Medrosakal (5e Race)

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Scales.png This page is of questionable balance. Reason: This race is significantly stronger than any first party race. There are way too many traits and nearly all of them are too powerful on their own. Namely, the not-fighting style in RAaMA, drow magic, a total +5 ASI, and the ability to petrify at first level.

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Physical Description[edit]


It is not known how or why, but for some reason drow are the only race able to produce halfbreed children with medusae. All medrosakal are female.

It is not apparent until about the age of five what their true nature is. When a medusa learns of what she has hatched, she immediately takes the abomination to the wilderness and leaves it there to die.

Usually, the child is found by other medrosakal, but is occasionally found by other races. When this happens, there is a 35% chance that the person(s) finding her will take her in. The other 65% will outright kill the creature. They can petrify at the onset of adolescence.

Unlike medusae, drow find medrosakal to be useful. When a drow finds one, they “rescue” the child — to be used for their own purposes. The child is taken to the drow’s home and is usually used as a slave, but treated better than their common slaves. If the medrosakal proves herself to the drow, she may be “promoted” by being set free and made a citizen. Sometimes she will be made a citizen upon returning to the drow’s home in order for the child to gain trust in her new guardian and, therefore, be more willing to do whatever the drow wishes. Medrosakal in drow society can hold positions of rank, but never anything higher than Marquise.

Medrosakal are not affected by reflective surfaces as medusae are. Because of this, they are very vain - they’re beautiful and they know it! In their homes can be found at least 1 full-body mirror in each room. It is a rare day that a medrosakal will not look into a mirror when passing by one.

Medrosakal Names[edit]

Medrosakal use the same naming conventions of their adoptive race.

Medrosakal Traits[edit]

Ability Score Increase. Your Dexterity and Charisma scores increases by 2 and your Intelligence score increases by 1.
Age. Unlike their medusa mothers, medrosakal are not immortal, though some may question this. They mature at the same rate as humans do and reach adulthood around the age of 20. They live much longer than humans, however, and live even longer than avariel elves, often exceeding 3,000 years.
Alignment. Medrosakal generally tend toward the neutral alignments.
Size. Medrosakal stand between 5 and 6 feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. Your darkvision has a range of 120 feet.
Keen Senses and Comliness. You have proficiency in the Perception and Persuasion skills. Males make their rolls against your Persuasion with Disadvantage.
Fey Ancestry and Immunities. You have Advantage on Saving Throws against being charmed and magic cannot put you to sleep. You are immune to petrification, your own poison from your snake hair and anything that would cause you to change your gender.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per long rest. When you reach 5th level, you can also cast the darkness spell once per long rest. Upon reaching 6th level, you may acquire the Drow High Magic feat. Charisma is your spellcasting ability for these spells.
Reduced Armor and Master Archer. Any armor you wear (up to and including chainmail) has a -1 armor class (AC) penalty and is 20% lighter due to the modifications made to expose their bodies. This means that leather armor would be AC 10 + your Dexterity modifier and weigh 8 pounds, chainmail AC 15 at 44 lbs., etc. Increase the maximum Dexterity bonus by 1 and in the case of chainmail, remove the Strength requirement.

Their armor also costs more because of these modifications. Multiply the base price by x1.25 to find the price of this armor. They are limited to chainmail as the heaviest armor they can wear and cannot wear helmets, no matter what class they are.

You are proficient with woodcarver’s tools. When using these tools to make bows and arrows, you do so with a +2 bonus.

You are +2 on attack rolls with bows and you always roll with Advantage.
Silent Walk. You naturally walk without making noise and can thus not be detected by Wisdom (Perception) checks requiring sound while walking and you do not need the Stealth skill. You are always considered to have rolled a natural 20 (confirmed) when you walk.
Snake Hair. Your hair ranges from white to black, or any shade in between, but always with a greenish tint and it’s always 2 feet in length. If it is cut for any reason, it will instantly regrow to its original length. 2d4+4 snakes are hidden in your hair. They are 2 feet long and are perfectly hidden due to the fact that they are naturally streaked to look like your hair.

As an action, you may attack with your snakes. On a hit, they deal 1d4 plus your Strength modifier points of piercing damage, plus 3d6 poison damage. Your target must make a Constitution save for half damage from the poison (save DC = 8 + your proficiency bonus + your Charisma modifier). You are always proficient with your snakes for attacking.
Petrifying Gaze. When a creature that can see your eyes starts its turn within 30 feet of you, you can force it to make a Constitution saving throw (DC 8 + your Charisma modifier + your proficiency bonus) if you aren’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save is restrained. At the end of its next turn, the creature is no longer restrained.

When you reach 11th level, when you use this ability and the creature fails the save, the restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

This ability is usable 3 times per long rest and is not an automatic function. You must activate it willingly as a Bonus Action. Activating this ability does not provoke an attack of opportunity.
Self Reproduction. Medrosakal do not have sex for procreation, but for pure pleasure. This is because they are infertile and cannot procreate by normal means. When you reach the age of maturity, you automatically become pregnant and deliver the child 10 months later. If you are mortally wounded, you must find a safe place to hide and a cocoon-like substance will surround you. If you are not found and killed within 72 hours, your stomach will burst open as a new medrosakal emerges into the world. This new medrosakal grows to full maturity within 3d6 hours with half the levels (minimum level 1) and completely different persona of the now dead parent. Roll for random alignment.
Proficiencies. Medrosakal are proficient with daggers, longswords, longbows and shortbows.
Languages. You can speak, read and write Common, Elvish and Undercommon.

Random Height and Weight[edit]

5′ 0″ +1d12 110 lb. × (5) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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