Lepidosai Race

A Race of Mothfolk with six subraces, racial feats, and NPC statblocks

Lepidosai

I am Matron Swizzix, esteemed leader of the Lepidosai Swarm. We come to the Light Above in search of asylum from our hunters, the Drow. We have been enslaved for generations, until my ancestors rose up and escaped them. We have been in hiding for centuries, but it cannot last forever. A traveling adventurer told us of a way to the Light Above, and people willing to help us. Are you the ones they spoke of?" -Matron Swizzix, addressing the lord of a mining community.

From moths to men

The Lepidosai were originally dire moths, (see later statblock) until a small swarm made a home in an abandoned Illithid colony. The residual psionic energy in the area changed them over the course of a few centuries, giving them a more humanoid shape and increased intelligence. Unfortunately, before they could gain psionic powers, they were discovered by a Drow scout party and, Drow being Drow, were subsequently captured and enslaved.

Scaled slaves freed

Over the next couple centuries, the Lepidosai were used as living decorations by Drow elite, even being selectively bred and magically augmented to produce vibrant colors and flashy features. Finally, the Lepidosai rose up, unleashing upon their captors the unique abilities forced upon them. While they did not win the battle, they did manage to escape and find refuge in the caves, where they hid for centuries before escaping to the alien world of the surface.

Inherited traditions

Like their captors before them, the Lepidosai operate on a matriarchal system, with a female being selected by the collective to lead based on beauty and sophistication. Unlike the Drow, however, males are not oppressed. In actuality, they were completely in agreement with a matriarchy after their escape, as the first Lepidosai were all spawned from a single female dire moth, worshipped by them as Zalazza, the Wingmother. Due to the alterations forced upon them by the Drow, they operate on a caste system, with those posessing similar traits being grouped together for specific tasks.

The Light Above

The Lepidosai heard of the surface from traveling parties, and grouped together to escape. It was a brutal journey, with many dying aong the way. But when the breached the surface and were blinded by the sun, they wept and praised it as their freedom. To this day, there are Lepidosai who worship the sun as the Light Above, their devotion to freedom and life giving them powers akin to a priest.


Among surface dwellers

Most common folk will likely never even be aware of the Lepidosai's existence, as they rarely leave their homes in hidden forests and caves. Those who do venture out are either criminals or explorers, the latter being more prevelant. Most folk's first reaction to one a Lepidosai to attempt to pacify or kill it, or run away in fear. This leads to both parties being untrustworthy of one another, with negotiations and alliances taking years to even establish.Those communities who do accept a Lepidosai are laden with gifts of the beautiful textile goods they are known for, as well as a friend willing to do anything to help them.

Names

Lepidosai names are usually soft sounding, with soft consonants such as z's and v's. Names are used with no distinction for gender.

Lepidosai Names: Bevav, Kivye, Layuma, Mazayzi, Swizzix, Valoze, Wuzam, Zimal

Lepidosai Traits

As a Lepidosai, you have the following traits.

Age. Lepidosai hatch as larvae and remain so for a year before forming a cocoon and metamorphosing for 4 more years and emerging fully developed afterwards. They live for about 135 years afterwards.

Alignment. Lepidosai are a mixed bag as whole, but their tight-nit community and dedication to others means they are usually Lawful, Good, or both.

Size Lepidosai stand 6-8 feet tall on average, but only weigh about 160 lbs. on average due too their wiry frames.

Speed. Your base walking speed is 20 feet, and you have flying speed of 40 feet. You cannot fly if you are wearing heavy armor.

Darkvision. You can see in dim light within 60 feet 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 grey.

Languages. You can speak, read, and write common and Lepiden. Lepiden is an elegant language, always spoken in a soft tone by it's native speakers, and hard to understand when spoken louder than a normal speaking volume. It uses Elven script.

Subrace. Due to the diverse abilities of Lepidosai, they are divided into many castes. Choose Shimmerscale, Bladewing, Webweave, Arclens, Flutterpass, Stitchsilk, or Warpmind.

Shimmerscale

The Shimmerscale caste posesses vibrant scales and forceful personalities, and use it to better communicate with others. They usually posess bubbly personalities and love to spend time with others.

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1, to a maximum of 20.

Diplomat. You gain proficiency in the Persuasion and Insight skills.

Shimmering Storm. You have the ability shake off your scales in such a way as to cause them to shine brightly around you, blinding oppenents. As a bonus action, you can force all creature within 10 ft. of you to make a Constitution saving throw and be blinded until the start of your next turn on a failure. A creature must be able to see you to be affected. The DC for the savibg throw is calculated as 8 + your Constitution modifier + your Proficiency Bonus. Once you have used this ability, you cannot do so again until you have finished a short or long rest.

Bladewing

The Bladewing caste make up the warriors of the Lepidosai, with special traing and a unique fighting style known as Yazo-Vai, or Flitting Razor. Bladewings are much bulkier than most Lepidosai and have much more rigid thought process.

Ability Score Increase Your Strength score increases by 2, and your Dexterity score increases by 1, to a maximum of 20

Martial Training You gain profieciency in three simple or martial weapons of your choice.

Yazo-Vai Tactics. Your extensive training in Yazo-Vai allows you to dart from foe to foe in a sort of dance, avoiding attacks whle dishing out your own. When you hit a creature with a melee attack, you can use your reaction to move 15 feet in any direction, including up if you are using your flying speed, without provoking opportunity attacks. You can use this feature a number of time equal to your Proficiency Bonus, and you regain all uses after finishing a short or long rest.

Lepidosai Weaponry

Lepidosai warriors specialize in two weapons of their own design, meant to work well with their unique body structure.

Saa'va. Saa'va resemble spears, with three twisting prongs at the head so that when twisted after a strike, the weapon becomes further lodged into the wound. The Saa'va is a Martial melee weapon that deals 1d8 Piercing damage and has the Reach, Versatile (1d12) and Special properties.

Special Property. When you wield the Saa'va with two hands, it loses the Reach property

Lozam. Lozam are one-handed crossbows made to fire bladed bolas to slash and trip up foes. The Lozam is a Martial ranged weapon that deals 1d4 Slashing damage and has the Ranged (50/150), Ammuntition, Loading, and Special properties.

Special Property. When you hit a creature with this weapon, the target's speed is reduced by 10 ft. until the end of its next turn.

Webweave

The Webweave caste are the artisans of Lepidosai, using silk from their Dire Moth kin to weave, sew, and create other works of art. Webweaves usually have the most reserved personalities and are often shy.

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1, to a maximum of 20.

Weave Artisan. You have proficiency with Weaver's Tools and a different set of artisan's tools of your choice.

Silk Spinner. Over the course of a long rest, if you have access to Weaver's Tools and threadlike material, you can create a cloth item of your choice, at the DM's discretion, such as a set of clothes or a tablecloth. The DM may require you to make a skill check to complete the process.

Spinner's Lore. You have advantage on checks made in reference to cloth products, such as remebering the history of a tapestry or knowing the properties of a magic cloak.

Arclens

The Arclens caste were given electrical manipulation abilities by Drow for the purpose of light shows. Most Arclens nowadays use this power for self defense and offense. Arclens are usually a brilliant blue or purple, and harmless electricity occasionlly arcs between their antennae.

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1, to a maximum of 20.

Natural Grounding. You have resistance to Lightning damage.

Shock Show. You know the Lightning Lure cantrip. Once you reach 3rd level, you can cast the Witch Bolt spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Dragon's Breath (Lightning only) spell once. You must finish a long rest to cast these spells again with this trait. Intelligence is your spellcasting ability for these spells.

Flutterpass

The Flutterpass caste is known for their aerial maneuverability, often used as messengers and scouts. They have much more diminutive frames, but make up for it larger wings and better compound eyes.

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1, to a maximum of 20.

Diminutive Frame. Your size is Small, instead of Medium.

Strong Wings. Your flying speed increases by 10 ft. Additionally, you can cast the Warding Wind spell a number of times equal to your Dexterity modifier (minimum of once). You regain all uses when you finish a long rest. Dexterity is your spellcasting ability for this spell.

Spotter. You gain proficiency and expertise in the Perception skill.

Stichsilk

The Stichsilk caste are the healers of the Lepidosai. They can create silk from their mouths that have restorative properties when wrapped around a wound. Stichsilk are much stockier than other castes, and tend to have more caring natures.

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1, to a maximum of 20.

Medical Knowledge. You have proficiency in the medicine skill, as well as Herbalism Kits and Alchemist's Supplies.

Healing Silk. As an action, you can create a bandage out of silk and wrap it around a willing creature you can touch. The creature regains hit points equal to your level. Once you have used this feature, you cannot use it again until you have finished a long rest.

Warpmind

Warpminds are regarded as both pariahs and martyrs, being the ones most tainted by the drow's genetic meddling. Their bodies are abnormally thin and tall, with violet eyes and esoteric patterns permananetly inked in their coats.

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1, to a maximum of 20.

Warp Psionics. You know the Ectoplasmic Object psionic talent. Once you reach 3rd level, you learn the Mislead augment. once you reach 5th level,you learn the Psychometric Touch augment. Wisdom is your psionic ability for these powers.

When you manifest Mislead or Psychometric Touch, you may do so even when focusing on Ectoplasmic Object instead of the appropriate psionic talent listed in the power.

Naturally Psionic. You gain an internal reserve of psionic energy represented by psi points. Your psi point maximum is 2, or your existing psi point maximum from another source (such as levels in a class with the Psionics feature) increases by 2. When you reach 5th level, your psi point maximum increases by an additonal 2.

All expended psi points are restored when you finish a long rest. Your psi limit is 2, and when you reach 5th level your psi limit increases to 4, if it is not already higher.

Warp Trickery. When you are the target of a weapon or spell attack, you may use your reaction to impose disadvatnage on the attack roll. If the attack misses, you teleport 10 feet in a random direction. Roll a d8 for the direction: 1, north; 2, northeast; 3, east; 4, southeast; 5, south; 6, southwest, 7, west; or 8, northwest.


Random Height and Weight Tables

Height
Subrace Base Height Modifier
Arclens, Blankscale, Shimmerscale, Webweave 5'10" +2d10
Bladewing 6'2 +2d12
Stitchsilk 5'10" +2d10
Flutterpass 2'6" +2d6
Warpmind 6'10" +3d6
Weight
Subrace Base Weight Modifier
Arclens, Blankscale, Shimmerscale, Webweave 100 lbs. x (1d8) lbs.
Bladewing 120 lbs. x (1d8) lbs.
Stichsilk 120 lbs. x (1d4) lbs.
Flutterpass 45 lbs x 1 lbs.
Warpmind 100 lbs. x 1 lbs.

Racial Feats

Silken Splendor

Prerequisite: Webweave Lepidosai
Thanks to intense study of the art of weaving, You can create works of art in only a short time. You gain the following benefits.

  • You double your proficiency bonus when making a check with Weaver's Tools.

  • You can use your Silk Spinner trait over the course of a short rest instead of a long rest.

  • If you craft cloth items during downtime, it takes half of the normal time and costs half as much.

Living Lightning

Prerequisite: Arclens Lepidosai
Your control and undertsanding of lightning becomes so great that you can briefly streak across the battlefield like a bolt of electricity, releasing a shockwave once you come to a stop. You gain the following benefits.

  • You add your Intelligence modifier (minimum of 1) to the Lightning or Thunder damage of any spell you cast.

  • You can cast the Thunder Step spell once, and you must finish a long rest before you can cast this spell again. Intelligence is your spellcasting ability for this spell

Auxiliary Silk

Prequisite: Stichsilk Lepidosai
Rigorous physical training has pushed the restorative qualties of your silk to it's theoretical limit. You gain the following benefits.

  • You can use your Healing Silk racial trait twice before needing a long rest to use it again.

  • You add your wisdom modifier (minimum of 1) to any source of healing you do, such as casting Cure Wounds or your Healing Silk trait.

Blinding Beauty

Prequisite: Shimmerscale Lepidosai
Delicate care of your scales has enhanced their light-catching qualities. You gain the following benefits.

  • You gain expertise in the Persuasion skill.

  • You can cast the Color Spray spell once as a 3rd-level, and regain the ability to do so again when you complete a long rest. Charisma is your spellcasting ability for this spell.

    
    

Silent Soaring

Prerequisite: Flutterpass Lepidosai
Your scales become softer and less heavy, giving you the upper hand while hiding in the air. You gain the following benefits.

  • You have advantage on sound-related stealth checks made while flying.

  • You can take the Hide action when only lightly obscured by vision-blocking phenomena, such as fog, heavy rain, and dust storms.

Fell Finale

Prerequisite: Bladewing Lepidosai
Extreme practice in the art of Yazo-Vai has unlocked true mastery, and with it the technique known as Fell Finale. As an action on your turn, you can enter Fell Finale for the next minute. Fell Finale does not end unless you are unconscious or otherwise incapacitated. While in Fell Finale, you gain the following benefits.

  • You gain an additional reaction that can oly be used for your Yazo-Vai Tactics trait.

  • You can use your Yazo-Vai Tactics trait without expending a use of it.

  • When you leave a creature's reach, You can use a reaction to make one weapon attack against it at disadvantage, as long as it is still within your reach when you do so.

When Fell Finale ends, you cannot take actions, reactions, or move for 1 round. Once you have used this feature, ou cannot do so again until you finish a long rest

Warp Null

Prerequisite: Warpmind Lepidosai
Through great mental effort and focus, you have tuned your psionic talents in such a way that you can quash the powers of other psions. You gain the following benefits.

  • You gain reistance to psychic damage.

  • You learn the Negate augment and can manifest it without spenindg psi points. You can manifest this augment in this way once, before needing to complete a short or long rest to do so again. When you manifest negate you may do so even when focusing on Ectoplasmic Object instead of the appropriate psionic talent listed in the power.

  • Your psi limit and psi point maximum both increase by 1

Statblocks

Dire Moths

Dire moths are the progenitors of Lepidosai. These enormous moths are used by the Lepidosai as mounts and beasts of burden. Notoriusly difficult to domesticate, they are usually raised from hatchlings. For Dire Moth Larvae, use the Purple Wormling statblock from Storm King's Thunder.


Dire Moth

Large beast, unaligned


  • Armor Class 14
  • Hit Points 57 (5d10+17)
  • Speed 10ft., Fly 60ft.

STR DEX CON INT WIS CHA
11 (+1) 16 (+3) 12 (+1) 4 (-3) 6 (-2) 6(-2)

  • Condition Immunities None
  • Senses blindsight 45 ft., passive Perception 8
  • Languages Understands Lepiden but cannot speak
  • Challenge 4 (1,100 XP)

Flyby. The Dire Moth does not provoke opportunity attacks when leaving a creature's reach.

Scaled Body. When the Dire Moth drops below 50% hp, all creatures within 20 ft must succeed on a DC 14 Constitution saving throw and are blinded for 1 minute on a failure. The creature can use their action to repeat the saving throw, ending the effect on a success.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 6 (2d10 + 1) Poison damage.


Lepidosai

Due to the diverse biologies of the different castes, each one serves a particular role.

Lepidosai Blankscale

Blankscales occupy a unique place in Lepidosai society. Posessing no specialized traits, Blankscales are the most versatile Lepidosai in a community, serving in almost any role, and as such are the most diverse in mindset and personality. For Blankscales, use an NPC statblock and alter it to have a move speed of 20 ft., a flying speed of 40 ft., and darkvision out to 60 ft. Below is a Blankscale using the Commoner statblock.

Blankscale Player Characters

Blankscales are very rare among Lepidosai, and as such are very rarely adventurers. If a player wishes to play one, use the base Lepidosai racial traits, and add proficiency with two skills and a set of artisan's tools of their choice, as well as a +2 to one ability score of their choice, and +1 to another.


Blankscale Commoner

Medium humanoid (Lepidosai, any alignment


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 20ft., Fly 40ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Condition Immunities None
  • Senses darkvision 60ft., passive Perception 10
  • Languages Any one language (Usually Lepiden or Common)
  • Challenge 0 (10 XP)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 (1d4) Bludgeoning damage.

Bladewing Vigil

Vigils make up the majority of the Bladewing caste, being skilled fighters and tacticians, serving as infantry as well as officers.


Bladewing Vigil

Medium humanoid (Lepidosai), any alignment


  • Armor Class 17 (Half Plate)
  • Hit Points 52 (8d8+16)
  • Speed 20ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

  • Condition Immunities None
  • Saving Throws Con +4, Wis +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Lepiden, Common (15% chance)
  • Challenge 3 (700 XP)

Brave. The Bladewing Vigil has advantage on saving throws against being Frightened.

Actions

Multiattack The Bladewing Vigil makes two melee weapon attacks.

Saa'va. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) Slahsing damage. Two-handed

Saa'va. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 7 (1d8 + 3) Slashing damage. One-handed

Lozam. Ranged Weapon Attack: +4 to hit, reach 50/150 ft., one target. Hit 4 (1d4 + 2) Slashing damage. On a hit, the target's speed is reduced by 10 ft. for one round.

Leadership (Recharges after Short or Long rest). For 1 minute, the Bladewing Vigil can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Vigil. A creature can benefit from only one Leadership die at a time. This effect ends if the Vigil is incapacitated.

Reactions

Yazo-Vai Tactics (2/Short or Long Rest). The Vigil moves 15 ft. in any direction after hitting with a weapon attack, without provoking opportunity attacks.


Flutterpass Shade

Shadows are the more commonly known members of the Flutterpass caste, but that is only because their superiors have never been seen by anyone other than the Matron. They use stealth to spy, ambush, and scout for the colony.


Flutterpass Shade

Small humanoid (Lepidosai), any alignment


  • Armor Class 15 (Studded Leather)
  • Hit Points 65(10d8+20)
  • Speed 20ft., fly 50ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

  • Condition Immunities None
  • Saving Throws Str +4, Dex +5,
  • Skills Deception +4, Perception +4 Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Lepiden, Common (15% chance)
  • Challenge 2 (450 XP)

Innate Spellcasting. The Shade's innate Spellcasting ability is Dexterity (Spell save DC 13). It can innately cast the following spell, requiring no components.

3/day: Warding Wind

Actions

Multiattack. The Shade makes three melee attacks: two with its scimitar and one with its dagger. Or the Shade makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6+3) Slashing damage

Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4+3) Piercing damage

Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60ft., one target. Hit 5 (1d4+3) Piercing damage

Reactions

Parry. The Shade adds 2 to its AC against one melee attack that would hit it. To do so, the Shade must see the attacker and be wielding a melee weapon.


Arclens Volter

The Volters, as well as most Arclens ingeneral, make up the mages of a colony. Favoring lightning spells, they study wizardry with an intense zeal. Many Volters use magic as a utility rather than a weapon, but these Arclens rarely leave the colony.


Arclens Volter

Medium humanoid (Lepidosai), any alignment


  • Armor Class 12 (15 with Mage Armor)
  • Hit Points 40(9d8)
  • Speed 20ft., fly 40 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

  • Condition Immunities None
  • Damage Resistances Lightning
  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Lepiden, Common (15% chance)
  • Challenge 9 (5000 XP)

Electrical Savant. The Volter adds it's Intelligence modifier (minimum of 1) to the Lightning and Thunder damage of any spell you cast.

Innate Spellcasting. The Volter's innate Spellcasting ability is Intelligence (+7 to hit, Spell save DC 15). It can innately cast the following spells, requiring no material components.

At will: Lightning Lure

1/day each: Witch Bolt (2nd-level), Dragon's Breath (Lightning only), Thunder step

Spellcaster. The Volter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Volter has the following wizard spells prepared:

  • Cantrips (at will): Shocking Grasp, Infestation, Mage Hand, Prestidigitation
  • 1st level (4 slots): Detect Magic, Mage Armor, Magc Missle, Thunderwave
  • 2nd level (3 slots): Misty Step, Suggestion
  • 3rd level (3 slots): Counterspell, Lightning Bolt, Bestow Curse
  • 4th level (3 slots): Polymorph, Storm Sphere
  • 5th level (1 slot): Steel Wind Strike

Actions

Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d4+4) Piercing damage

Dagger. Ranged Weapon Attack +6 to hit, reach 20/60ft., one target. Hit 6 (1d4+4) Piercing damage

Stitchsilk Devotee

Many Stichsilk devote themselves to gods, as their helpful natures and curative abilities are a boon to any church or commune they join. Devotees most commonly devote themselves to the Light Above or Zalazza


Stichsilk Devotee

Medium humanoid (Lepidosai), any alignment


  • Armor Class 13 (Chain Shirt)
  • Hit Points 35(5d8+5)
  • Speed 20ft., fly 40ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

  • Skills Medicine +7, Persuasion +3, Religion +4
  • Condition Immunities None
  • Senses darkvision 60ft., passive Perception 13
  • Languages Common, Lepiden, Celestial
  • Challenge 5 (1800 XP)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcaster. The Devotee is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Devotee has the following cleric spells prepared:

  • Cantrips (at will): Light, Sacred Flame, Thaumaturgy
  • 1st level (4 slots): Cure Wounds, Guiding Bolt, Sanctuary, Burning Hands, Faerie Fire
  • 2nd level (3 slots): Lesser Restoration, Spiritual Weapon, Flaming Sphere, Scorching Ray
  • 3rd level (3 slots): Dispel Magic, Spirit Guardians, Daylight, Fireball

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Healing Silk (2/Short or Long Rest). The Devotee touches a willing creature. That creature regains 1d10+3 Hit Points. This has no effect on undead or constructs

Shimmersclae Arbiter

Arbiters are the foremost negotiators among the Shimmerscales, and possess powerful means of persuasion. They are usually sent to establish first contact with other kingdoms.


Shimmerscale Arbiter

Medium humanoid (Lepidosai), any alignment


  • Armor Class 15
  • Hit Points 12 (2d8+2)
  • Speed 20ft., fly 40ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

  • Condition Immunities None
  • Skills Deception +5, Insight +4, Persuasion +7
  • Senses darkvivion 60ft., passive Perception 12
  • Languages Common, Lepiden, Any two languages
  • Challenge 1/2 (100 XP)

Innate Spellcasting The Arbiter's innate Spellcasting ability is Charisma (+5 to hit, Spell save DC 13). It can innately cast the following spells, requiring no material components.

1/Day: Color Spray (3rd-Level)

Shimmering Storm (1/Short or Long Rest). As a bonus action, the Arbiter can force all creature within 10 ft. of it to make a DC10 Constitution saving throw and be blinded until the start of its next turn on a failure. A creature must be able to see the Arbiter to be affected.

Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d8 + 1) piercing damage.

Reactions

Parry The Arbiter adds 2 to its AC against one melee attack that would hit it. To do so, the Arbiter must see the attacker and be wielding a melee weapon.


Warpmind Idsmith

Idsmiths are the few Warpminds with enough psionic potential to gain control over their powers. Through this, they gain the ability to easily influence psionic energies. They act as caretakers and wardens for other Warpminds, with the Warp Shivs they carry used to incapicate, but not kill rowdy psions with their immaterial blades.


Warpmind Idsmith

Medium humanoid (Leipidosai), any alignment


  • Armor Class 12 (14 with Inertial Armour)
  • Hit Points 52(8d8 + 16)
  • Speed 20ft., fly 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 14 (+2) 14 (+2) 19 (+4) 13 (+1)

  • Condition Immunities None
  • Damage Resistances Psychic
  • Saving Throws Int +4, Wis +6, Cha +6
  • Skills Insight +6
  • Senses darkvision 60ft., passive Perception 10
  • Languages Lepiden, Common (15% chance)
  • Challenge 4 (1100 XP)

Telekinetic Touch. The Idsmith can telekinetically manipulate unattended objects within 30 feet of it, moving them to another location within the same range, in any orientation it desires. It can affect up to three objects simultaneously, but it can only affect up to 250 pounds of matter at once.

Innate Psionic Powers. The Idsmith's psionic ability is Wisdom (power save DC 14, +6 to hit with power attacks). The Idsmith can innately use the following powers:

At Will:Ectoplasmic Object

1/Day Each: Mislead, Psychometric Touch, Negate

Psionic Powers. The Idsmith is a 4th-level psionic character. Its psionic ability is Wisdom (power save DC 14, +6 to hit with power attacks). It has a psi point maximum of 20 and a psi limit of 4. It knows the following empath talents and powers that augment them:

  • Aura Beacon: Aura of Charm (1+)
  • Inertial Transference: Inertial Armour (3)
  • Psychic Hammer: Telekinetic Lance (1+), Telekinetic Clutch (3)
  • Psychic Static: Empathic Shield (1+), Incite Fury (1+), Unsettling Presence (3)
  • Sixth Sense: Destiny Dissonance (2), Discern Position (1), Precognition (2)

Actions

Warp Shiv. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) force damage.

Webweave Shieldspinner


Webweave Shieldspinner

Large Construct, any alignment


  • Armor Class 19 (Natural Armour, shields)
  • Hit Points 97(15d10 +15)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 10 (+0)

  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses darkvision 60ft., passive Perception 11
  • Languages Lepiden
  • Challenge 5 (1050 XP)

Bio-Engine. Once per turn, a creature that attacks the Shieldspinner can target the lepidosai contained in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the Shieldspinner, and the Shieldspinner can respond by using its Multiattack with its reaction.

Immutable Form. The Shieldspinner is immune to any spell or effect that would alter its form.

Dual Shields. The Shieldspinner carries two shields, each of which is accounted for in the Shieldspinner’s AC.

Innate Spellcasting. The Shieldspinner’s spellcasting ability is Wisdom (spell save DC 14, +5 to hit with spell attacks). The Shieldspinner can cast the following spells, requiring no material components:

At Will: Absorb Elements, Warding Bond

Actions

Multiattack. The Shieldspinner makes two Bash attacks and uses its Net Cannon if able.

Bash. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 10 (1d10 + 5) bludgeoning damage.

Net Cannon. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the Shieldpinner’s chest can fire a net with a 20-foot trailing cable anchored within the Shieldspinner’s chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The Shieldspinner can fire up to four nets before it must be reloaded.