Homebrew Bioengineered Zeta Species Details
This race is part of the "Metroid into Dungeons and Dragons" Homebrew pack. All rights are reserved to Nintendo.
GALACTIC FEDERATION LOG #07
Production of the Biologically Engineered Zeta Metroids, or BEZMs as we call them, has been completed and has gone way better than we initially thought. These Zeta Metroids have been altered to be less of a wild animal bent on killing everything in sight and more of an intelligent creature with reason. Thankfully, we were able to do this and more. They can speak through telepathy. We didn’t want to remove their natural abilities because they are valuable in many situations. We call this Project Z.
Project Z
All of this was possible because of DNA we had acquired from cells of the last Metroid. While most of us hesitated to do this, we are glad we did. And after only six months of work, even the great Samus Aran saw significant potential in this project.
We mainly chose Zeta Metroids for this project because they’re sturdier and substantially stronger than Gamma Metroids but at the same time faster and smaller than Omega Metroids, which is excellent for particular situations. We have also removed their ability to evolve into their Omega form. We could not produce females for some reason, so all BEZMs are male.
Incredible Adaptability
The BEZMs eventually started to gain emotion, something we never expected. The more time they spent around humans, the more they became like them - acting somewhat like us. It seems they reflect the personality of whoever they spend the most time with. They can shift their nature with the snap of a finger, and they remember every single persona they’ve used. Despite this, the BEZMs don’t seem to be remarkably charismatic.
The BEZMs have proven to be great at adapting to many situations. They even learned how to use many types of weapons. We wouldn't be surprised if they discovered how to use magic. However, when we tried to make functional armor for them, we soon realized their biological chemistry rendered us unable. We don't believe they’d be inclined to wear armor anyways, as their armor is already tough.
BEZM Abilities
The BEZMs have sharp claws that they use to slash their enemies. While it does have a short range, their fire breath is valuable in many situations. Their ability to climb walls quickly and easily makes them exceptional at maneuvering around tight areas. They use their energy-siphoning ability when they feel they’re in danger of dying, ending conflicts swiftly, and even healing them slightly.
The BEZMs still have their cold vulnerability, as we believed that removing their susceptibility could spell disaster if they got out of hand. However, they seem to resist fire effects, and their bodies resisted many poisons inflicted on them during testing.
Bioengineered Zeta Traits
Your Bioengineered Zeta character has the following racial traits.Ability Score Increase
Your Dexterity and Constitution score increase by 2, and your Charisma score decreases by 3.
Creature Type
You are an Aberration.
Size
Bioengineered Zetas tend to be 7 to 8 feet and weigh around 140 pounds. Your size is Medium.
Speed
Your base walking speed is 40 feet and you have a climbing speed of 40 feet.
Slash
You have a slash attack for 1d8 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Fire Breath
You breathe fire in a 15 foot cone. Any creature in the area of effect must make a DC 13 Dexterity saving throw or take 2d6 fire damage on a failed save, or half as much on a successful one. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Energy Siphon
You are able to siphon energy from any creature. When the attack hits, you deal 4d8 + your Constitution modifier damage and you get healed for half the damage you deal. If the creature dies from the attack, you get healed for the total damage you deal. After you use this trait, you can’t use it again until you complete a short or long rest. The damage increases to 5d8 at 6th level, 6d8 at 11th level, and 7d8 at 16th level.
Metroid Vision
Metroids have unique vision. Their eyesight is tinted bright pink, and they have 60 feet of darkvision and 60 feet of tremorsense. You can see in dim light as if it were bright light, and in darkness as if it were dim light. You can detect and pinpoint the origin of vibrations, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.
Biological Armor
Your AC is 14 + your Dexterity modifier. A shield's benefits still apply as normal. Due to your biology, however, you can't wear armor, even if you're proficient in it.
Cold Vulnerability
You have vulnerability to cold damage. Anytime you end your turn in cold areas/conditions, you must succeed on a DC 14 Constitution saving throw or take 2d4 cold damage. However, you have resistance to fire and poison damage and have advantage on saving throws against being poisoned.
Telepathy
You can read and write Common, and can speak any language you know using Telepathy.
Previous Versions
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6/10/2023 3:44:17 AM
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