Acris

Source: Elaris: Sea of Stars
Ability Modifiers +4 Con, -2 Wis
Hit Points 6

Size and Type

Acris are Medium monstrous humanoids.

Caustic Resilience

Acris gain a +2 racial bonus to saving throws against poisons and you have resistance 5 to acid.

Natural Weapons

Acris can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares, and deals piercing or slashing damage. Acris gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1-1/2 x their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).   In addition, when the acris makes a successful unarmed strike, and the target takes damage from the attack, as a reaction the acris can expose the target to venom. Once an acris has used their venom, they can do so again only after taking a 10-minute rest to regain Stamina Points. An acris is immune to the effects of their own venom.

Acris Venom

Type poison (injury) Save Fortitude (DC = 10 + half the acris’s level + the acris’s Constitution modifier)   Track Constitution (special) Onset 1 round; Frequency 1/round for 6 rounds   Effect Progression track is Healthy-Weakened-Impaired-Debilitated; debilitated is the end state.   Cure 3 saves. All effects end 1 hour after cure.  

Acris Movement

Acris can choose to move on all fours so long as they are not holding anything in their hands. While on all fours, acris have a movement speed of 35 feet. Otherwise your movement speed is 25.

Darkvision

Acris can see in darkness within 60 feet as if it were dim light.

Body Spikes

When a creature grapples an acris or starts its turn grappling an acris, that creature takes piercing damage equal to 1d6 + the acris’s constitution modifier.  

Alternate Racial Traits

Blight

Some acris have developed a less powerful but more versatile form of venom that constantly drips from their claws and teeth. When a Blight acris hits a creature with its natural weapons, it can no longer use its acris venom, but instead deals additional acid damage equal to its constitution modifier.   This modifies natural weapons.

Toxinproof

Acris growing up around more toxic areas often develop a more powerful resistance to these things. These acris have a +4 racial bonus to saving throws made against poisons.   This replaces caustic resilience

Deepdweller Sight

Acris who grew up deep underground in long running caves and massive poisonous dens have more sensitive sight, allowing them to pick up the slightest movements. They have darkvision out to a range of 120 feet and gain a +4 racial bonus to sight-based Perception checks within 120 feet and not in bright light, but they take a -4 penalty to ranged attack rolls against targets in bright light.   This replaces darkvision

Vile Toxin

Some acris show an increased production of toxins in their body. These acris are able to pump out more and more potent venom. You can use your acris venom three times before needing to takes a 10-minute rest to regain stamina. In addition, you may choose to use all three of your uses to make the target take a -4 penalty to saving throws against the poison, and increase the frequency for 2 rounds.   This replaces acris movement and modifies natural weapons.
A salamander-like people, the acris stand about 5 feet tall while hunched over. They are able to stand straight, though it is uncomfortable for them to do so, and will raise them to about 6 feet tall. Coming from a planet full of toxic materials, the acris are highly specialized in both using and resisting all sorts of poisons and acids. The creatures have powerful forelimbs and razor sharp fangs and claws, with a very short tail to balance them out. Some believe them to have come from the void, but this is only a single possibility. They have a home world in the Vast.

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