Homebrew Asabi Species Details

"Asabi" was the Bedine word for this creature. In the Common tongue, they were called "laerti," which had its origins in Netheril. "Laerti" was the term they called themselves.

Asabis stood about 7 ft (2.1 m) tall on two legs. They had long tails. Their skin was thick and their scales were gray to brown color, and they had light green or dun undersides. They had narrow, sloping skulls. Their eyes were very large, egg-shaped, and yellow, and they had forked tongues. Their limbs projected out at sharp angles, making their movements awkward to typical humanoid observers; however, they could move as easily on four limbs as two, balancing with their long tails.

Free asabis dwelt in nomadic tribes and often allied themselves with evil creatures, sometimes adopting nonasabi into their tribes. They often served as mercenaries or slaves. They were nocturnal creatures, and as such were typically only ever encountered at night.Free asabi tribes were ruled by either a war leader or a council of elders.

Asabis only ate the soft tissue of their prey, leaving the rest to dry under the sun. They were omnivorous and also consumed fungi that grew in the desert caves they inhabited. A delicacy among the asabis were the taproots of oasis plants.

Asabi Traits

As a Asabi, you have the following racial traits.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Creature Type

You are a Humanoid.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Bite

You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Desert Survivability

Living a life in the desert allows one to be more accustomed to the extremes. 

Gain advantage when making saves against extreme heat or extreme cold or sandstorms. 

Also, you ignore difficult terrain caused by sand.

Dark Vision

60 feet of dark vision. 

Ambush Hunters

Skilled in hiding in sandy environments and getting the jump on their prey.

Gain proficiency in stealth.
Gain advantage on stealth checks when hiding in/under sand. 

Long jump distance is doubled. 
High jump distance is tripled. 

Natural Armor

You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

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