Homebrew Cochleari Species Details
Cochleari are slow-moving yet immensely resilient humanoids, bearing the unmistakable traits of colossal land snails. From the waist up, they resemble broad-shouldered humanoids with thick, leathery skin and heavy-set frames, while their lower bodies taper into a massive, coiled snail form that leaves a glistening trail in its wake. Their shells—often ridged, scarred, and layered with mineral deposits—function as natural armor, providing formidable protection against both weapons and the harsh environments they inhabit.
Cochleari are most commonly found in dense swamps, cavern networks, and subterranean cities where moisture and darkness prevail. Over generations, many have learned to reinforce or carve their shells, etching clan markings, trophies, or runes directly into the surface. Though their movement is deliberate and unhurried, Cochleari are patient strategists, capable of enduring sieges and prolonged battles that would exhaust faster folk.
Their society values endurance, memory, and stability. Cochleari tend to build permanent settlements rather than nomadic ones, often forming tight-knit communities around ancient elders whose shells bear centuries of history. Outsiders may mistake them for sluggish or passive, but once roused, a Cochleari is as immovable as stone and just as difficult to bring down.
Cochleari Traits
Cochleari TraitsSize
You are a large creature.
Speed
Your walking speed is 10 feet. You can move across vertical surfaces and ceilings without needing to make ability checks, and you don’t fall while doing so.
Languages
You can read, write, and speak Common and Undercommon.
Age
Cochleari mature slowly and are considered adults at around 40 years of age, when their shells fully harden. They can live for 250 to 400 years under normal conditions.
Sturdy Shell
As a reaction when an attack beats your armor class but before damage is rolled, you can withdraw into your shell. While inside your shell, your speed becomes 0, you are prone, and you can’t take actions or reactions until you emerge from your shell. You can emerge from your shell as an action on your turn one round after using this feature.
Your shell has hit points equal to your proficiency bonus x your Constitution modifier (minimum of 1). While inside your shell, you have resistance to all damage except psychic damage, and any damage you take is applied to your shell instead of you. Your shell uses your Armor Class and can be targeted by attacks and affected by area effects as normal. While your shell is intact, you cannot take the dahs action and you have disadvantages on Dexterity checks and saving throws.
You can use this trait multiple times, but only while your shell has at least 1 hit point. If your shell is reduced to 0 hit points, you take the remaining damage and become vulnerable to every intense of damage until your next turn. After your shell is broken, you can’t use this trait again until you finish a long rest.
Shell Repair
After combat, you choose to spend one of your Hit Dice to repair your shell. Roll the Hit Die and restore that many hit points to the shell. This does not restore your own hit points and you cannot use this trait during combat.
Eye Stalks
You have a pair of eyestalks that extend up to 1 foot from your head and can move independently. You gain proficiency in the Perception skill. While your eyestalks are extended, you can see around corners or over obstacles without exposing the rest of your body, as long as there is sufficient space for them to extend.
Salt Vulnerability
Your snail-like body is sensitive to salt. While in contact with salt, you have disadvantage on attack rolls and ability checks. Additionally while out of your shell, any damage from a weapon or effect coated with salt is doubled against you. This trait only applies when outside of your shell and this vulnerability does not affect your shell.
Previous Versions
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1/15/2026 11:03:59 PM
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5
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5
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1/15/2026 11:10:01 PM
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5
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1/16/2026 12:10:28 AM
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7
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2/18/2026 9:40:32 PM
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9
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4/24/2026 5:23:45 PM
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10
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