Homebrew Alnarian Species Details
The alnarians were, at one point, a colony of mind flayers. However, when their elder brain ceremorphosied into a sea serpent, it changed them and gave them aquatic features. After the elder brain-serpent was killed by a dragon turtle, however, the mind flayers were free. Most decided to go find another colony to join, but some valued their newfound freedom and stayed in their underwater abode. Now, after about three thousand years of evolution, the mind flayers have changed into creatures almost entirely different from illithids. Their heads are slightly elongated to the sides, and they have two eyes on each end, one facing to the side and one facing to the front. They have deep green skin that is naturally armored, and tentacles four tentacles that extend from their waists and backs. They also have clawed, webbed hands and flipper-like feet that help propel them through the water more quickly.
What the alnarians have retained from the illithid heritage is some portion of their psionic abilities. For example, most all alnarians can use telepathy, and some can even use a limited form of telekinesis. However, they have no recollection of ever being mind flayers, since the original aquatic illithids were trying to move away from their legacy for psionic slavery and domination.
The alnarians have managed to spread to almost every part of the Material Plane, and most alnarian civilizations at least have stories about other alnarians on other worlds. However, very very few of them have ever actually done traversed the planes and found another group of alnarians on another world.
Alnarian Traits
Since the alnarians have had thousands of years to evolve and develop undisturbed in the deep oceans, they have the following traits:Darkvision
Since the alnarians have lived in the blackest of abysses for the past three thousand years, they have developed a way of seeing in the total blackness. You have darkvision out to a range of 120 feet.
Tentacles
The alnarians have developed tentacles that grow out of their backs and waists, to better swim faster, capture prey, and grab things. You have four tentacles that extend from your back that you can use to attack with out to a range of 10 ft, dealing 2d6 bludgeoning damage and forcing the target to make a Strength saving throw (DC = 8 + your Strength modifier + you proficiency bonus). On a fail, the target is grappled by you until the end of the next round. Your tentacles can also grab things like a normal arm.
Telepathy
As a vestige of the hive mind of the illithids, the alnarians have the ability to use telepathy. You can establish a telepathic connection with a number of creatures equal to your proficiency bonus plus your Intelligence modifier. The target hears you in a language it understands. You and the creature that you are linked to can communicate telepathically as long as you are on the same plane of existence as it. This link lasts until you establish one with another creature, at which point your oldest connection is broken. You or the linked creature can also voluntarily end the connection at any time.
Shepard of the Deep
The alnarians have been able to forge a deep connection with the denizens of the seas. You are proficient in the Animal Handling skill, and have advantage on all Animal Handling checks made on a creature with a swim speed.
Ability Score Increase
The alnarians have adapted to their highly pressurized and sometimes toxic environment, giving you a +2 bonus to your Strength score and a +1 bonus to you Constitution score.
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