Homebrew Desmodu Species Details
Desmodu are often likened to a strange cross between a bat and an ape. They are vaguely humanoid, often standing a full head taller than most humans, despite their slouched posture. They possess elongated arms ending in three-clawed hands and proportionately stubby legs, allowing them to move comfortably on all fours if necessary. A desmodu's head resembles that of a bat, with an upturned nose, sharp teeth, and enormous ears. Their bodies are covered with short fur that comes in various shades of grey, brown, and ochre. Although desmodus cannot fly like actual bats, they do possess membranes that stretch from their knees to their wrists, allowing them to glide through the air. They also share the same keen hearing and echolocation abilities as bats, allowing them to navigate even in complete darkness.
Desmodu Traits
Demodu share the following traitsAbility Score Increases
Your strength score increases by 2.
Darkvision
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.
Natural Climber
You have a climbing speed equal to your walking speed. In addition, at 5th level, you can move up, down, and across vertical surfaces and upside down along ceilings, as long as your hands are free.
Echolocation
As an action, you can use echolocation to gain blindsight out to 120 feet until the end of your next turn, although you cannot do so while deafened or silenced. When you use this ability, each creature within 120 feet of you that has echolocation or has proficiency in the Perception skill makes a Perception check, as long as it is capable of hearing. The DC for this check equals 8 + your Constitution modifier + your proficiency bonus. Any creatures that succeed become aware of your presence and rough location. Once you use this ability, you cannot do so again until you finish a short or long rest.
Bone Claws
You have claws than you use to make unarmed strikes. When you hit with them, the strike deals 1d6 +your strength modifier slashing damage, instead of bludgeoning damage normal for an unarmed strike. You can retract or extend the blades from your knuckles as a bonus action taking 3 piercing damage upon extending them. While extended you cannot hold weapons or manipulate objects with your hands.
Languages
Your character can speak, read, and write Common and Undercommon.
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