Homebrew Cereps Species Details

Cereps are found in deep caverns, where the only light comes from large crystals fueled by a weakening celestial's power. Cereps colonies, which consist of 20 or more cereps, often remain undiscovered for centuries. Cereps look like a slightly bigger and stouter version of goblins, they have dark gray colored skin, black eyes, small pointed ears, and wear deep brown tunics. Cereps are normally very peaceful creatures and will rarely attack even when provoked; although if their young are attacked they will run on a rampage destroying anything or anyone that tries to hurt the young. When they are discovered, they enter a frenzied state and burrow out of their caves and homes; and they continue to dig until they reach another cave, not stopping for food or water. Cereps are very light-sensitive and do not do well above or near the surface for their first few days. They are very mechanically minded and can easily differentiate between different types of flora and are able to give in-depth descriptions about them. Cereps are able to hide with dark-colored terrain very well.

Cereps Traits

Your abilities are gained from the caves you species lived in that contained a dying celestial's energy

Age

Cereps are fully developed by the age of 15 but are still considered children until the age of 35. Cereps have an average lifespan of 220 years. Even by their eldest years, Cereps will retain the same prowess that they had when they reached adulthood.

Ability score increase

Your Charisma score increase by 1

Damage Resistance

You have resistance to forms of slashing and piercing damage from your stone-like skin gained from living in those caves for so long

ability score increase

Your Strength score increases by 2

Quaking Stomp

You can use an action to stomp your foot on the ground, releasing a shockwave forcing all creatures in a 10-foot radius to make a dexterity saving throw. On a failed saving throw, creatures will be required to take 1d12 force damage. The ground cracks and pieces of earth sink and fall creating an uneven gound which is difficult to get a good footing or grip on.

Deep Dark

Your character is able to locate a dense source or piece of darkness with a 20-foot range and call it to them. They can then use an action to control the darkness. This ability last for 3 rounds.

Celestial's energy

Using the energy from the celestial in your home cavern you are able to send dense shockwaves of energy to mold, break, or shape the earth that fit within a 10-foot by 10-foot by 10-foot cube. You can also use an action to send a wide directional blast of energy through the ground to send a single deep crack in the earth that extends to roughly 80 feet deep, or to search for objects and creature in that direction.

Previous Versions

Name Date Modified Views Adds Version Actions
10/20/2021 4:29:39 PM
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