Homebrew Duthka'gith (5.5e) Species Details

The skin of a duthka is coarse and scale-like, shaded in deep reds with brighter orange along the palms, soles, and underbelly. Their mouths are elongated and hardened, framed by backward-sweeping bone spikes, and their slitted pupils reflect a cold, predatory awareness. Though broadly resembling githyanki, they are larger, heavier in presence, and unmistakably touched by something more primal.

The duthka’gith are a mutant offshoot of the githyanki, bred by Vlaakith CLVII to serve as super-soldiers. Drawing on ancient pacts with Tiamat and her consort Ephelomon, their creation fused githyanki stock with red dragon essence and traces of fiendish ichor through psionic and arcane experimentation. What began as warped hatchlings has since become a true-breeding lineage of formidable warriors.

Stronger, faster, and sharper than their ancestors, duthka’gith embody the worst extremes of their heritage—githyanki cruelty, draconic arrogance, and fiendish volatility. They see themselves as superior by birth, often discarding the rigid discipline of githyanki society in favor of brute dominance. Though intended as commanders, their pride and defiance make them unreliable leaders.

As a result, they are most often used as shock troops rather than generals—unleashed behind enemy lines from the backs of dragons, where they carve through foes in relentless, unrestrained violence.


Duthka'gith Traits

Creature Type: Humanoid or Aberration
Size: Medium (7-8 feet tall)
Speed: 30 feet

As a Duthka'gith, you have these special traits.

Duthka'gith Ancestry

You gain a breath weapon, damage resistances and natural armor associated with your Githyanki and Red Dragon ancestry.

Breath Weapon

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 Fire damage. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).

You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistances

You have Resistance to Fire and Psychic Damage.

Natural Armor

Your coarse, scale-like skin provides a base Armor Class of 13 + your Dexterity modifier. If the armor you are wearing would give you a lower Armor Class, you can use your natural armor instead. You can benefit from a shield while using your natural armor, applying its bonus to your AC as normal.

Darkvision

You have Darkvision with a range of 60 feet.

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