A neogi looks like an oversized spider with an eel’s neck and head. However nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.
As a Neogi you gain the following traits
Age. Neogi mature and age at about the same rate as humans. However when they reach old age, they undergo a gruesome metamorphosis into a helpless mass of flesh called a great old master.
Ability scores. Your dexterity increases by 2, and charisma increases by 1.
Size. Neogi stand between 2½ and 3½ feet tall and average about 30 pounds. Your size is Small.
Aberration. Your creature type is aberration, rather than humanoid.
Speed. Your base walking speed is 30 feet.
Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You have a climbing speed equal to your walking speed.
Darkvision. Accustomed to the depths of the Space and the Underdark, you have 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, only shades of gray.
Natural Weapons. Your claws and fanged maw are natural weapons, which you can use to make unarmed strikes. If you hit, you deal piercing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Poison Bite. You can use an action to make a special attack with your bite. On a hit it deals an additional 2d4 poison damage, the target must succeed on a Constitution saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus, or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can't use this trait again until you finish a short or long rest.
The damage increases to 3d4 at 6th level, 4d4 at 11th level, and 5d4 at 16th level.
Languages. You can speak, read, and write Common and Undercommon. You can also choose to learn Deepspeech whenever you can learn a language such as with class or background features.
You have reached physical maturity, and have become a competent combatant using your natural weapons. You gain the following benefits:
- Improved Natural Weapons. Your natural weapons and poison dice increase from d4s to d6s. Additionally you can now use your Poison Bite ability as a bonus action if you are making an attack with natural weapons.
- Natural Armor. You grow tough, chitinous skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. A shield's benefits apply as normal while you use your natural armor.
You are able to subjugate other beings that are otherwise physically superior. You gain the following benefits:
- Mental Fortitude. You have advantage on saving throws against being frightened, charmed, and magic can't put you to sleep.
- Enslavement. You can target one creature, with an intelligence of at least 3, that you can see within 30 feet. The target is magically charmed by you for 1 day unless it succeeds on a Wisdom saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus. While charmed the target's senses become distorted, it has disadvantage on mental ability checks, initiative rolls, and can't take reactions. You regain the ability to use this ability when you finish a short or long rest.
You and the target can communicate telepathically with each other at a distance of up to 1 mile. The charmed target obeys your commands. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the charm ends. The effect also ends if you lose telepathic contact, such as if one of you fall unconscious, are separated by more than 1 mile, or you charm a different target. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Find more brews and ideas at KameBit.com
Special Thanks to my fellow brewers of the Discord of Many Things
Art Credits: Art from Wizards's Volo's Guide (5e).