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The Andran Race
\pagebreak ## Andrans ##### "Andrans freak me out man..." — Eddie The Coward just before meeting a platoon of Andrans soliders. Andrans are a race of purple-skinned slaves born in secret laboratories in the Far Realm. ### History ___ They appeared from The Far Realm, genetically engineered by eldritch abominations. Now, andrans are starting to make camps and sanctuaries, while more and more andrans are going for adventures, looking for answers as to why they exist. You might find some andrans in taverns serving has bar maids or working for the local authorities. ### Appearance ___ Andrans are gender-fluid they can choose or not to be male or female (or both) most of them take a definitive gender when they reach adulthood, although exception exist. Their skin can go from bright flashy pink to deep dark purple, they have a blue sclera. ### Andrans Names ___ Andrans names are various and diverse like andrans, but here are some exemple of typical andran naming (gendered name don't really matter for andrans, a female having a male name etc...) **Male Names:** Torrad, Sylliar, Larenar, Thanis, Trent **Female Names:** Ambrosa, Emilly, Corakaia, Nysalis, Lilera, Orinielle, Kelyra, Delona ### Andrans Traits ___ Your andran character has the following racial traits. **Ability Score Increase**. You choose Strength or Intelligence, increase the chosen score by 2 and the other by 1. **Age** Andrans age slowly, they reach adulthood in the first month of their life. The oldest andrans reach 200 years old. **Alignment** Andrans often tend to be neutral, not caring that much about the outside world, while still curious about it. **Size** Andrans are medium in size, ranging from 5 to 7 feet tall. **Speed** Your base walking speed is 30 feet. **Darkvision** Your eyes give you superior vision in dark and dim conditions. 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, you only see in shades of blue. **Survivor** You gain proficiency with the Survival skill. **Languages** You can speak, read, and write Common, Andrans (Deep Speech dialect). You can also speak andran telepathically in a 30 foot radius around you, creatures that don't speak andran hear distant whispers. **Subraces.** Many subraces of andrans populate the worlds of D&D. Choose one of these subraces. \columnbreak #### Beholderkin. The beholderkin were made in the image of beholders, with eye tentacles and a large eye located in the middle of their forhead. **Watching.** Due to your many eyes you have +5 to your passive Perception checks (Wisdom). **Beholder's Legacy.** As a spawn of beholders, you have succeeded their ability to shoot magical rays from your eyes. You know two of the rays below. As an action, you can use one of the ray you know once, and regain the ability to do so when you finish a short or long rest. Some rays require the target to make a saving throw.
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
***Confusion Ray.*** A creature that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, it cannot take reactions until the end of its next turn. On its next turn turn, it can take only an action or a bonus action, but not both. ***Stunning Ray.*** A creature that you can see within 30 feet of you must succeed on a Constitution saving throw or becomes stunned until the start of its next turn. ***Fear Ray.*** A creature that you can see within 30 feet of you must succeed on a Wisdom saving throw or becomes frightened of you until the end of its next turn. ***Wounding Ray.*** A creature that you can see within 30 feet of you must make a Constitution saving throw. The target takes 2d6 necrotic damage on a failed save, or half as much on a successful one. The damage increases to 3d6 when you reach 6th level, 4d6 at 11th level, and 6d6 at 16th level. #### Mindflayerkin The mindflayerkin were created by Elder Brains to assist mindflayers in their various tasks. They have multiple tentacles in the place of their mouth like mindflayers. **Eldritch Assistant.** You are resistant to psychic damage and you can read qualith. **Psionics Spellcasting.** You know the *vicious mockery* cantrip. When you reach 3rd level, you can cast the *dissonant whispers* spell once per day. When you reach 5th level, you can also cast the *crown of madness* spell once per day. Charisma is your spellcasting ability for these spells. #### Chullkin Chullkin are andrans transformed by an unknown Elder God into humanoid chull creatures, they have two additional arms, the hand on these arms are crab-like pincers. **Amphibious** You can breath in air and water. **Pincers** Because of your pincers, you can't hold items or weapons in those additional arms. But, your pincers are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.