 5 ft until the end of your next turn on a successful save.
- Noxious Breath - The creature becomes poisoned for 1 minute. While poisoned in this way, the creature takes 3d6 poison damage at the start of each of its turns. The creature can make a Charisma saving throw at the end of each of its turns, ending the effect on a success. The creature is poisoned until the end of its next turn, and only takes half as much damage, on a successful save.
The save DC for the breath weapon is equal to 8 + your Charisma modifier + your proficiency bonus. Once you use a breath weapon, you cannot use your breath weapon action again until you finish a short or long rest. The damage for the Disorienting Breath and the Noxious Breath increases by one die whenever you reach 5th level (4 dice), and increases by two dice whenever you reach 11th level (6 dice), and 17th level (8 dice).
(Slothful - A creature with the slothful condition can make a maximum of one attack on its turns, cannot take bonus actions, reactions, or legendary actions, and cannot cast spells or use the properties of magic items.)
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