Homebrew Gill-Man Species Details

Gill-Men are remnants of an ancient amphibious species that dwelled in primordial rivers, underground lakes, and forgotten lagoons. Their scaly bodies, webbed claws, and grotesque fishlike features make them objects of fear and fascination.

Although capable of reason, language, and even compassion, their alien appearance causes most civilized folk to regard them as monsters.

Some Gill-Men venture beyond their ancestral waters, driven by curiosity, exile, vengeance, or the desperate need to preserve their dwindling species.

Gill-Man Traits

Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) 
Speed: 30 feet

As a Gill-Man, you have these special traits.

Amphibious

Your body is naturally adapted to life both above and beneath the water. You can breathe air and water.

You suffer no penalties for fighting underwater with your natural weapons, and you can speak underwater, although your voice becomes a series of deep, guttural clicks and bubbling sounds.

Scaled Hide

Your body is covered in overlapping, hardened scales that protect you from physical injury.

When you are not wearing armor, your Armor Class equals:

AC = 13 + your Dexterity modifier

Webbed Claws

Your hands possess long, powerful fingers ending in razor-sharp claws. Your claws are natural weapons that deal 1d6 slashing damage on a hit. You are proficient with them and use Strength for attack and damage rolls.

Predator of the Depths

Your species evolved as formidable aquatic hunters.

While fully submerged in water, you gain the following benefits:

  • You have advantage on Dexterity (Stealth) checks made to hide in natural aquatic environments.

  • You have advantage on Wisdom (Survival) checks to track creatures through water using disturbed sediment, scent, or other physical traces.

  • You ignore movement penalties caused by underwater vegetation and natural aquatic terrain.

Lurker Beneath the Surface

You can remain nearly motionless beneath the water, waiting for prey to approach.

While submerged and lightly obscured by murky water, aquatic vegetation, or similar natural conditions, you can attempt to Hide.

Additionally, you have advantage on initiative rolls when combat begins while you are hidden underwater.

Crushing Grip

Beginning at 3rd level, your muscular arms and webbed claws allow you to drag prey beneath the surface.

When you hit a creature with a claw attack, you can attempt to grapple it as part of the same attack, provided the target is no more than one size larger than you.

The target makes a Strength (Athletics) or Dexterity (Acrobatics) check against a DC equal to 8 + your proficiency bonus + your Strength modifier.

On a failure, it becomes grappled by you. You can use this feature a number of times equal to your proficiency bonus per long rest.

You can grapple only one creature at a time using this feature.

Aquatic Ambush

Beginning at 5th level, you become exceptionally dangerous when attacking from the water.

Once per turn, when you hit a creature with a melee attack while you are fully submerged or have emerged from water during the current turn, you deal an additional 1d6 damage of the attack's type.

You can use this ability a number of times equal to your proficiency bonus per long rest.

The Call of the Deep

Your body requires regular immersion to maintain its natural health.

You must immerse yourself in water for at least 1 hour during every 24-hour period.

If you fail to do so, you suffer the following effects:

  • Your walking speed decreases by 5 feet.

  • You have disadvantage on Constitution checks made to endure extreme heat.

  • Your scales become visibly dry, cracked, and discolored.

These effects end after you immerse yourself in water for 1 hour.

This feature does not impose exhaustion and cannot reduce your walking speed below 5 feet.

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