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Version vom 25. April 2026, 03:25 Uhr von Admin (Diskussion | Beiträge) (Bulk race migration from WikiJS markdown)
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Statistiken Beschreibung

  • Creature Type: Humanoid (Beast)
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: You have Darkvision with a range of 60 feet.
  • Poikilotherm: You have resistance to either fire or cold damage (choose one when you pick this race).

Tribes of the Nessari

The Nessari are a race consisting of multiple tribes of beast people. Choose the tribe you belong to. You gain additional benefits based on your choice:

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Chamaeleine 🦎

  • Hidden Watcher: You have proficiency in the Insight, Perception, or Stealth skill.
  • Wall Crawler: You have a climbing speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Chromatic Veil: As a bonus action, you can become invisible. This invisibility lasts for 1 minute, or until you deal damage, force a creature to make a saving throw, or are incapacitated. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Crocodiline 🐊

  • Territorial Predator: You have proficiency in the Athletics, Intimidation, or Survival skill.
  • Lunging Movement: When you make a melee attack, you may move up to 10 feet as part of the attack. When you hit a creature with this attack, you can either grapple the creature as part of the same action or knock it prone. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
  • Lie in Wait: If you haven’t moved during your turn, you automatically prepare to strike. Until the start of your next turn, if a hostile creature moves within your melee range (including the range granted by your Lunging Movement) or takes an action within it, you can use your reaction to make one melee weapon attack against that creature.

Serpentine 🐍

  • Cunning Instincts: You have proficiency in the Deception, Medicine, or Stealth skill.
  • Toxic Override: You have proficiency with the Poisoner's Kit. When you make a damage roll that deals poison damage, it ignores resistance to poison damage, and immunity to poison damage is instead treated as resistance.
  • Shed Skin: Once per long rest, when you take damage or become grappled, restrained, paralyzed, petrified, poisoned, prone, or stunned, you can use your reaction to immediately end all of those conditions currently affecting you. You also regain hit points equal to 1d12 + your Constitution modifier.

Testudine 🐢

  • Natural Insight: You have proficiency in the Animal Handling, Nature, or Survival skill.
  • Aquatic Border Folk: You have a swim speed equal to your walking speed, and you can hold your breath for up to 1 hour.
  • Shell Defense: Your shell provides you a base AC of 16 + half your Proficiency Bonus (rounded up). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions.