Y’ha-Nthlei

***The Scions, scientists skilled in melding life through electricity to craft manikins and other constructs, grew increasingly reliant upon trade, their experiments demanding gold, mithril and other alloys capable of withstanding the forces of lightning. Yet, as the Scourge surged anew and Luyarnha was once more besieged, the Scions found themselves in dire straits, the resources essential to their groundbreaking research now perilously scarce.***

***In this desperate hour, the Y'ha-nthlei emerged, their singular mastery of smuggling enabling them to procure vital materials from beyond the beleaguered city. Young Deep Ones, proficient in navigation and seamanship, who retained greater control over their faculties, could alone navigate the hazardous routes into and out of Luyarnha, defying the lockdown imposed on the city. These enigmatic dwarves proved invaluable to the Scions, and in exchange for their services, the Y'ha- nthlei furthered their inscrutable goals, burrowing ever deeper into the city's fabric, drawing the unwitting populace closer to the unfathomable depths of their eldritch master's influence.***

## Y’ha-nthlei Traits:

**Creature Type:** Yharnamite

**Size:** Small (about 3-5 feet tall)

**Speed:** 30 feet

**Life Span:** 50 years on average before they lose their mind.

**Amphibious:** You have a swimming speed equal to your walking speed and you can breathe in both air and water.

**Otherworldly Resilience:** You have advantage on saving throws against being Poisoned, and you have resistance against Cold damage.

**Illusory Body:** Although your body is covered in tentacles, clams, seashells, and other eldritch appendages, you are covered by an illusion which makes you appear like a normal hill dwarf to others. You can use an Action to turn this illusion on or off. Other Deep Ones can see through this illusion.

**Sailor Training:** You have proficiency with the Trident, Cleaver, and Firearms.

**Cosmic Knowledge:** Whenever you make an History check related to the origin of an eldritch item or construction, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

**Guiding Light:** You know the Dancing Lights cantrip. Charisma is your spellcasting modifier for the spell.

**The Dreamer’s Curse:** Your mind is clouded by the dreams of the Slumbering One, and you find it hard to discern between reality and dream. You have disadvantage on saving throws against illusions.

**Fathomless Limb:** Your body has been altered beyond recognition by the Slumbering One, giving you one of the following body alterations:

* **Coiling Arm:** Your arm is nothing but a writhing mass of tentacles that flail the air. On your turn, after hitting an enemy with a melee attack, you can attempt to grapple them as a bonus action (normal grappling restrictions apply).

* **Brutal Pincers:** Your forearm –a massive pincer– is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal Piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you are targeting a creature you are grappling, the damage die becomes a d10 instead. You cannot use this arm to make any precise hand manipulation.

* **Mucoid Extremities:** Your hands and feet are palmed and covered in cups. Your swimming speed increases to 30 feet, and you gain a climbing speed of 20 feet.