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5e Racial Stats
- Ability Score Racial Traits: A quibble increases their Constitution score by 2, and one other ability score of your choice by 1.
- Type: Quibble are humanoids with the beastfolk subtype.
- Size: Quibble are small.
- Speed: Quibble have a base speed of 25ft.
- Languages: You can speak, read, and write Common and Sqree.
Burrow (1) (Ex)
Quibbles claws can be used to help them move through soft earth and soil, but not hard rock and stone. They gain a burrow speed of 2 feet that can only be used to burrow through soft dirt, sand, or silt.
Carapace (x) (Ex)
Quibbles have a thick chitinous plate protecting them from attacks. A quibble's shell provides a base AC of 14 + their dexterity modifier; however, whenever they are flanked or surrounded this is reduced to 13+Dex and 11+Dex respectively. An armored quibble adds +1 to the base armor of any armor they wear thanks to their thick carapace, but do not otherwise benefit from their natural armor.
Darkvision (x) (Ex)
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.
Defensive Curl (2) (Ex)
A quibble can withdraw into their shell as an action. Until you emerge, you have resistance to bludgeoning, piercing and slashing damage, and you have advantage on Constitution saving throws. While in your shell, you are prone, but your speed is not reduced, instead you can roll around if the terrain would allow, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell or the use of your shell shocked feature.
Shell Shocked (1) (Ex)
A quibble withdrawn in their shell can roll out with great speed, and force. While in your Defensive Curl, you can replace any or all attacks in an Attack action to attack a creature within 10 feet of you as you roll forward slamming into them and dealing 1d4 + your strength modifier points of bludgeoning damage, each additional attack converted into a Shell Shocked attack, allows you 10 feet of additional movement for this action.
Spiked Shell (1) (Ex)
While you are within your Defensive Curl ability, any creature that strikes you with a melee attack within 5 feet of you, suffers 1d4 points of Piercing damage.
Vibration Sense (2) (Su)
You can as a bonus action on your turn, focus your senses towards the ground, granting you Tremorsense out to a range of 20 feet until the start of your next turn. You can use this feature a number of times equal to your Proficiency bonus; regaining spent uses after you complete a long rest.
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