User:ZarHakkar/Dimute, legacy (5e Race)
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|A lone dimute in the Underdark|
Dimutes resemble small shards or pieces of flat rock or crystal suspended in a glowing field in a vaguely humanoid form.
The majority of dimutes are created as a byproduct of mana faults, large crevices in the earth that geyser with natural arcane energy. They are often captured or harvested by the other sentient species of the Underdark, such as the drow. Some are kept as pets, while others find their way into magical charms or other items.
Dimutes tend to congregate around the mana faults that created them, appearing in their dormant form as crystal or rock shards that project from the edges of the fault. The local magic of the fault recharges their own internal energies and, due to this effect, some dimutes end up living for thousands of years. Occasionally, lone dimutes break off from the group to wander throughout the Underdark. Most feral creatures of the Underdark tend to leave them alone, as they are not edible and tend to explode when destroyed. They are very curious and their behavior is what might be described as easygoing.
Dimutes tend to take auditory names that are related to the natural magical processes that created them. These names are simply for personal aesthetic, as they have no means of communicating them.
Examples: (the sound of a crackling mana fault), (the sound of crystals clinking together), (the whoosh of air through a tunnel)
A race of tiny, magically charged elemental constructs that arise from natural processes.
Ability Score Increase. Your Charisma increases by 1.
Age. Some dimutes can live for up to 200 years before their magical charge finally expires.
Alignment. Dimutes tend towards neutrality, but they can be any alignment.
Size. Dimutes can vary from anywhere between 3 inches to 10 inches tall, and average about 3 pounds. Your size is Tiny.
Speed. Dimutes hover slightly off the ground. Your base hovering speed is 20 feet.
Blindsight. You have blindsight for 30 feet.
Pronged Forelimbs. You cannot use tools or hold weapons, but your unarmed strike deals piercing damage instead of bludgeoning.
Freeform. You can arrange the floating components that make up your body into any arrangement you wish and you are immune to the prone condition, but you cannot wear armor.
Glowing Body. Your body gives off a dim, arcane light, giving you disadvantage on Stealth checks to hide in darkness.
Elemental Construct. You do not need to eat, breathe, or sleep. Instead of sleeping, you enter a dormant state for 4 hours in which you are completely aware of your surroundings. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. You are also immune to disease and the poisoned condition.
Arcane Battery. Your body has a natural magic charge that dissipates explosively when your form is fatally compromised. When you die from taking damage, all creatures within a 5 foot radius must make a DC 11 Dexterity saving throw or they will take 1d4 + your Constitution modifier force damage, or half on a successful save.
Antimagic Susceptibility. Both your sentience and animation are due to the magic charge hosted within your body, making you extremely vulnerable to antimagic effects. You are rendered unconscious while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster's spell save DC or you become nothing but an inert pile of crystals, killing you instantly.
Languages. You know Primordial and one other language of your choice, but you cannot speak.
Random Height and Weight
|0′ 2″||+1d8||0 lb.||× (0.5) lb.|
*Height = base height + height modifier