Homebrew Gelugon (balanced) Species Details

Gelugons were blue and white, insectile bipeds that stood about 10.5‒12 ft (3.2‒3.7 m) tall and weighed around 700 lbs (320 kg). Their hands and feet ended in claws and their long, thick tails were surrounded in spikes. They were fearsome commanders that led the infernal legions of the Nine Hells, leading their forces to defeat everything and everyone in their path.

Hellish Reputation

Gelugons resented the weak and respected the powerful, regardless of their allegiances. They begrudgingly cooperated with weaker devils, seeing them as either pawns or outlets for their frustration. Their desire for the power held by the pit fiends ingrained not only diligent loyalty, but also a crippling fear of making mistakes. While ice devils still schemed to obtain souls for their masters, they avoided complex plans and attempted to delay the end of their plans until after they were promoted.

Warrior Spirit

Gelugons were savage warriors that fought their enemies with their claws, pincers and tails. The body of a gelugon, but particularly the tail, was surrounded by an aura of numbing cold that slowed those they struck. They were also known to freely exude an aura of fear that caused most to run in terror, and slowly regenerated when not harmed by good-aligned spells or weapons.

Gelugon Names

Gelugons' names were often guttural and harsh, encorporating different constanants and vowels in harsh sounding cacophanous names.

Gelugon Names: Og'dral, Gargrathoch, Veg'thixon, Xigalok, Igronir, Megluth, Brangran, Alvorun, Brustroxoth, Siglonuug

Gelugon (balanced) Traits

Gelugons possess certain racial traits as a result of their infernal descent.

Natural Weapons

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, You can use your tail to swipe at a target within 5ft of you. The target must make a DC10 Dexterity saving throw or be knocked prone.

Intimidating Visage

Your insectoid visage strikes fear into the heart of many. You get proficiency on intimidation.

Ability Score Increase

Your Constitution score increases by 1, and your Strength score increases by 2.

Age

Gelugons are immortal and can live for millions of years.

Chitinous Armour

Your natural chitin protects you from harm. You have a base AC of 14 + Your Dex modifier.

Alignment

Gelugons are often lawful evil, stemming from their hellish origins.

Size

Gelugons are upwards of 10 to 12 feet. Your size is Large.

Speed

Your base walking speed is 35 feet.

Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance

You have resistance to ice damage due to your hard carapace.

Infernal Cryomancy

Once per long rest, you can cast the spell Wall of Ice due to your infernal powers, with diminished powers.

The spell is different as follows:

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 2d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 20 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 1d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 2th.

Languages

You can speak, read, and write Common and Infernal.

Previous Versions

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