Homebrew Colraim Species Details

Created over a thousand years ago for protecting nobles, the legendary Colraim race
are 4 to 5 foot tall yellow constructs, standing on a single sturdy wheel, with typical humanoid torso and arms.
Their heads are slightly blocky 'balls.'

Due to their construct nature, which gives them the benefit of multitude of arm attachments, heightened senses, endurance, and no need for sleep, Colraim are ideal as Bodyguards.
They are also a perfect fit for various other jobs, such as search and rescue, assassinations, scouting, and just about every other imaginable option.
Unfortunately, their 'insane' fighting skills start too slack at around 25 opponents.

Colraim Traits

your Colraim character has an abundance of natural abilities, the result of continues tinkering over the centuries.

Helping Hand

choose to increase either your constitution or strength score by one, to a maximum of twenty two.

When a creature you can see is attacked in a nonmagical way, you can take half thee damage (rounded down) as temporary hit points.
If you attack a creature on your turn, take away the temporary hit points and add them to the damage dealt.
If you don't attack a creature on your turn, take away the temporary hit points, and take that much damage.
If you exit combat before your turn, and don't have a chance to attack a creature, take away half of the temporary hit points (rounded down)
and take damage equal to the remaining half.
You cannot use this feat if the damage would reduce you to 0 or less HP.

Ability Score Increase

Your Dexterity and constitution scores increase by one and two, and one ability of your choice increases by one.

Age

Colraim are considered adults from the moment they are created. as of yet, no Colraim has 'died' of 'old age.'
Your character is at most around 2 thousand years, about the time the Colraim were created.

Alignment

Colraim are nearly ALWAYS Lawful Good, with the exception of Smolt the Destroyer.
If you want to play as Smolt, search for Smolt the Destroyer in HomeBrew Backgrounds.

Size

Colraim range from a little over 4 feet to 5 feet.
Your size is small.

Speed

Your base walking speed is 35 feet.
Your base flying speed is 20 feet.
For other speeds, see arm attachments later on the page.

Darkvision

Due to occasionally needing to follow a V.I.P. after hours, you have grown accustomed to seeing in the dark.
You can see 60 feet in dim light as if it's bright light, and 30 feet in dark light as if it's dim light.

Keen Senses

You have proficiency in the perception, insight, and intimidation skills.

Constructed Resilience

You have resistance against Poison and piercing.
You have immunity against Disease, Exhaustion, Magical Sleep and Psychic Damage.

You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep.

Sentry’s Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Colraim Defense

Your AC increases by 2.

Defensive Stance

As a bonus action you can enter a defensive stance as a bonus action, giving you an additional +1 bonus to AC until the end of your next turn.

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