Claustronoctiling (5e Race)
From D&D Wiki
|“||We had someone who was slated for execution this morning for murdering twelve people, but he vanished in the night. There were signs of a struggle, but no sign of the killer or whatever took him.||”|
Though their origins have been lost to time, what little is understood about these enigmatic beings is that they appear to those in the night and judge their past actions. If they are found innocent, they leave. If they are found guilty of a severe crime, the guilty is never seen again.
|A Claustronoctiling. Source|
These bipedal entities, though they appear to lack feet, walk and stand like they have feet only they can see and feel. The 'fur' on their bodies is actually thousands of thin, feathery tentacles. Large tendrils make up its tail, up to 7 or 10 a piece. While its mouth is closed, individual Claustronoctilings appear to have a small head with a long neck. But in reality, it has a huge maw with jagged teeth. A faintly glowing sack is attached to their backs, which feels similar to human skin. There is no flesh inside a Claustronoctiling but black, odorless smoke. A glowing holographic glyph hovers between their antlers and changes depending on their emotions and judgement.
Very little is known about these mysterious beings, but some theorize that they have been with sapient races since time immemorial. Others believe that they are travelers from a place beyond space and time that have come to the material plane to judge its inhabitants. If the Claustronoctilings know the truth of their origins, they aren't telling.
Despite their fearsome appearance, Claustronoctilings are known to be judges of good and evil and are surprisingly fair in their judgements of individuals. The glyph between their antlers is the ultimate tell whether or not the judged is innocent or guilty. If innocent, the glyph changes to a green check mark. If guilty of a horrendous crime, the glyph changes to a red X. What happens to the guilty remains unknown.
Though they rarely speak or take names for themselves, Claustronoctiling names are usually Common or Deep Speech.
Beings from another world that judge the good and punish the guilty.
Ability Score Increase. Your Wisdom score increases by 2 and your Constitution score increases by 1.
Age. Claustronoctilings mature at an age similar to humans, though their young are never seen. It is unknown how long they live to be, but some claim to have witnessed empires rise and fall.
Alignment. Claustronoctilings are often lawful good, but chaotic evil individuals are exceedingly rare. Those few evil members of their race have a constantly distorting symbol.
Size. Claustronoctilings usually stand around 10 feet tall and vary widely with weight, though they typically weigh 300 pounds. Your size is Large.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Morality Insight. You can cast the detect evil and good spell at will. You can only cast it five times a day, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Otherworldly Being. Your creature type is both aberration and humanoid.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Languages. You can speak, read, and write Common, Deep Speech, and one other language of your choice.
Random Height and Weight
|10′ 2″||+1d12||300 lb.||× (1d3) lb.|
*Height = base height + height modifier