Homebrew Floridian Reborn Species Details

Zombified Crocodilians are a rare and eerie sight, haunting the same swamps they once ruled with an aura of decay. These undead beings were once related to lizardfolk but are now consumed by an insatiable hunger for flesh. Their history remains shrouded in mystery, as the rebellion that overthrew their rule seems to have left a haunting imprint on their cursed existence.

Inhabiting desolate swampy villages, Zombified Crocodilians prefer the company of the shadows. Despite their fearsome appearance, there remains a flicker of their former selves buried within the rotting flesh. Over time and with trust, their gentler side can emerge, revealing the echoes of the relationships they held before their fall. Those who mistake them for mere lizardfolk, however, provoke a fierce reaction, as they take immense pride in their original form.

These undead horrors bear the twisted resemblance of humanoid crocodiles, a grotesque mockery of their former selves. Their scales are now a sickly shade of gray, barely clinging to their decaying bodies. The large snout, which once concealed deadly teeth, now hangs open in a perpetual grimace. Their hands and feet are adorned with gnarled, skeletal claws, and their thick tails have become withered and bony. The stench of death and decay surrounds them, a testament to their cursed existence in the swamp's depths.

Floridian Reborn Traits

as a Reborn Floridian you gain the following benifets.

Devastating Bite

1d10 +str piercing damage and the target is grappled (escape DC 10+str+prof). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. 

at lvl 10 escape DC becomes 10+Str+Con+Prof

Tail Swipe

As a bonus action, you can make an attack with your tail against a Large or smaller creature. If the attack hits, the creature must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is equal to 8 + your Strength modifier + your proficiency bonus. You can't use this trait again until you finish a short or long rest.

 

Aquatic Hunter

You are proficient in the Stealth skill. In addition, your proficiency bonus is doubled for any Dexterity check you make underwater.

 

Bad Eyes

Floridians have poor vision and focus more on smell and sound to track and perceive the world.

Death Roll

Death Roll. While you have a creature grappled with your bite, you can use a Bonus Action to perform a Death Roll, increasing your Death Roll damage by 1d6 piercing damage. This damage accumulates with each successive Death Roll, up to a maximum determined by your character level

Ramp up. Your accumulated Death Roll damage is added to one successful bite attack of your choice on your turn. If you make multiple bite attacks, you can apply the additional damage to only one of them per turn.

Maintaining the Grapple. Your accumulated Death Roll damage persists as long as you maintain your bite grapple. If the grapple ends, your accumulated damage resets to 0d6.

Death Roll Resource. You have a number of Death Roll uses equal to your Constitution modifier + your Proficiency Bonus. A use is expended only when you apply your maximum accumulated Death Roll damage to a bite attack. Building damage below your maximum does not expend a use.

Performing a Death Roll does not require a separate attack roll, but the target must be grappled.

Deathless Nature

  • Deathless Nature. You have escaped death, a fact represented by the following benefits:
    • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
    • You have advantage on death saving throws.
    • You don’t need to eat, drink, or breathe.
    • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Knowledge from a Past Life.

Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Ability Score Increase

Your Strength score increases by 2, and your Charisma score decreases by 2. also Increase one ability score by 2 and decrease intelligence by 2

Age

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Tough Scale

Tough scales give resistance to slashing dmg

Size

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Previous Versions

Name Date Modified Views Adds Version Actions
11/9/2026 9:28:43 AM
7
2
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Coming Soon

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