Levillan Species in Erthos | World Anvil

Levillan

The levillan are a subterranean race that was discovered under the Desert of Ruins so far this is the only location that they are known to dwell. Being semi-aquatic they can live above ground but they do need to submerge themselves in water every so often.

Basic Information

Genetics and Reproduction

Levillans hatch from eggs and typically the mother lays one egg a year. Once the mother has hatched the egg, she gives it to the father who places it in the Egg Sack at the front of his stomach. This is to give the mother time to hunt after carrying the egg. After a month of gestating the egg, a young levillan emerges from the egg sack.

Additional Information

Social Structure

The society of the levillans is a monarchy; and each king or queen is descended from the first levillan to emerge from the tunnels.

Facial characteristics

Their faces resemble blob fishes; smooshed down, and flat. Bigger noses are the epitome of beauty within the Levillan Society.

Average Intelligence

Intelligent beings, they have constructed tunnels, mines, and an underground city. They have learned how to cultivate underwater crops and fishes for food.   THere is no arcane work being done by the levillans nor do they appear to worship a Spirit.

Perception and Sensory Capabilities

As a race, they are able to turn invisible when their skin has moisture in it. It is unclear if this is a natural process due to their anatomy or if this is due to some latent magic within them. A thick layer of membrane covers their skin; when it is wet, it reflects light.    When the levillans get older this membrane can also be used to give other races the ability to breathe under water for a short time.
Lifespan
50 years
Average Height
4'8-5'6
Average Weight
100-150lbs
Average Physique
Most levillans are very slim so that they can move through thin underwater tunnels. They are proficient fighters underwater and also above ground. This is due to the fact that they have powerful muscles from swimming all day.
Geographic Distribution

Levillan (Player Race)

ability score increase: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
age: 14-50
Size: Medium
speed: Walking 20 ft. Swimming 30 ft.
Languages: Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
race features:
Water Dweller You can breathe air and water. Every 24 hours you must submerge your body in water completely for at least half an hour. If you do not you suffer a -1 to your AC.   Invisibility Membrane As an action, you can coat yourself in a thick membrane when you have water poured on you. This membrane allows you to cast invisibility. You can cast this spell again after a short rest.   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 discern colors in that darkness only as shades of gray.   Gift of the Water Once per long rest you can cast Water Breathing on another creature   Poisoner of the Depths You can prepare and deliver deadly poisons, granting you the following benefits:  
  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.