Oomukade (5e Race)
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A monster having the lower body of a centipede and the upper body has the form of an alluring beauty that gives off a dark impression.
They have potent poison within their bodies. When they spot prey, they use the mouth of their upper body, along with the maxillipeds around their necks and at the tip of their tail to bite and inject poison into the pray’s body.
Rarely Leaving the Underdark and being reclusive by nature, most have never seen the Oomukade. Some have said that they are a sub-species of Drider though the few that have been studied have professed to have no connection.
They have a melancholy, depressive disposition. However, they also have a ferocious nature at the same time, and when they spot prey, they aggressively assault.
They prefer dark, wet places, and they normally live in the Underdark but have been very rarely found in shadowy woods, deep in the mountains, caves, etc.
Large centipede monstrosities with a knack for poison.
Ability Score Increase. Constitution score increases by 2, and Strength or Dexterity by 1.
Age. Oomukade mature quickly, reaching adulthood at the age of 6 and rarely live past a single century.
Alignment. Tends towards neutrality.
Size. Your lower body makes up most of your size, their centipede bodies can be as long as 10-12 feet long, and their human body is around 3-4 feet. Depending on how much of your lower body you use you can stand anywhere from 8-10 feet tall. Your size is Large.
Speed. Your base walking speed is 35 feet.
Centipede Half. Even though your size is Large, your upper, humanoid torso is still of similar scale to that of other humanoid races. You count as Medium for the purposes of wielding weapons. In addition, due to your lower body, you cannot make use of mounts.
Superior Darkvision. You have darkvision out to a range of 120 ft.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Bite. Your maxillipeds around your neck or at the end of your tail are natural weapons, which you can use to make unarmed strikes using Strength or Dexterity (your choice). If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Your maxillipeds are considered finesse and on your tail maxillipeds have reach.
Poison. If you hit a creature with a bite attack you may inject your prey with poison. The creature must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 poison damage on a failed save, if the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your poison, you can't use it again until you complete long rest.
Languages. Common and Undercommon.