Blemmigan (5e Race)
From D&D Wiki
|“||It has claws; it has a fierce double beak; but just now it seems disinclined to use them.||”|
|From Failbetter Games|
Blemmigans are sentient mushroom like creatures. They are typically hues of purple in color, with a large cap containing their brains over their stalks. Their face is just under the gills under the cap, and there is no specification of a head apart from the body. Their body is a continuous stalk. Their eyes are typically not visible, and they have notable fangs protruding from a wide mouth. Some say the fangs are actually parts of a beak. Instead of arms, they have tendrils that come from their cap underside. Two of these are particularly strong, which are their so-called "arms." At the base of their stalk body, they have six small nubs that allow them to scurry around.
These odd mushrooms claim ancestry from a humongous being known as the Uttershroom. It is unclear if they mean this to be a deity like Zuggtmoy or Psilofyr. Some speculate it could nbe a codename for some eldritch eldrazi being. It is described to be a massive mushroom the size of a mountain on which the blemmigan civilization began. There are blemmigans who believe they were born of the "dream spores" of the Uttershroom, made in its image but with the ability to see the world which the Uttershroom cannot. Others believe the Uttershroom spoke the blemmigan into existence using the magic of onomancy, hence its name.
Having largely left the Uttershroom, the blemmigan are a nomadic people, and usually lack goals or purpose in life other than seeing the most incredible and beautiful sights in the world. Many of them are tourists, gallivanters, and voyagers. Those who become well versed in the world take to becoming pedants to teach others. Blemmigans reproduce upon death, usually splitting into two new blemmigans from their corpse. They do not have gender and are asexual reproducers. It should be noted that blemmigans usually adhere to bartering, having no currency system, and not knowing how such a thing works. One notable good they are known to love is alcohol, which is what they vie for most from societies like dwarves, for their ale, and elven wine. Blemmigans who venture with others may drink their teammates dry.
Blemmigans usually give themselves names, as their ‘parent’ dies before their birth. They are born largely sentient and mature of mind compared to human babies. Their names are notably old-timey sounding and full of flourish and flowery language, of which they often attach long, convoluted, pseudo-scholarly origins to. Sometimes people traveling with a blemmigan when it dies will give its ‘children’ names. If they do not find it befitting their tastes, they will make their own.
Names: Hempstead, Gitterthorpkins, Lackstein, Ramshatapplebottom
Your Wisdom score increase by 2 and your Charisma score increases by 1.
Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1.
Age. Blemmigans live fairly long for a mushroom, up to about 70 years or so.
Alignment. They love to travel and do their thing, making them fairly neutral.
Size. Blemmigans are not very tall, usually ranging from 3 to 4 feet. Your size is Small.
Speed. Your base walking speed is 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.
Tentacles. Your smaller tentacles, while they are not as strong as your arms, still help you with other tasks, from picking up trinkets to ensnaring enemies. You have four smaller tentacles in addition to your two main arms. These tentacles can each carry or pull a weight of up to 10 pounds and have a reach of 5 feet. They are prehensile enough to perform tasks like opening doors or overturning jars. Additionally, they grant you advantage in checks to grapple other Small or smaller creatures.
Well-Traveled. You have seen and learned a lot of exotic things from your travels. You can choose one of the following options and your DM will pick the proficiencies:
• You are proficient in two skills.
• You are proficient in a tool, a language, and an instrument.
• You are proficient in one exotic weapon.
Fangs. Your sharp fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Fungoid. Your creature type is plant instead of humanoid. You can attempt to Hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. However, when you take fire damage, you are frightened until the end of your next turn.
Languages. You can read, and write Common.
Random Height and Weight
|3′ 2″||+1d12||90 lb.||× (1d4) lb.|
*Height = base height + height modifier