Labaranthine (5e Race)
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"Fear the Maze Demons. Once you enter their Labyrinth..." Labaranthine are mysterious, feared creatures with fiendish power.
Labaranthine look like any animal, except much larger. They usually have black or purple eyes.
Not much is known of the Labaranthine. The control a dungeon called their Labyrinth. If you enter, you do not come out. That much is known.
The Labaranthine lack society as they tend to pursue their own goals. On a rare occasion, they will collaborate to conquer or vanquish common enemies or targets.
Male: Decay, Torment. Any name they choose.
Female: Ending. Any they choose.
Maze Demons modify reality inside their labyrinth
Ability Score Increase. Your Charisma score increases by 2 and your Strength score increases by 1.
Age. Labaranthine are born mature and live until they are killed.
Alignment. Labaranthine tend to be more self oriented than most races, leaning towards chaotic and evil or neutral.
Size. Labaranthine vary in height and weight and tend to be Large, though some are Gargantuan and some are Medium. They follow the Oversized and
Speed. Your base walking speed is 40ft feet.
Beastial Immunity. You are a big animal. Your type is beast. You are immune to features that target humanoids only.
Decivers. It is in the nature of Labaranthine to lie. You are proficient in Deception.
Labaranthine Weaving. You can move things around. Once per day, you can make or close a doorway , or move walls. This feature is considered a spell of level 3 and can be dispelled. You can only use this feature on the Material Plane.
Languages. You can speak, read, and write Common, Infernal, Abyssal and two other language of your choice.
Subrace. Their are Labaranthine native to land, water, caves, and skies. Choose one
Ability Score Increase. Your Wisdom score increases by 1.
Climb. You get a climbing speed of 30ft.
Sage of the Cave. You know lots of the past, having read ancient inscriptions in your cave. You are proficient in History.
Cave Magic. You have read scrolls of power while in your cave, and learned some magic. At first level, you learn the Mage Hand cantrip. At level 3, you get the Chromatic Orb spell and can cast it as a level one spell. At level ten, you can cast Banishment at it's lowest level. Charisma is your casting ability for these spells.
Ability Score Increase. Your Strength score increases by 1.
Run. You get an additional 20ft of walking speed.
Brute of the Land. You are very intimidating, with your brute force and size. You are proficient in Intimidation.
Land's Resilience. When you drop to 0 hit points, but are not killed outright, you may choose to instead drop to one hit point. You must complete a long rest beforee using this feature again.
Ability Score Increase. Your Charisma score increases by 1.
Fly. You get a flying speed of 30ft.
Eagle's Eye. You've seen the world from high above. You are somewhat skilled in making out details. You are proficient in Perception.
Screech. As an action, you may let out an ear-piercing screech. Everyone within a 60ft cube that can hear you must roll a 1d6. On a 4 or higher, they take 2 thunder damage. On a 3 or lower, they take thunder damage equal to 2 + how much lower than 4 their roll was. They are also stunned for half as many turns as the damage, rounded down.
Ability Score Increase. Your Dexterity score increases by 1.
Swim. You get a swimming speed of 30ft.
Slippery. You spent lots of time in the water and have slippery skin. You have an advantage on saving throws against being grappled or restrained.
Magical Resistance. Your slipperiness extends to your mind. You have an advantage on mental saving throws(Intelligence, Wisdom, Charisma) against magic.
Random Height and Weight
|5′ 10″||+2d10||300 lb.||× (1d10x1d20) lb.|
*Height = base height + height modifier