Marsups | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Marsups

Ability Score Increase +1 Con
Size Small
Speed Your base walking speed is 25 feet. You have a burrow speed of 15 feet.

Age. Marsups reach maturity by the age of 12, and have a lifespan similar to humans dying around 70-80 years of age.   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.   Tremor Sense. You are sensitive to vibrations in the ground up to 60 feet around you and can automatically pinpoint the location of anything that is in contact with the ground. If you are in the water you can also sense the location of creatures moving through water.   Poison Resilience. You have advantage on saving throws against being poisoned or any effects of poison, and you have resistance against poison damage.   Sunlight Sensitivity. While in sunlight, Marsups have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Subrace. The subraces of Marsups include Western Marsups, the Eastern Marsups, and Lesser Marsups.  


Western Marsups

Western Marsups are a savage and brutal people. They've grown accustomed to fending for themselves, and view physical strength as the only attribute that matters. They are almost immune to all poisons.   Ability Score Increase. Your Strength and Constitution scores each increases by 1.   Greater Poison Resilience. With a diet that can include venomous snakes, poison doesn't stop you. You are immune to nonmagical poison damage, and on a successful safe against magical poison damage or effects, you are immune to either.   Beast Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing, slashing or bludgeoning damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.  

Eastern Marsups

Combining their natural abilities with magic and technology, Eastern Marsups are more advanced than the west. They've thrived as an intelligent society.   Ability Score Increase. Your Constitution and Intelligence scores each increases by 1.   Keen Smell. Eastern Marsups have sharp, observant snouts. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks involving smell.   Master of Earth. The Eastern Marsups have mastered manipulating the earth with magic. You know the mold earth cantrip. When you reach 3rd level, you can cast the earth tremor spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the maximilian's earthen grasp spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for this spell.

Lesser Marsups

Lesser Marsups are the workers, builders, craftsfolk, and laborers of the underground. They are found in both the Western and Eastern underground cities and towns.   Ability Score Increase. Your Dexterity score increases by 2.   Cunning Stealth. You are proficient in the Stealth skill. If you make a stealth check upon coming out from being burrowed, or from full cover, that check has advantage.   Quick Feet. Your base walking speed increases to 35. Your base burrowing speed increases to 25.

Languages. Fossari, Marsup


Created by

Nuactna.

Statblock Type

Race

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