Two-Headed Dragonbeast (5e Race)
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The Two-Headed Dragonbeast simply looks like an anthropomorphic Hideous Zippleback. They have green skin most commonly but can have blue, pink, or purple. They have flat bulbs lining their necks and tails which allow them to "zip" their necks and tails together to give the illusion of one neck and one tail. They are one of the few Dragonbeasts who's arms don't go to their knees, as well as not having double jointed legs, instead having the typical one joint, because of this some confuse them for a two headed dragon born. As they are naturally born Siamese twins, the heads have to different personalities and typically bicker like arguing siblings, because of this they sometimes they forget are conjoined and try going opposite ways and wind up being pulled together. They also have prehensile necks that allow them to wrap around and distract and confuse people.
These dragonbeasts came about like they all did, shortly after the Zipplebacks came around and they took over shortly after.
Though they live in villages and are social despite the bickering heads, they still hunt solitarily, and still use stealth tactics.
Two-Headed Dragonbeast Names
Due to the two heads having different thoughts and personalities, the heads typically have 2 different names
Male: Barf and Belch
Female: Whip and Lash
Two-Headed Dragonbeast Traits
Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1
Age. They mature around 20 and live to 200
Alignment. Like most dragonbeasts they are typically neutral
Size. You are typically 15 feet, your size is Large
Speed. Your base walking speed is 25 feet. Your base flying speed is 35 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.
Brain Transmission. Both heads transmit signals to the other, effectively letting you take the effect of a long rest with one head whilst the other stands watch. Enemies have disadvantages on stealth checks against you.
Flammable Gas (Shot Limit, 6). Like most dragonbeasts you have a breath attack, though yours is special. You can produce gas from the left head and sparks to ignite it from the right. With this you can make yourself into a living flamethrower, shoot a fire bolt, or make a temporary firewall. If an enemy is hit by the flames, they must make a DC (8 + Proficiency mod + Dexterity mod) or take 2d6 fire damage, or half on a successful one. You can also fire the gas itself to make cover or as an attack, when an enemy is hit by just the gas, they must make a DC save (8 + Proficiency mod + Constitution mod) or take 2d6 poison damage, with an additional 2d6 every turn. After you exhaust all your shots you must finish a short or long rest before you can use them again.
Flaming Ouroboros Formation. You are capable of igniting yourself with no damage, and then rolling into your target, when you do this you can make one unarmed strike at every creature within a 20 foot line. On hit, the enemy must make a DC (8 + Proficiency Mod + Dexterity mod) or be dealt 2d6 fire and 2d6 bludgeoning damage. This tactic consumes 1 Shot form your Shot Limit
Under cover. When in a fog (including your ammonia fog) you have advantage on stealth checks.
Languages. You can speak, read, and write Common and Draconic.