Quagsire (5e Race)
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|“||"I'll be careful not to bonk my head while fighting."||”|
|—Quagsire, Pokemon Mystery Dungeon: Red/Blue Rescue Team|
|A group of quagsire (pictured below) wait patiently with objects in hand to perform the good-luck ritual at Blue Moon Falls (pictured above). Source|
Quagsire are light blue and bipedal amphibian. Its head is broad and round, having little neck to distinguish it from the rest of quagsire's body. It has a wide mouth and tiny, black eyes. A purple, wavy stripe runs down its back, and along its spine is a dark blue fin. This fin is larger on the male than on the female. Its hands and feet both have three digits.
Some quagsire and known to have light purplish, pinkish skin instead of light blue with their back fin being a dark purple instead of a dark blue.
Quagsire, along with their wooper young, were first discovered in the Johto region and can be found almost anywhere there's fresh water, although they prefer marshes and swamps. They are not known to naturally appear in tropical regions such as Hoenn or Alola.
These giant salamander-like creatures start out as woopers. These creatures, which look much like axolotl, are small blue creatures with a large, round head with branching gills on either side of it's head. Males have more branches than the females. Unlike quagsire, they possess no arms, no back fin or stripe, and instead have 3 curved stripes on it's belly. They often possess a big smile, and their cute appearance and small size make them popular. Unfortunately, cute as they may appear, their body is covered in a poisonous film that, while not deadly, will cause a sharp sting when bare skin makes contact with it. This film helps keep it hydrated when it leaves the water.
Eventually, wooper develops arms, grows more plump, and becomes a quagsire. These creatures are laid-back and quite dimwitted, often times bumping it's head into rocks and boats as it swims. It is also quite lazy, as it will often stand in one spot in water, mouth wide open, and wait for fish to swim inside. Interestingly enough, you're more likely to run into a quagsire than you are a wooper, but this is most likely because wooper don't often leave the water and spend much of their time buried in the mud.
Quagsire will live in colonies of varying size, though they don't usually exceed 20 members. These creatures get along with most any other race, and have no natural enemies to speak of. However, you'd be hard pressed to find a quagsire in human society, as they prefer the muddy water of swamps.
The quagsire of Johto are known to perform a strange ritual to bring good luck. Once every year, quagsire from all over the region collect round objects and bring them to Blue Moon Falls. When the full moon rises above the waterfall, the quagsire throw their objects into the air and launch them over the waterfall by firing water from their mouths at a high pressure. The objects float back down the river, imbued with the luck of the blue moon, but the very last item to come back is said to be the luckiest. Interestingly, the quagsire never keep any of the items used in this ritual and instead allow the river to carry off every one used in the ritual.
Quagsire names are usually Aquan.
Carefree and dopey creatures who would much rather relax in muddy water than fight.
Ability Score Increase. Your Constitution score increases by 2.
Age. Quagsire mature at 15 years and can live on average up to 80 years.
Alignment. Given their carefree nature, quagsires lean towards neutral alignments.
Size. Quagsires stand a little above 4 and a half feet tall. Your size is Medium.
Speed. Your base walking speed is 25 feet. You have a swim speed of 25 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.
Amphibious. You can breathe air and water.
Damp. You have resistance to fire damage.
Water Absorb. If you short rest in a body of water, rain or similar water-based environments you gain temporary hit points equal to your proficiency bonus, while you have at least 1 hit point. These temporary hit points last until your next long rest.
Unaware. You have disadvantage on Wisdom (Insight) checks.
Mud Shot. As an action, choose a creature within 30 feet of you. That creature must make a Dexterity saving throw as you spit a shot of mud at them. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save. and half as much damage on a successful one. The damage increases to 3d6 at 6th level. 4d6 at 11th level, and 5d6 at 16th level. After you use Mud Shot, you can’t use it again until you complete a short or long rest.
Languages. You can speak, read and write Common and Primordial (Aquan).
Random Height and Weight
|4′ 7″||+1d4||165 lb.||× (2d4) lb.|
*Height = base height + height modifier