Homebrew Dysomne Species Details

Dysomne are horrid things born of a union between the Dysola and Fiends from the Lower Planes. They dwell in the deepest, most rotten regions of the Dysola realm. 

Fiendish Anatomy

Dysomne generally look quite like their Dysola forebears, however their fiendish blood gives them some unique features. Their forehead and nose are covered in small, spiny scales, a feature which replaces the Dysola's forehead plate. Their eyes glow like blue fire, and their skin's hues are greyed. 

Their throat bears a large inflating sac which is covered in thorns like a pufferfish: This feature makes their voices loud and deep. Above their sternum is seen a large magical orifice which has the power to diminish sources of light. Their claws, unlike the short, sturdy claws of the Dysola, are long and sharp like a pitchfork, though this does not diminish their digging power. Most striking is their tail: a long reptilian appendage that ends in a serpent's maw with sharp fangs. 

A few Dysomne bear small fiendish traits, such as horny growths on their forehead, tiny webbed limbs as degenerate wings, or a fiendish dentition. More elaborate growths are almost never seen, as those infants bearing such extravagances will be abandoned or even eaten so as to eliminate the burden of their strange form. 

Dark Ideals

Dysomne dwell under deserts and other rough lands, feeding themselves on infernal flora grown by the very power of evil itself. This often results in Dysomne tending towards unsavoury beliefs and practises. 

Dysomne live for the collective, though often this 'collective' is just those in power. They will gladly lay down their life for the good of their clan or people. More common are the smaller sacrifices and consessions they give to protect and appease the group. They also value their work as a good thing, though they still acknowledge that work requires a purpose. In their dealings with others, politeness and decorum are almost always mandatory, with only the closest relationships breaking this boundary. Honesty, however, is not so valued. 

Dysomne Names

Dysomne build their names from small particles with simple meanings. These particles, when put together into a complete name, form a complex, distinct meaning. While name-changes are rare, it's not uncommon for Dysomne to edit or add to their name if they feel it does not suit them. Dysomne name their children at around age 4. As their sex is not obvious before puberty, their names are not gendered.

Dysomne Name Particles: Bre, Fli, Vlei, Prie, Mle, Bvei, Nler, Lei, Vrir

Dysomne Names: Flipreinli, Blilivle, Mleinrepfivre

Dysomne Traits

Dysomne characters have several unique features from their form and history.

Languages

You speak, read, and write a dialect of Common, Infernal, and Goblin.

Ability Score Increase

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

Age

Dysomne are considered adults at 30 years of age, though they still spend time maturing until around 50. They age at incredibly slow rates, with many living for several millenia. However, those on the surface appear to age much faster than those underground.

Size

Dysomne tend to be just under 5ft. tall. Your size is Medium.

Speed

Your base walking speed is 30 feet, and your base digging speed is 20 feet.

Planetouched Soul

You have a resistance to psychic and necrotic damage.

Hold Breath

You can hold your breath for 1 hour.

Dimming Chest

Your chest produces a 30ft. cone of dimness directly forwards. You can turn this cone on or off at will.

If the area in the cone is bright light, it is reduced to dim light. This dimness is magical: Creatures with darkvision will see this as dim light, unless they can see through magical darkness. If the area in the cone was already dim light or darkness, it will become magical darkness. If this magical darkness is illuminated by any source that produces bright light, it will become magical dim light as described previously

Darkvision

Due to living in dark earth, your eyes are attuned to darkness. 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. You can see through your own magical darkness or dim light as if it were nonmagical, but cannot see through magical darkness from other sources. 

Tremorsense

Adapted for lightless tunnels, you can detect and pinpoint creatures by the tremors they impart on the ground. This sense extends up to 60ft.

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