Homebrew Humanoid Chimera Species Details
An abomination never meant to set foot into the world, the Humanoid Chimera is a race built upon the work of a mad Wizard named Hevakri Xiltience. She herself was a Simic Hybrid, and desired to delve further into genetic modification, so much so that she created life. This life however, was unhinged, violent, and often, unstable. Over her years of study and research she finally "perfected" a life form that was:
1. Able to reproduce
2. Able to grow past the adolescent part of life, and
3. Had the benefits of not one or two but three other races.
With the resilience of the Leonin, the cunning of the Yuan-ti, and the playful charm of the Satyr, this new creature was a sight to behold. A lions head, venomous fangs, a fur covered torso, clawed hands, goat-like legs, and a snake's tail.
Humanoid Chimera Traits
Your Humanoid Chimera character has the following racial traits.Ability Score Increase
Your Charisma score increases by 2, and your Constitution score increases by 1.
Age
Humanoid Chimeras mature and age about the same rate as humans.
Alignment
Humanoid Chimera are treated with strong feelings of animosity as they are an abomination. Humanoid Chimera tend to lean towards evil alignments, though there are some who wish to prove those who approach with disdain wrong.
Size
Due to incessant genetic modification, Humanoid Chimeras have a slightly stunted growth and reach an average height of 5 feet 10 inches.
Speed
Your Base walking speed is 30 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Claws
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Daunting Roar
As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Poison Resistance
You have resistance to poison damage and advantage on the being poisoned condition.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Languages
You can speak, read, and write Common, Draconic, and Sylvan
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