Slann (5e Race)
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Mage Lord Apoca calmly finished casting his spell and gave a very slight nod to dismiss his attendants. Settling back into his palanquin, Apoca watched as the rampaging Orc horde began to stumble and fall, clawing at their throats, silently screaming as the first water elementals began to tear themselves free from their orc hosts.
Slann appear to be bloated and corpulent toad-like beings, with short stout legs, and even longer arms ending in thin dexterous fingers. Their skin can be perceived to be reptilian up close but often many think it looks slimy. They come in a variety of shades, ranging from red, and blue, but are most commonly green-skinned. Behind a slann's large bulbous body, and seemingly frail limbs lies a mind sharper than any sword.
The slann were spawned by the Old Ones, a race of godlike beings responsible for creating and nurturing the ancestors of the modern races. For thousands of years, the Slann acted as the Old One's assistants, helping them in a hundred different ways, from altering the geography and climate of the planet to leading lizardmen armies in extermination wars against aberrant and overly violent "vermin" races, who held no place in the old ones grand designs. The most famous of these races to survive these extermination wars are the goblin and orc species.
Eventually, after a series of particularly apocalyptic wars against a powerful race of chaotic aberrations, the Old Ones disappeared, leaving behind the slann to slowly decipher their grand design for the world. Slann thus have amazing insight and perceptions that are renowned and trusted by many.
The slann act as leaders of lizardmen communities, with a few slann working in concert as stewards of particularly huge cities in managerial positions of governance. Lizardmen all but defer to slann, most often because of a slight magical manipulation in their genes, done by the Old Ones themselves in their original spawning, to help protect and obey the slann. This is because slann alone are extremely vulnerable. They cannot stand on their own as their bodies react badly with floor surfaces and so must always be carried.
Slann adventurers and explorers are incredibly rare, with none but the youngest slann daring to leave the relative comfort and security of their home cities. They are seen as upstarts who will return in failure. The few who do leave hunger for more magical knowledge, to expand their skills and power, studying the mysteries and secrets of the world. This hunger is often looked down upon and seen as unhealthy since slann usually value stability and contentment.
Slann names are not gender-appropriated and are androgynous.
Names: Kroak, Chuqa, Xlotc, Nanahua, Quex, Xlti, Zhul, Mazdamundi, Tenoq, Tenchulli, Pocaxalan
Unmatched masters of magic and leaders of the lizardmen races.
Ability Score Increase. Your Intelligence score increases by 1, and your Wisdom score increases by 2.
Age. Slann are effectively immortal, dying only from violence or disease. They are incapable of breeding, however, and are considered a dying race by the few who know of them.
Alignment. Most slann are some form of neutral, originally spawned by Old Ones to help with the "Great Plan" altering the world, and secretly nurturing the younger races. Since the Old One's disappearance, the slann have remained separate from either race, rarely maintaining contact with most other species.
Size. Slann range from 5 to 6 feet in height. Your size is Medium.
Speed. Your base walking speed is 20 feet.
Floating Palanquin. You can cast the spell floating disk on yourself without material components. This disk is capable of moving at your base speed while you sit on it. You ignore difficult terrain while on the disc. You must take a long rest before casting this again. Your spellcasting modifier for the spell is your Wisdom
Alien Mind. You are resistant to psychic damage.
Winds of Magic. If you should roll a 1 on a spell attack roll or damage, you may reroll the dice. You must take the new result, even if it is a 1. You must complete a long rest before using this trait again.
Ancient Knowledge. You are proficient in the Arcana skill.
Tainted Earth. You have disadvantage on all attack rolls, ability checks, or saving throws while standing on the ground.
Arcane Savant. You know a cantrip from the wizard spell list. Wisdom is your spellcasting ability for it.
Leaders of Scale. You have advantage on any Charisma (Persuasion) checks against lizardmen and reptilian creatures of the like.
Languages. You can speak, read and write Common, and Draconic.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′ 0″||+/- 1d4||200 lb.||-/+ 8d20 lb.|