Physical Appearance
An amphibious race from a far away planet. The surface of the Homeworld is always drenched in downpour leaving its inhabitance very hydrated. they come in various shades of Blue and Green depending on which side of the planet they live and how often the come on land. their skin is moist or even wet and cool to the touch.
Their bodies adapt to land or water within a few days. all they need to do is spend 2 days within their new environment and their limbs will transform to adapt.
The large portions atop their head are called Eggna. They are filled with organs that store fresh water, this keeps them hydrated even when spending large amounts of time in dry conditions. one who is badly dehydrated will find their head Eggna small and shriveled.

Outside their home planet they need to find ways to stay hydrated similar to a Loclath

  • Ability Score:
    Your Intelligence score increases by 2 and Your Wisdom score increases by 1.
  • Creature Type:
    Your classified as a Aberration.
  • Lifespan:
    Ellgarhi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years
  • Alignment:
    Independent and self-reliant, Ellgarhi tend toward a neutral alignment
  • Size:
    Ellgarhi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
  • Speed:
    Your base walking speed is 30 feet and You have a swimming speed of 30 feet.
  • Languages:
    You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants
  • Acid Resistance
    You have resistance to acid damage
  • Limited Amphibiousness You can breathe air and water, but you need to be submerged at least once every 8 hours to avoid drying out. You also have resistance to cold damage.
  • Developed Eye
    Although Iblee has a single eye its far more advanced then most other creatures.
    You gain +5 on Perception checks
  • Call to the Wave
    You know the Shape Water cantrip.
    When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Inteligence is your spellcasting ability for these spells.
  • Artificer's Lore
    Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply
  • Tinker
    • You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
    • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
    • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
    • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

  • character/iblee/species.txt
  • Last modified: 3 weeks ago
  • by Cinder