Nagaji

Flavor

5e Racial Stats

  • Ability Score Racial Traits: A nagaji increases their Charisma score by 2, and their Strength score by 1.
  • Type: Nagaji are humanoids with the reptilian subtype.
  • Size: Nagaji are medium.
  • Speed: Nagaji have a base speed of 30ft.
  • Languages: You can speak, read, and write Common, Draconic, Hassasshee.

Bite (1)

You can use your sharp teeth and powerful jaws as a weapon. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cold Blooded (x)

Nagaji are cold-blooded, they cannot be detected by thermal vision; however, they are especially susceptible to the environment around them, they suffer Disadvantage on any Environmental cold or heat effects, and are Vulnerable to damage caused by Environmental cold or heat effects. Resistance to either Cold or Fire, cancels out the Environmental vulnerability of that environment. Natural resistance to one of these environments negates that environment's penalties.

Heat sense (2)

You have Advantage on Investigation checks made to identify non-thermal, visual illusions such as that created by the Silent Image spell. Additionally, you can as a bonus action, flick your tongue to sense the heat of those close by, until the start of your next turn, you can detect the presence of, and pinpoint the location of any warm-blooded creature or object that gives off heat within 30 feet of you. This heat sense does not penetrate barriers that are 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Innate Spellcasting

You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Personal Venom (2)

You naturally produce your own venom with which are immune to, your bite attack deals this venom naturally; additionally, as an action, you can use your venomous saliva to coat a weapon or grouping of five pieces of ammunition. You can use this feature to coat a weapon or set of ammunition a number of times equal to your Proficiency bonus, regaining spent uses after a long rest.   Envenomed weapons, ammunition, or your bite attack if you so choose, deals an additional 1d4 points of poison damage, and the creature must make a DC 8 + your Constitution modifier + your Proficiency bonus, or suffer from the Poisoned condition for 5 rounds, while poisoned in this way, the creature suffers an additional 1d4 points of poison damage at the start of each of its turns. A weapon or piece of ammunition retains its venomous potency for ten minutes or until used, after which the venom has lost its potency.

Serpent's Eye (1)

You gain proficiency in the Animal Handling and Persuasion skill.

Basic Information

Growth Rate & Stages

Base Intuitive Self-Taught Trained
20 years +1d6 years (21-26 years) +2d6 years (22-32 years) +3d6 years (23-38 years)
 
Young Middle Age Old Venerable Maximum Age
Under 8 years 60 years 90 years 120 years 120 + 3d20 years
Average Physique
Gender Base Height Height Modifier Base Weight Weight Modifier
Female 5' 6" +2d10" (4' 7" – 5' 9") 160 lb. +2d10*7lb. (174 – 300 lbs.)
Male 5' 9" +2d10" (5' 0" – 6' 2") 180 lb. +2d10*7lb. (194 – 320 lbs.)
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