Cactir | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Timber Tome

Cactir

ability score increase: Your Wisdom score increases by 2.
age: Cactir reach maturity around the age of 15, and can grow as old as 200.
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and Cactin.
race features:
Size. Cactir can vary drastically in height and weight, from as tall and heavy as 8 feet and 250 pounds, to just over 4 feet and 120 pounds.   Defensive Spines. You slowly regenerate a spiny defense mechanism to deter predators. When a creature attempts to grapple you, or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal an amount of piercing damage to it equal to 1d6 + your Constitution modifier. Once you use this trait, you can't use it again until you finish a long rest.   Desert Denizens. The amount of water you need each day is halved, and you can gather the necessary water to survive each day via exposure to at least 1 hour of light to heavy rainfall.   Preserve Life. You are proficient in your choice of one of the following skills: Animal Handling, Medicine, and Nature.   Waxy Hide. You have resistance to fire damage.  

Subrace.

The primary kinds of cactir are Cultivar and Nepenth. Choose one of these subraces.  

Cultivar

The majority of the cactir within their cities and towns are cultivar, cactir who are most at home within their gardens and stables, tending to their plants and animals with unrivaled passion.   Ability Score Increase. Your Constitution score increases by 1.   Green Thumb. You have proficiency with the Herbalism kit.   Aloe Balm. As an action, you can secrete a solution with natural healing properties into a vial or similar sized container, or on to the wounds of a creature you touch. The solution loses its potency once applied to a creature, or after 1 hour. When applied to a creature, the target regains a number of hit points equal to your level.   If the creature is poisoned as a result of failing a saving throw, it can repeat its saving throw against the effect with advantage, ending it early on a success. Once you use this trait, you can't use it again until you finish a long rest.  

Nepenth

The nepenth are a much more reclusive lot, and oftentimes don't reside in any specific cactir settlement. They are trackers, and hunters. Living off the land itself, but only in as much as doesn't interfere with the natural order of things. They are talented combatants, especially skilled at fighting beasts, but also more than capable of handling themselves against other races.   Ability Score Increase. Your Dexterity score increases by 1.   Ambushers. You can attempt to hide even when you are only lightly obscured by foliage, or other vegetation.   Needles. The specialized needles that grow on your body are natural ranged weapons, with which you're proficient. They have a normal range of 20 feet, and a long range of 60 feet. When you hit with them, the target takes piercing damage equal to 1d4 + your Dexterity modifier.   Additionally, when you make an attack with your needles, you can choose to coat them in a poison developed by your body. If the attack hits, it deals an additional amount of poison damage equal to your level. Once you have used this poison, you can't create it again until you finish a long rest.

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That.One.Guy.

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