Homebrew Tremannelids Species Details

      The Tremannelids are a race that is most often found in the ground, rarely coming out from their dens for anything besides hunting, but occasionally one will become an adventurer out of boredom, greed, or many other reasons. The Tremannelids often have lifespans comparable to that of Dwarves, living roughly 300 years, and are considered adults at age 25. Tremannelids have tails averaging 10 ft long, sometimes shorter and sometimes longer depending on age, geographical location, and how well fed they where while growing.

     Smaller clans are generally known to know little of the world outside of their clans while Larger clans are known to sometimes trade with other Civilized clans of the world, those that don't mind their monstrous appearance or that have been helped in some way by the race, Most Commonly dwarves who the Tremannelids have provided aid in digging mines for.

   The Tremannelids have a class system, with the The elderly being being protected and cared for by the young, and the Physically strong being Warriors while the Mentally gifted take on the roles of scholars and teachers, and some who show potential in both become nobility. All clans in a country bow to one leader who is most often born into the role, though sometimes if the King or Queen has been deemed unfit, they will be outcast forcefully and a new leader will be determined based on a combination of their strength and intelligence.

Tremannelid Names: The Tremannelids commonly take names from the common language, but all of those of nobility are given an Title of nobility by the King or queen, such as Lord and Lady, Baron and Baroness, etc

Tremannelids Personality/Alignment: Tremannelids are generally a race that enjoy order and peace, and enjoy being left in peace. It is not uncommon for clans to come together to have celebrations of peace every three or four months when there has been peace, though they often have to import Bards form other civilizations, for many clans do not have enough bards to keep up with the revelry .Tremannelids are most commonly Lawful neutral in alignment, but some clans have been known to side with good, while some have sided with evil. It is rare but not impossible to see a true neutral or chaotic Tremannelid. 

Tremannelids Traits

as a Tremannelid your character has the following traits

languages

As a Tremannelid, you know Common and undercommon

Burrowing

Tremannelids have the natural ability to burrow (20ft burrow speed) But are unable to burrow when holding anything in their hands, thus requiring them to be unarmed to burrow. 
They are also unable to attack directly from underground even using unarmed attacks, and must fully surface if they wish to make an attack

size

Your torso is as large as an average human, and your tail averages 10ft (shortest tail length is 6 ft, longest is 14) of which between 1 and 3 feet is counted in your height , your tail looks like the body of a worm

your size is medium and you are considered Humanoid, your height is roughly 4'5 to 6' tall

Speed

As a Tremannelid you move at 30 feet a round above ground, but while burrowing you have a 20 foot movement speed, from your race's natural adaptation to and skill at burrowing 

Alignment

As a tremannelid you naturally Lean towards being Lawful, and neutral, but some tremannelids have been known to be evil or good, and some rarer few have been known to be chaotic or true neutral

Ability Score Improvement

As a Tremannelid, you're life underground has strengthened you, and made you more enduring, Granting you a +1 to strength and +2 to constitution  

Age

Being a tremannelid you can live to be 300 years old, sometimes a bit longer in the right environment
you reach maturity at age 25

Tremorsense

As a tremannelid, you have tremorsense of 20ft as well as your normal vision.
creatures with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance.

Constrict

You can use your tail to constrict enemies. It counts as a natural weapon for you, which you can use to make an unarmed strike with. It uses your strength modifier for attack rolls. It has a reach of five feet, and you are considered proficient in it

If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier,
and the target is grappled unless they succeed a Dexterity save, DC 8+ your proficiency bonus + your dex mod. The escape DC for a successful grapple is 8 + your proficiency bonus + your Strength modifier

 

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