Homebrew Daelago Species Details

Mysterious Aberrations

Daelago have a squid or jellyfish-like appearance under a squishy, yet surprisingly resilient, cap. Most of their tentacles are short and cover their entire underside, consisting of darker hues, commonly black or bluish-purple, though they do not disperse ink as a squid might. The caps are strong and rubbery, often lighter in hue, often set with a few small gems of varying size, shape, and color. Whether these gems are connected to the source of their magic is unknown. Additionally, they have two longer tentacles made of a similar material and color to their cap that extend roughly two-three feet when fully extended. However, they can be retracted to the point where they are not visible as well.

Eggs and Hatching

Their eggs seem to materialize out of nothing, as while they have gender it is clear a daelago is incapable of mating. There are multiple theories as to how these eggs appear: some believe that they appear near sources of magical power, whether that source is natural or due to a large amount of nearby magic users; others believe that a god or gods place daelago eggs for specific purposes to be fulfilled. Their general appearance and familiarity with Deep Speech suggests a strong connection to the Far Realm, however unlike most other aberrations daelago tend away from evil alignments, causing some to draw parallels to flumphs. The questions surrounding their origin doesn't seem to bother most daelago, however. They hatch from an egg with a fully developed personality and intellect, capable of using rudimentary magic, though what that magic is varies.

Upon finding a daelago egg, a person may carry it with them until it hatches. An egg will not hatch unless another being of suitable intelligence is nearby that the egg has been with for a long while. Typically an egg will hatch on it's own, but there are devices that can cause an egg to hatch immediately, provided that there is one nearby who had the egg on their person for a suitable amount of time. Daelago eggs are quite large and seemingly indestructible, with peril coming to those who have tried to break into them. Oftentimes they appear metallic and/or jeweled, causing them to be sought after by elites with no intention of hatching them. The hatching process causes the eggshell to disintegrate until absolutely nothing remains. 

Upon hatching, a daelago is incredibly loyal to their hatcher (the one with which their egg traveled), though that loyalty does have a limit, and there are rare instances of a daelago leaving their hatcher of their own accord. Usually, however, a hatcher must die before their daelago parts ways.

Daelago Names

Daelagos hatch with a name already in-place for themselves. All recorded instances of daelagos have a name ending in "ingo," "igo," or similar phonetic sounds, and don't differentiate between gender. 

Names: Amigo, Contigo, Digo, Domingo, Higo, Indigo, Ligo, Oigo, 

Daelago Traits

Your daelago has certain race traits deriving from their innate magical nature.

Ability Score Increase

Your Intelligence or Wisdom score increases by 2, and your Constitution score increases by 1.

Age

When a daelago hatches, they are fully matured with an established intellect and personality.

The physiology of a daelago is unfamiliar to most who study creatures, and due to the recency with which they've entered the mortal plane, it's uncertain just how old they can live. In addition, most daelago will put their lives before that of their hatcher, and find an unnatural end. Those who live on past the life of their hatcher, or those who disconnect, tend to live lives of solitude, making study difficult. However, it is clear that while they age very slowly, a daelago does age, and it is estimated they live to be around 250 years old.

Alignment

While daelago cover the alignment spectrum, very few are evil.

Size

Daelago bodies are between 1.5' and 2', though their tentacles, when fully extended, add another 2'-2.5'. Your size is small.

Speed

Your base walking speed is 0 ft.

Flight

You have a flying speed of 25 feet, and can hover. To use this speed, you can’t be wearing medium or heavy armor. You cannot fly higher than 5 feet off of the ground. If the terrain beneath you lowers, you float downwards at a minimum speed of 1 foot per turn, higher if you are wearing medium or heavy armor. You may increase this speed to freefall. Upon 5th level, you can fly up to 25 feet off the ground, and can hover without falling when the terrain lowers. You are immune to the prone condition.

Trance

You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elemental Aura

You can use your action to create an aura of destructive or healing energy. Choose one (this cannot be changed).

Damage: Choose an element from: fire, cold, lightning, acid, or poison (this element cannot be changed). The damaging aura is a sphere 20 feet in diameter, centered on a point within 15 feet of you. When you use your aura, each creature in the area must make a constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your aura, you can’t use it again until you complete a short or long rest.

Healing: The healing aura is a sphere 20 feet in diameter, centered on a point within 15 feet of you. When you use your aura, each creature in the area takes 2d4 healing. The healing increases to 3d4 at 6th level, 4d4 at 11th level, and 5d4 at 16th level. After you use your aura, you can’t use it again until you complete a short or long rest.

Languages

You can speak, read, and write Deep Speech and one language of your choice. Deep Speech is the language of aberrations, an alien form of communication originating in the Far Realm. It has no native script of its own, but when written by mortals it uses the Espruar script. The additional language is that of the hatcher.

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