Homebrew Immix Species Details

An Immix is a rare sight, a remnant of a lost world. These skittering climbers, who live on mountainsides and work their eldritch arts, were once the rulers of much of the lands. Their scientific prowess immense, they dominated the world in airships. But power breeds ignorance, and ignorance breeds neglect, and soon, the Immix began to lose control, now struggling to make scientific advances as they slowly fell from glory. 

Now, they brood on cliffs, the soaring sea-gulls and clouds above reminding them of their former glory --- inspiring them to work more into this world. So they build, secluded, waiting for another time --- when they shall rise again.

With a humanoid body, an Immix could be confused at first sight for the average human. But, looking another time will bring nightmares. The deep-red eyes, glowing with a fury, set within that pale blue face, as if they'd been out in the cold, provide a frightening picture to observe. Their chests are ragged, ribs showing, and they grow little muscle --- yet they always hold some sort of erudition, if not strength --- almost as if it was a trade-off.

These frightening creatures are not numerous, and it is rare to see them -- they usually live, work, and die in groups of their own, so to see one away from others spells the name of a fugitive --- or of something to come. 

Immix Traits

Immix are known for their versatile adaptation, their luck - or mayhaps skill - setting them ready for anything.

Versatility

You have a surprising versatility --- you can adapt well to any scenario, although this readiness causes slight paranoia. You may add your Proficiency Bonus to saving throws against the Frightened condition, but if you are Frightened, you subtract your PB from your saving throws. 

Climber

You gain a climbing speed of 30 ft. 

Frightening Pallor

As a Bonus Action, you can direct your stare at a creature you can see within 30 ft. of you. They must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 7 (2d6) psychic damage and gaining the Frightened until the start of your next turn on a failure. On a success, they take no damage and are not affected. You can use this action once, regaining all uses after a Long Rest. 

At 9th level, the damage increases to 14 (4d6), and you may use it twice, regaining all uses after a Long Rest.

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