Mimicker Unexpected Heritage Mimics are one of the most iconic trap monsters in this universe. They like to stay in dungeons or in wet places where they can thrive. However, some of this Mimics started to act differently. The cause was unknown but is thought to be caused by a mutation happened hundreds of years ago, probably after the effects of the Dark War. This change made them smarter and as they grew smarter, they grew a soul. They learned that in life there’s more than just waiting for your pray and eating it. This “Mimickers” started to roam the region in search for an answer at their want to know more about the universe. Thanks to their shapeshifting abilities, they hid themselves in cities full of different creatures, learning from them. Nevertheless, as they discovered more they also picked up that they will never be accepted by the other races. A Hope for a Monster So they slowly learned how to create puppets made out of wood, fabric and clay from the gnomes of the valley. They learned how to paint and saw them together from the elves of the forests. Finally they learned how to forge the magical runes to make them live from the dwarves of the mountains. Once created such puppets, they transformed themselves into clothes or pocket objects to better control them. With their new look, they started to hide in plain sight and to mix with the populations. Soon after, they were everywhere, still learning, hoping to become a recognized race in the various kingdoms. Mimicker Names They take names for their Costumes from all other races. Their Real name is in Mimic… only the Mimicker knows it. Mimicker Traits As a Mimicker, you have these following traits. Ability Scores: Your Charisma is decreased by 2 while your Dexterity is increased by 1. Age: Maximum age for a Mimicker is about 100 years. When they reach this age, they normally decompose or divide into two new Mimickers. Alignment: Mimickers are always a bit Chaotic but they try their best to follow the laws of the other creatures. Size: The Costume can vary like the Real size. The Costume’s size can range between 3 and 7 feet while their Real size is about 9-10 feet. The Costume weight is the Costume creature’s weight -20 pounds. Their Real body weight can very like their forms. When standing up, not transformed, their weight is about 230 pounds. Speed: Mimickers overall walking speed is about 35 feet. The items they bring inside their Real body do not reduce their speed. Blindsight: Their Real body cannot see anything and must rely on other senses or their Costume’s vision to see. You have blindsight within 15 feet of you. Their Costume can see in dark and dim conditions, like if it had Darkvision, within 60 feet of them. Mimicking Abilities: You have proficiency in Stealth. You can hide you Real body with ease and your Costume can mix with the population in a blink of an eye. Mimicking Resistances: Their Real body is immune to all Acid damage because of their mimic heritage. Costume Expert: They can create 1 new Costume every day and swap between Costumes every 6 hours. Costume Service: They can separate their Real body from their Costume and use them both. While one walks or attack, the other cannot. Their Initiative Roll is the same and the Player can choose who goes first. They can reunite your Costume with your Real body if they are under 3 feet apart. When united, only the Costume takes damage and when its HP drop to 0, the Real body can separate and fight. The Costume can be repaired or recreated. While their Real body is in a Coma, the Costume stops in place. If the Real body dies, the Costume stops working. Shapeshifting: Their Real body can turn into any object from 1 to 10 feet. Then they are indistinguishable from a real object. Atheism: Mimickers believe that gods do not exist and find all the stories about them just Myths. Different Strenghts: Their Real Body have proficiency in all types of Simple and Martial Weapons except 2 Handed Weapons. Their Costume is considered a puppet (see Class Puppeteer) hence it has puppet actions and abilities while their Real body can use a weapon or use one of the inherited ability from Mimics: Bite and Slash. Any of their form cannot learn any class or any magic except magic revolving around Puppets. Slash: Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: (1d8 + Strength Modifier) bludgeoning damage. Bite: Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: (1d8 + Strength Modifier) piercing damage plus (1d8) acid damage. The Real Monster: They are considered a Monstrosity, while their Costume is considered a Construct Languages: Your Costume can speak well every language but can read and write only 1 selected language at time. IN addition, you can start a conversation with a Mimic in any form. It isn’t very useful though…

Xolotll Near Fresh-Water Rivers Between the mountains in the north of the region, near fresh-water rivers, the Xolotlls live a peaceful life without worrying about problems. They eat the fruits of their work, growing rice, butterbur, ferns and moss to sustain their population. Being protected by the mountains and the rivers, they do not need to fight off their enemies. As time passed they almost forgot what was dangerous and what wasn’t. Everything new to them is scary and when scared they respond with little sparks of electricity. Not needing to run or flee from enemies, they are very chubby. Millenary Culture Without enemies, they can live for thousands of years. Some of the Xolotlls that live to this day even remember the land that their fathers told them. A land of fear. Before They came, everything was peaceful as it is now. Many cities were not born yet and many of the races that inhabit the region today didn't existed. The coastline was short and sandy with beautiful beaches, the desert was absent; everywhere you looked, you could see grassy plains where the Xolotlls grew their vegetables. Then, new races grew and claimed new territories. They created new cities and brought new machineries, but they respected all the old races. The Xolotlls thought languages and history to the other races. Segregation from the Past But everything changed when They came. After the Dark War, the landscape changed like the mentalities. Everyone was in panic when the monsters roamed the land. The only thing the Xolotlls could do was to run away in the only places where they knew no one could find them: the mountains. Umpteen Xolotlls died in the conflict that followed the war. While all the races, even the elves, have forgotten this tragic past, the Xolotlls haven’t. Many still remember it this days, hence why they do not venture in the wilderness of the now scarred land. A Positive Answer Despite all of that, the Xolotlls are happy and always positive. Their answer to everything bad is “Everything’s gonna be fine”. After the conflict, they sought refuge on the top of a mountain near the spring and the rapids of the Aiver. There they built their city from the ground up and they named it Fluuriesch. It is mainly composed of little and simple huts of wood and hardened mud. Xolotll Names Xolotlls have one original name plus a name from one of their ancestors given by their family. Male: Ahuatzi Chimalley Citlalic Coalt Cuallea Eztli Ichtacka Nochehuatl Ocotlan Patlea Tenoch Tlanextic Tonatiuh Xihuitl Xipilli Xochitl Yolotli Female: Azti Chantio Chipahua Citlalee Cozamalotl Cuicatl Etapalli Eztli Nenetl Patli Teicuih Teiuc Tozi Xiuhcoalt Zeltzin Zyanya Xolotll Traits As a Xolotll, you have these following traits. Ability Scores: Your Strength is decreased by 3, your Constitution is decreased by 2 but your Intelligence is increased by 2. Age: Maximum age for a Xolotll is about 2000 years. They live peaceful long lives. Alignment: All Xolotlls are always good. Their genuine creativity and beliefs makes them one of the most generous and kind creatures the world have ever seen. However, they don’t always follow the rules. They only follow those they think are right. Size: They are all about 3 feet tall. There is not much difference between males and females. The males have slightly largerer frills than the females. Their weight is around 50 pounds. Some are fattier than others. Speed: Having short, stubby legs and a not very athletic body, they move at 20 feet. On the other hand, they are especially good swimming abilities. In water, they move at 40 feet. Power of Knowledge: You have proficiency in History, Nature and Religion. Strange Health Powers: Your amphibian skin gives you very little to no protection. Any class you choose will not change the fact that you are an adorable, little, stubby salamander. That is why your Armor Class will always start at 8, your Hit Dice is a d4 and your Hit Points are: 1d4 + Constitution modifier per level. Thanks to Xolotll’s anatomy, they can regenerate any part of their body and can surivive to all injuries. While in coma they are always considered stable. Watery (Dis) Advantages: Thanks to their frills, Xolotlls can breathe underwater as if they were in fresh air. In water, you get +4 at your Attack Rolls being able to see underwater within 30 feet of you. You get faster in the water and your wet, slimy skin allows you to pass in very slim passages. However, after 6 hours without any water your body starts to dehydrate very fast. After 8 hours, you could be boiling. After 9 hours, you are served. Remember to hydrate. Thundering Capabilities: Bonus Action They can move their tail very rapidly. So fast that they can actually start creating little sparks of lightning. These has a chance of Stunning your opponent. You deal 1d3 of damage by touching you enemy (10% chance of Stunning). At level 5, you deal 1d1 of damage (30% chance of Stunning). At level 10, you deal 1d6 of damage (50% chance of Stunning). At level 15, you deal 1d8 of damage (60% of stunning). This action can only be used once every 2 turns. Languages: You can talk, read and write in Common, Draconic and Aquan.

Hyflan Interesting Symbionts In the forest of the region before they were colonized by the elves, there were strange creatures children of the earth and the plants. These were the Hyflans. These tall symbionts lived in harmony with nature protecting the forests and eating the waste of the other living beings. They are a mixture between plants and fungi. Their plat part helps them breathe also carbon dioxide instead of only oxygen depending on the situations and allows them to perform photosynthesis in case of emergency. On the other hand, they can eat almost every type of organic matter thanks to their fungus part. Without natural enemies, these creatures could live forever and their number would constantly increase. Foreseeing this eventuality, once a year some members of the community voluntarily bury themselves into the ground and slowly die in peace, nourishing the forest in a process called ”Return to Mother”(rough translation from Sylvan). There’s No Blood Being symbionts between plants and fungi means they do not have blood. So any magic that would effect their blood is nullified. They also have a completely different respiratory system in which they inhale air through fissures in their chest. This combined with their need of water made them settle near rivers. However, since one of them drowned because he entered the river to help someone, the community decided that from that moment no one should swim ever again. No Hyflan today knows how to swim and they are afraid in any manner of deep water. Family Choices They are all a part of a community and they are all connected to each other. While the individuals have their own opinions and thoughts, the whole community chooses for all of them. Their primary objective and important decisions belong to the choice of the community. After the Dark War, all the Hyflans have migrated into the forests of the south. Even though they do not have houses or cities, they perceive all the forest like their own home. The individuals of the community are called the same from generations. This is because every time a Hyflan dies and another is born the community tell him who he was, what he did but without making him a copy of the original. Many of the Hyflans that live to this day have names of the one who saw the Dark War. Hyflan Names The names for the individuals are chosen by the community from the names of the other individuals who died in the ”Return to Mother”. Male Akarighus Armiln Catharell Chloorfil Gonfus Helwell Flogotis Pluerot Sparassix Tuben Female Amnitha Baleto Bowit Clavatia Flamminia Leccinia Morchell Ruzula Strofia Tremell Hyflan Traits As a Hyflan, you have these following traits. Ability Scores: Your Wisdom is increased by 2 but your Intelligence is decreased by 3. Age: Technically immortal, they usually “Return to Mother” after 30 years of living, but some of the elder druids of the community live for much longer in order to better guide the youth. Alignement: All of them are Legal-Neutral. When one of the community changes attitude and tends to be Chaotic or Bad, the community make him change his mind. When one wants to become Good, the community doesn’t interfere, but warns him about the consequences of his actions. A change of mind in these creatures is very rare, though. Size: The Hyflans are about 7 feet tall and weigh about 200 pounds. Speed: Hyflans rarely run. Their walking speed is about 25 feet. Darkvision: Through luminescent flowers and fungi present in your body, you are able to see in dim light within 40 feet of you and in darkness within 10 feet of you as dim light. Bonus action You can also produce dim light for your party in a radius of 5 feet around you. Nature’s Wisdom: You have proficiency in Nature, Animal Handling, Medicine and Survival. Viny Body: Bonus Action Hyflans’ body is made out of a mixture between mushroom tissue and plant-like vines. This is why they also count as Plants. They can elongate their arms and legs to reach far objects. The more they extend the slimmer they get. They can extend they arm max.50 feet and their legs max.20 feet. They can remain stretched out for about 1min x Lvl. They can attack while being stretched out but must be concentrated. If they stretch out more than the above maximum length, depending on how much they are being extended, they can tear apart. Languages: Sylvan is your primary language but you can also speak a rough resemblance of Common. You do not know how to read or write.

Moissian The Arrival Before the region was scarred, during fresh summer nights, if you looked up in the sky you could be able to see some amazing meteor showers. People did not know where they came from. Some said they came from the Elemental Planes, others from the Far Planes but no one could confirm their hypothesis. Then, some years before the Dark War, some of the meteors fell down and became meteorites. These fell in the East of the region. Between the shattered rocks appeared shiny magical crystals. While being analyzed by the Gnomes, these ones inadvertently enhanced the powers of the crystals making them grow larger. The crystal then reorganized themselves into a more humanoid structure. From that moment on the crystal people were named Moissians (from the Gnomish words Mois and Sions meaning “sons of stars”). This moment of history, for all Moissians, is remembered as "The Creation". Precipitating Situation Moissians learned a lot from Gnomes and Elves, from how to make marvelous machines to how to saw beautiful clothes. They were also used as clerics being able to use their magic to cure diseases and wounds. But when the war came, the Moissian tried to fight for their new home. They completely failed being very weak and fragile. The people of the region, needing cures for the injured, sought help in those who did not broke in the fights. However, with all the people needing help there were too little Moissians to cure them. The population accused them of betrayal and they shattered them to use them as healing crystals. Many used all the crystals powers as possible removing all energy from them. The Aftermath After the war, a few of the crystals that were recognized as Moissians had been revived using magic of ancient powers. These were furious about what happened during the war because while being shattered they still remained conscious. The few Moissians remained migrated to the newly formed desert where they could live isolated to all others. With the years, Moissians became harsh and introverted. Their society grew intelligent and mathematical. They became insensitive to all other beings and proceeded creating machines and writing formulas and algorithms. They were the student; all other races were the master. The student became the master. Today, some of them learned to live between the populations, while many remain isolated in the deserted lands. Moissian Names Moissian names are ancient and bring power like the magic inside their crystals. Choose wisely your name, because it reflects the place of your Arrival. Names: Amararaja Bhasura Crisiant Fatik Kristol Jeshan Jing Mohadissa Nevada Ratna Moissian Traits As a Moissian, you have these following traits. Ability Scores: Your Intelligence is increased by 1, your Constitution is increased by 3 but your Strength is decreased by 3 and your Charisma is decreased by 2. Age: Since they can regrow any part of their body if they aren't broken too much, they can live eternally. Alignment: Some of them are Legal; many are Chaotic. They usually think that everything they decide is good for their society without thinking if is good or bad for all others. Many can also seem evil Evil but they do it with the best intentions. Size: They are about 6 feet. Some of them have crystalline structures that extends from their head like horns or halos making them a bit higher than the average ones. ***Speed: Their basic walking speed is 30 feet. Truesight: Your crystalline structure allows you to see through illusions and darkness within 50 feet of you. Mathematical Reasoning: You have proficiency in Arcana, Investigation and Medicine. Magical Strength: Every time they use a spell of heal with their abilities, they lose some of their magical power stored inside their crystals. Your magical power is equal to 4d20 x Lvl. You use 1d4 of power per every spell level + 1d4. If your magical power drop to 0 you are considered dead but your soul remain in the same plane of the location where you died. You recover 1d6 of power after a short rest, 1d8 after a long rest and 1d10 every day but only when you are complete. If you are shattered, you do not recover. Cristalline Regrowth: Bonus Action Every time you are gravely injured you can use you magical power to recreate your damaged parts. You use 1d6 of your magical power to activate this ability and you heal 1d8 of damage. Healing Powers: Bonus Action You can cure other member of the party using this bonus action. The more you used it the worse you will get. You use use 1d8 of your magical power + 1d4 for the number of time used in a day to activate this ability. You cure 1d8 of damage and remove any diseases present in that moment. Fragile Resistance: Since they are crystals, they are very strong and hard, but not resistant. Every time someone hit them with a Precision Strike or a Critical, they get Damage x3 instead of normal. Languages: You can talk, read and write in Common + 1 studied language of your choice.