Homebrew Xixchil (Dungeon Dad) Species Details

Xixchil are a bipedal mantic species that can be found anywhere intelligent creatures congregate. While somewhat monstrous in their appearance, the xixchil are a highly intelligent people who navigate the world around them with as much variance and autonomy as any other intelligent group of mortals. Xixchil are often mistaken for thri-kreen, and while it is possible the two species may share an ancestor, their insectile appearance is where all similarities start and end. Unlike the thri-kreen, xixchil are equipped with two powerful scythed forelimbs that are capable of cleaving through flesh and bone with ease. However, they seldom use these built in blades for violence, instead, opting to use them as a natural aid in practicing surgery.

To the xixchil, complex medicine and surgery are akin to a religion for many other peoples. Their cultural devotion to the perfection of sculpting living flesh is beyond what even the most capable healers can do with the assistance of magic. Xixchil are particularly adept at modifying living tissue to any end, be it cosmetic, practical, or something in between. Many xixchil espouse the virtues of customizing one’s own body, believing that the body is akin to a house the soul inhabits, and that the body only becomes a home when its occupant has taken the time to decorate and modify it to suit their personality and needs.

Credits:

Created by: JOSIAH “DUNGEON DAD” AMBROSE
Art by: TAM
Editing: Faye Morel

 

Xixchil (Dungeon Dad) Traits

Xixchil Traits

Bladed Forelimbs

When you hit with your Unarmed Strike and deal damage, you can deal Slashing damage equal to 2d4 plus your Strength or Dexterity modifier instead of the normal damage of an Unarmed Strike. This damage increases when you reach character levels 5 (2d6), 11 (2d8), and 17 (2d12).

You cannot wield weapons or use equipment with your forelimbs.

Darkvision

You have Darkvision with a range of 60 feet.

Secondary Arms

You have two smaller arms below your primary pair of bladed forelimbs. The secondary arms can manipulate an object, open or close a door or container, perform the somatic component for a spell, pick up or set down a Tiny object, wield a shield, or wield a weapon that has the light property.

Surgical Precision

You have proficiency in the Sleight of Hand skill. Additionally, attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons.

Unusual Body

Armor made for creatures with typical humanoid anatomy does not fit you (unless it is magical in nature). Armor must be specially crafted to fit your body, and costs double its typical cost.

Paralytic Poison

When you reach character level 3, you can create a single dose of Injury Poison as a Bonus Action. The poison is only effective against a target you have hit with a melee attack within the past 24-hours, chosen by you when you create the poison. The poison is held in your mouth upon creation, and can be spit onto a weapon or piece of ammunition within 5 feet of you as part of the same Bonus Action. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest

A creature subjected to the poison makes a Constitution Saving Throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, the creature has the Paralyzed condition until the end of its next turn.

Creature Type

You have the Monstrosity Creature type

Previous Versions

Name Date Modified Views Adds Version Actions
6/29/2026 5:11:53 PM
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