Leucolith (5e Race)
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Leucolith[edit]
“ | White stone... Yes, like a shell, you know? Like those things that washed up on the beach... Ah, if only we never found those things... | ” |
—Ukermas Jiggerman, loremaster of Ginast Cove |
Physical Description[edit]
By Yanied |
The leucolith as a species of humanoids that sport pale bodies. These bodies are known to be very flexible, rubbery, and even able to squish a bit like an ooze. They tend to be similar to humans in height, but thinner or just strangely distributed in stature because they lack real bones. Like an ooze, their body has the texture of gelatinous mucus, though they do have actual flesh. The head of a leucoliith is its most prominent trait. It resembles a mishmash of different sorts of gastropod shells. Their head is a calcified amalgam of various snail and conch structures stuck together in a messy formation. At the base, where their rubbery neck is, is also where their eyes peep out from various crevices between these shells. Like their pale and milky body, the head of a leucolith is pearly white. Each and every one of the shells is very hard and bleach white. They sometimes secrete a black acidic goo from wherever their mouth is in their head and it runs down their body. They use this tactic when protecting themselves from those who might want to make tactile contact with them. Their mouth can also protrude outside their head in the form of a fleshy proboscis lined with teeth to feed.
History[edit]
Leucolith means 'white stone,' though no one knows who gave them this name. According to legend, leucoliths originated from somewhere in a lost oceanic world, perhaps from the Elemental Plane of Water. Their transplant into their new home is not an entirely pleasant one. The legend goes to elaborate that white sand began to wash up on certain beaches. People who came in contact with this material became very ill and their flesh began to change. Their skulls and very bones also began to metamorphose into something very alien and strange. And that was the leucolith. These freakish creatures would usually be chased out as diseased. In a sense, whatever those white powder sand bits were, they are theorized to be parasitic microscopic organisms that change the hosts they infect, changing them into leucoliths. They seem only able to affect humans though. Upon transformation, leucolith are like new creatures reborn.
Society[edit]
Because of the overall creepy and invasive emergence of leucoliths, they are seen as otherworldly creatures that are hostile and harmful to existing societies. The events of white sand prompted many kingdoms to have their magicians and knights on the lookout for such material and to exterminate any traces of it, along with any leucoliths they encounter. Whatever leucoliths evaded such efforts largely fled inward and hid in a variety of cave systems. Leucoliths reproduce asexually, by secreting their seed from their shell-like heads and keeping it in a moist environment. As such, most leucoliths are found inland within damp and wet cave structures deep underground. They are somewhat primitive creatures in that they live without much civilized norms in their subterranean world. These colonies of leucoliths communicate nonverbally via sounds emitted from within their shell heads that form a complex and atypical language. For the most part, they live as scavenging hunters, prowling the caves for a meager existence. They have developed a lot of stories to justify never returning to the surface world due to persecution. Some do brave through these and go out.
Personality[edit]
Most people think leucoliths to be alien creatures with psychopathic tendencies towards other races, and so lack sympathy and empathy. This isn't exactly true since leucoliths are receptive to gestures of things like kindness. However, these kinds of benign interactions are also extremely rare. Usually, leucoliths are flighty and twitchy. They are generally averse to situations of hostility and prefer to flee if they can. However, in groups they seem more emboldened. It has been observed that leucoliths encountering lost travelers in cave systems can actually be very dangerous in numbers more than three. It is believed that a lack of social interaction, as well as their general meager existence, has pushed leucoliths to adapt a very survivalist mindset in general. The few who exist outside their origins in the caves do still retain some of these tendencies, being colder towards others and caring first to secure necessities in cases of accidents.
Leucolith Names[edit]
The leucolith names are very strange, with something like a codename and then a designated number. Supposedly, these names originate from whatever origin the leucoliths come from, as in, the mysterious thing in the sea. They are referenced in ways similar to models or products produced from a factory, which some of them refer to as their home, though this is arcane and ambiguous. Usually, leocolith sexes are almost indistinguishable save for the gonads hidden within the boney crevices of their heads. Otherwise, their codenames are gendered. Males usually end with a hard "t" sound and their numbers are usually lower multiples of 4 or 3. Female leocoliths end with soft "f" and "r" sounds, and have higher value numbers that are multiples of 9 and 7.
Male: Launt-32, Serigant-4, Dorunt-21, Covagnt-15
Female: Serif-18, Donarr-81, Enerr-49, Onoraf-36
Leucolith Traits[edit]
Mollusk-headed pale humanoids
Ability Score Increase. Your Dexterity score increases by 1, and one other ability score of your choice increases by 2.
Age. The lifespans of leucoliths have a strangely varied range. None are known to live over 300 years, but there can be those who die as young as 15. It is surmised that their bodies can be rendered unstable due to their formation and recreation of flesh. Leucoliths who live less than 50 years tend to collapse into puddles of goo. Older ones will usually shrivel away in a more natural manner.
Alignment. They tend to be neutral and self-interested. Driven from the coasts after decades of bad press, leucoliths make their living in the dark. They don't adhere to many social norms. Interestingly, while they warn against persecution, leucoliths rarely hold grudges.
Size. Leucoliths are about as tall as humans, but with statures that are less emphatic on weight and a less conformist humanoid shape. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Seavision. The eyes of leucoliths are well adapted to see underwater, not being affected by salt or blurriness in liquid. You do not suffer any penalties to vision when in underwater terrain.
Amphibious. You can breathe both air and water.
Malleable Body. While unarmored, you take no penalties while squeezing. In addition, you can spend 1 minute to move 5 feet through spaces as small as 1-foot wide (roughly the size of yoru shell-like head). Any items that cannot fit through a space you pass through are left behind. Finally, you can don or doff armor as an action.
Acid Coat. If a creature hits you with a natural weapon or unarmed attack (bites, claws, kicks, etc., eg.), they take 1 acid damage. If a creature successfully grapples you, they take 1d4 acid damage, and do again at the start of their next turn while they're still grappling you.
Languages. You can speak, read, and write Common and Primordial (Aquan). The voice of a leucolith is often said to sound like an echo from within the shell-like head.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
4′ 6'' | +D10 | 125 lb. | × (D10) lb. |
*Height = base height + height modifier |
Suggested Characteristics[edit]
When creating a leucolith character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
Leucolith display a mindset that can be compared to that of other humanoids as parallel intelligence. They do share some similar personality quirks, usually pertaining to things like fear. However, they are also curious and receptive to gestures of kindness.
d8 | Personality Trait |
---|---|
1 | I make a lot of gurgling sounds as I talk, which can make me sound funny. |
2 | I tend to always hide first before I get comfortable enough to talk to someone new. |
3 | Bright lights deter me. |
4 | I have an obsession with bathing at least four times a day. |
5 | I always feel a need to cover myself when not alone. |
6 | At the first signs of danger, I'll be the first to act. |
7 | I prefer to let someone else talk for me. |
8 | If given a decision, I will think it over thoroughly, no matter how trivial. |
d6 | Ideal |
---|---|
1 | I want to return to my rightful place under the sea. |
2 | The land rejects me, so I will flood it and make my own place here. |
3 | I want to find a place where I will not be bothered and where I will not bother others... |
4 | There are hardships in this world, but I want to prove that it can be a place for my kind to live in anyway. |
5 | I know only the world within the caves where I was raised, and I will do anything to protect this life. |
6 | A stranger had once shown me kindness, one from beyond my original home. I want to find them and repay that kindness. |
d6 | Bond |
---|---|
1 | I have a strong connection with my brood. I will protect them fiercely. |
2 | Those who show me kindness are my friends. |
3 | I have a fear of getting close to others, only for them to speak ill of me. |
4 | I will usually stay close only to that one particular person... |
5 | I've come to the conclusion that I do not need companionship after betrayal. |
6 | I desire only one connection in the world of material, and that is with [insert fetish here]. |
d6 | Flaw |
---|---|
1 | I am somewhat indecisive. |
2 | I am paranoid about those around me being potential traitors. |
3 | I act without telling others what I will do, often messing up other plans. |
4 | I will absolutely not go anywhere where there is no water available. |
5 | My opinions seem to always go unspoken. |
6 | I am highly reluctant to experience new things. |
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