BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Hanar

Hanar:

 
The hanar are a genderless species resembling Earth's jellyfish and are one of the few non-bipedal Citadel species. The hanar homeworld, Kahje, has 90% ocean cover and orbits an energetic white star, resulting in a permanent blanket of clouds. Hanar are known for their strong religious beliefs regarding the Protheans, whom they call "the Enkindlers". Hanar are extremely polite, almost to a fault. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. Instead, they refer to themselves as "this one," or the impersonal "it." Even when flustered or angry, a hanar will still maintain exquisite poise and will remain formal even with those it wishes dead.   Ability Score Increase:   A + 2 to your Wisdom and a + 1 to your Intelligence.   Age: Hanar usually reach maturity around 40 years and typically live to be 180 years old.   Size:   Due to their long tentacles, hanar "stand" about as tall as humans. Their bodies are around 1.5 meters long (4-5'). Your size is Medium.   Speed:   Hanar are a water-based lifeform. Your base swimming speed is 25ft.   ~~~~~~~~~~~   Amphibious:   Can breathe both air and water.     Bioluminescence:   You can shed dim light in a 12 meters radius.     Contra-Gravitic Levitation:   When not in water, you use a contra-gravitic levitation pack to move. It provides a walking speed of 12 meters and you hover 1 meter from the ground, providing the following benefits:   You are immune to becoming prone
You reduce falling damage by 4d6
You ignore any penalties caused by difficult terrain.
However, when you suffer a critical hit, you must roll a d20. On a 1 or a 2, the device malfunctions and you fall to the ground. Your walking speed becomes 0 and you are considered prone.
You or another creature can use an Action to repair the pack with a successful DC 15 Intelligence (Engineering) check.
    Tentacle Bind:   When you attack a target with three or more tentacles simultaneously and hit, you can attempt to grapple the target as a bonus action. You gain a +1 bonus to your Strength (Athletics) check for each tentacle used.   If you successfully grapple a creature with all six tentacles it becomes restrained until the grapple ends.     Tentacles:   You have six tentacles instead of arms that can grip tightly but can't lift anything heavier than a few kilograms. You can only wield weapons with the light property.   In addition, your tentacles are natural weapons, which you can use to make unarmed strikes. When you attack with multiple tentacles simultaneously, gain a +1 bonus to the attack roll for each additional tentacle used.   When you hit with your tentacles, you deal 1d8 poison damage and the target must succeed on a Constitution saving throw or become poisoned for one minute. The DC of this saving throw is equal to 10 + your proficiency bonus + the number of tentacles used on this attack.   Can wield all pistols.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!