Homebrew Anguisir Species Details
Ye cannot goad one of the serpent folk into hatred or fear, or evoke in it love or friendship. They may feign such things to cozen ye, but within they are always coldly, calmly calculating.
From the southernmost isles, nomadic serpent-folk travelled the land in search for trade and the attainment of rare spices and relics. However, unknowing of the horrors they would face in the Hivelands, their journey was not kind to them, and they began to seek refuge. It has been five years since their arrival at the gates of Asterron, and some could say that they’ve stayed long enough.
Their numbers no longer dwindle, and many of them are seen within the outer districts of the city. Their leaders beg the Royal Accord for rights to live within the city walls, but they are hesitant. There have been attacks on the outer walls, victims found poisoned. Whether they are being framed, or whether their true nature is starting to show is unknown, but it is always better to be safe than sorry.
Ability
Anguisir Traits
Your Angusir character has the following racial traits.Languages
The Angusir know Common.
Ability Score Increase
Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age
They mature at the same rate as humans, and can live to roughly 120 years old.
Alignment
Angusir come from a place that is considered to sit in a morally grey area – if an Anguisir feels as if they have earnt something, they believe they have a right to possess it. Sometimes, they are considered to be quite cold, lacking in empathy – but this is untrue – they merely think differently than the other races. These attributes have earnt them a Neutral alignment.
Size
The average Anguisir stand at about 5-6 feet tall when upright, but the total length of their bodies, head to tail, ranges from 20 to as much as 30 feet. Your size is Medium.
Speed
Your base walking speed is 30 ft. You also have a 20 ft climbing speed if the surface is rough, and provides enough room for your tail and hands to grip.
Blindsight
You can taste scents on the wind with your heightened senses. You have Blindsight at a range of 20ft.
Cold Blooded
You take an extra 1d10 damage when hit with cold attacks, and your speed is reduced by 10 ft for one minute (or you are warmed by an outside force).
Serpent's Embrace
Once you have a target grappled, they are restrained, and have disadvantage on checks to escape. Every time they fail a check to escape, if you choose, they can take a 1d4 bludgeoning damage. When grappling a target your hands are free, and you may make unarmed attacks or attacks using weapons with the Light property.
Virulent Maw
Your venomous bite counts as a natural weapon that you are proficient with. Your bite deals 1d8 piercing + Dexterity, and the target needs to make Constitution saving throw at the start of each of their turns with a DC of 8 + Proficiency + your Constitution modifier. If they fail, they take 1d4 poison damage, and the damage die raise each time the creature fails it’s saving throw to a maximum of 1d12. This induced condition last until they have succeeded on three of their saves, and you can’t use this ability again until you have had a Long Rest.
Merchants & Wayfarers
Angusir have a long and profitable history with the mercantile arts. You gain a proficiency in either Persuasion, Deception, or Intimidation.
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