Quideum (3.5e Race)

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Often finds themselves superior to land walkers, or claims such in many places in their culture. They throughout their history claimed to have successfully culled the land walkers. Despite this never really being proven true the tails of strange attacks from sea creatures seem ever present. Grand terrifying things dragging people down to Davy Jones' Locker dot history. They appear in different realms for their own lust to expand across every plane's ocean is strong. They have a desire to grow, expand. Their aquatic abilities allow them to breath air, but just as well descend to the deepest depths, although they will do things for their own good. It's mostly how they are raised, they can on many occasions grow to be friendly to coastal traders.

Physical Description[edit]

Squid like, or rather octopus like. Their skeletal structure is a loose support of cartilage and low density bone. Their lips conceal a beak like structure with in their head that acts as their primary for biting and chewing. their bodies are repetitively human like and a number of long tentacles relax on their head, while only the front four head tentacles present suction cups, two long squid arm like tentacles hang down from where the ears should be and even act as the sense organs they replace, and two at the crown of the head where the start of the tentacle 'hair' line starts, the tentacles on the head more resemble the average tentacle, and not the long armed squid tentacle. A curiosity has formed and they have developed a pseudo spine. Perhaps from intermingling with the land creatures or a guiding hand in their development as a race, Their arms are more akin to modified tentacles that contain a bone and elbow, as well as a bone in the fore arm. But the three fingered hands are truly a hand shape set of webbed tentacles, the function of where the webbing ends allows the trio of suction cupped 'fingers' to behave fully as if they were a hand. Their legs and pelvic bones evolved in a similar fashion to the arms, with only being semi boned. The bones themselves are somewhat flexible even. Much like their earthly ancestors, the octopus and squid. They lack a truely centralized nervous system and heart, making healing somewhat easier, able to recover from grievous wounds. They have grown with the compatibility to interbeed with humanoid creatures, so it is not entirely un-thought of that a human Quideum hybrid is possible. Their Eye is also an interesting note of their anatomy, able to detect wavelengths of light almost invisible to the naked human eye with relative ease, ofcourse much like many eyes, it has evolved for underwater purposes, rendering them to slightly worse sight than humans on dry land. Out of and in the water their body maintains a thin semipermeable membrane of mucus that retains water. Interestingly enough their lungs have a built in gill at the bottom that exits through their 'ribcage' which is more or less a layer of bone that evolved around the centralized breathing organs, the splits in the bone allow the access of cool water to exit, allowing the diaphragm to almost constantly inhale and exhale water from the gills along their sides for a semi jet of water that allows them to swim somewhat like squids. From their 'tailbone' three long muscular tentacles have grown, that have a webbing around the base, connecting the three of them together. Much like the tentacles on the head these three long tentacles have suckers along the inside. These seem to have evolved more for the task of aiding in grappling and coupling under water than to the task of acting as rudimentary ears. a short tendril marks the ridge above their eye and follows it, acting as if the pair of eyebrows were a single tentacle.


They are usually on friendly terms with seaborn races, even are diplomatic with aquatic ones. But look upon land walking creatures with distrust, seeing them as a sort of shark in a deep ocean. Like one would go to the beach and worry about sharks. They would go to the shallows and worry about people.


Preferring to be neutral due to their nurture tendencies they lean towards Lawful evil from time to time. The crazier ones do descend into the depths of chaotic evil... but those are a rare few indeed.


Oceans, and seas. But will take up resident in the shallows, often finding themsevles in the same territory as Sirens or mermaids.


They follow what ever god of the sea presents it's self more readily. Many though dip their heads to Boccob hoping to be gifted with arcane power and talent. Some even revere their own great Arch Magi as goods, seeking to call them Pariah. The over arching theme in the Pariah cults is to be able to ascend outside of their plane and realm, weather they move to a new ocean or a new plane of existence all together, they revere those that do as Pariah, outsiders leading the rest further to the outside.


They speak Abyssal, and common. their language was touched upon by other worldly creatures many times thanks to arcane rituals early on, which shaped the language that they all commonly spoke from the original dialect to an abyssal styled language.


The race prides it's self at naming the child it's first pronounced words. Due to the minor complexity of the species tongue muscle structure they can pronounce their names simply much easier than other species can. It is also through this they speak abyssal more fluently.

Racial Traits[edit]

  • +2 dexterity, −4 Constitution: Due to their bone structures their immediate health and durability compared to other suffers.
  • Monstrous Humonoid ,"Humanoid (Amphibious)": capable of traversing between land and see, but prefers to remain submerged.
  • Medium
  • Quideum base land speed is 30 feet: 40 feet submerged in water
  • Water Breathing(Ex): Despite being able to breath normal air, they are more at home in water and can breath underwater naturally.
  • name of another special ability (Ex): Their head tentacles (namely the "ear" squid arm like ones.) offer 2 additional places for rings, as the tail tentacles as a +3 to grapple checks (1 for every tail tentacle, maximum of 3 minimum of 1)
  • Tremorsense(Ex): 20 ft, A creature with tremorsense automatically senses the location of anything that is in contact with the ground and within range. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.

If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them.

  • Regeneration (Ex): 1d5 per round, Creatures with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate per round, as given in the creature’s entry.

Certain attack forms, typically fire and acid, deal damage to the creature normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. The creature’s description includes the details. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage. Creatures with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached. Regeneration does not restore hit points lost from starvation, thirst, or suffocation. Attack forms that don’t deal hit point damage ignore regeneration. An attack that can cause instant death only threatens the creature with death if it is delivered by weapons that deal it lethal damage. A creature must have a Constitution score to have the regeneration ability.

Vital Statistics[edit]

Table: Quideum Random Starting Ages
Coming to Adulthood Gifted Prodigies Well Trained warrior Well Learned Academic
2d10 years +1d5 Sorcerer +1d10 Ranger, Fighter +1d20 Wizard
Table: Quideum Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
100 years 200 years 500 years +1000 years
  1. At middle age, +1 to Int, Wis, and Cha.
  2. At old age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Quideum Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5' 4" +1d10" 120 lb. 3 × 1d6 lb.
Female 5' 1" +1d6" 100 lb. 3 × 1d6 lb.

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