Zaa' Hraa (5e Race)
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You are children of the Ultra-Mind, a huge brain which is said to have brought thought into the universe. You are a very intelligent creature, the Ultra-Mind created you to carry on the power of thought as the Ultra-Mind intended it to be. Not just thoughts and ideas, but a strong power that you and your brethren possess. The psychic power of your mind is both beautiful and terrible, able to sing to the minds of other creatures or crush them altogether.
Zaa' Hraa are aberrations that resemble the stereotypical grey-skinned extraterrestrial. They have a large head with big black shiny eyes and a small nose and mouth. The nose resembles just slits really. Zaa'Hraa are taller than humans by the average of a foot. Their big head's cranial area actually shows their inner brain, and their mouth is lined with tentacles. They have bodies that are limber and fibrous in muscle, with arms that are just two long tendrils.
Not much is known about where this race came from, but what is known is that this race originated somewhere in the Underdark. They are often assumed to be relatives of the mindflayer, who share similarly nebulous origins. However, where mindflayers originate outside of Toril, Zaa'Hraa are native. The two aberrations live down in the Underdark somewhat in spite, due to their clashing cultures and beliefs. Zaa'Hraa believed their Ulta-Mind to be the ultimate force, which trumped the illithid's Hive and protected them from their mind control. Illithid despise the zaa'hraa due to their psionic ability to resist their psion magic, similar to the followers of Gith.
Zaa'Hraa have been assumed to be perhaps Toril's native species of mindflayer. Similar to how people speculate mindflayers come from either space or time travel from beyond, it is a popular theory zaa'hraa is the dimensional copy of mindflayers, in the version of Toril. So, basically parallel universe twins. This is sometimes pointed out as a reason why they are inedible to mindflayers.
Zaa' Hraa tend to live in towns that border the entrances of the Underdark. However, they are rarely found actually in it. Although they are usually very mistrusting of outsiders, zaa' hraa live in very close communities with extremely tight bonds thanks to their telepathic connection to one another. Also, despite this races tendency for violence, a zaa' hraa that you have gained the trust of will never leave your side. Unlike illithids and their Hive Mind, the Ultra-Mind encouraged thought, as that was the supposed maxim it brought forth. Thus, zaa'hraa have free thinking, another thing that illithids hate about them. The two societies live in tenuous peace, where they seemingly check each other's abilities and so deter one another from all-out war. However, unlike the illithids, zaa'hraa are not as admired by other denizens of the Underdark like the drow.
Zaa' Hraa Names
Zaa' Hraa names are said to be "names that flow with the mind". They believe that the names of their offspring will have something to do with psychic power.
Male: Vodak, Biisakmat, Zakkat, Hedriiuk, Zporazangarkas, Wakik
Female: Shelsaa, Mendra, Kindis, Shailaa, Grunraj
Zaa' Hraa Traits
Offspring of the Ultra-Mind with psychic power that is unmatched.
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.
Age. Zaa' Hraa can live up to be 600 years old, and they mature fully at age 100.
Alignment. All zaa'hraa are bound to a lawful alignment in servitude of the Ultra-Mind.
Size. The average zaa' hraa height is about 5'10, and some taller ones can be up to 7 and a half feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Intellectual Fortitude. Your brain's psychic ability can augment your body's capability. When you fail a Constitution saving throw, you can re-roll the die and must use the new roll. You must finish a short or long rest before using this trait again.
Psychic Overload. As an action, you can push the limits of your psychic power, delivering a huge blow to the mind of one target you see within 30 feet. The target takes 2d8 psychic damage and must succeed a Intelligence saving throw or be stunned until the end of your next turn or until they take damage. The DC for this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier. You must finish a long rest to regain use of this trait.
Mental Fortitude. You are resistant to psychic damage.
Telepath. You can communicate mentally with another creature that knows at least one language within a 30-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
Languages. You can speak, read and write Common and one other language of your choice.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′ 2″||+2d12||130lb.||× 2 lb.|