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Magne

Ability Score Increase +1 Cha, +1 Wis, +1 Int
Size Medium
Speed 30ft

With a forked tongue of silver and a piercing eyes, Magne are among the shrewdest races present on Valmoran. Their culture is heavily based on trade and the accumulation of economic power. They appear as quasi-centaurs, much like the Tevrin, with a scaly humanoid torso grafted onto a muscular snake body.
Magne are commonly seen as adventurers, always striving to seek out far off lands to cement profitable trade deals.   Age. Magne live about as long as most other chaosborn races, reaching around 80 years of age at the end of their lives. They typically reach maturity by age 20.   Alignment. Magne are highly lawful creatures, realizing that trade cannot exist unless they conform to the rules of society. Being adept at dealing with laws and customs related to trade, good aligned Magne make very effective lawyers and tradesmen. Evil aligned Magne usually range from efficient low-level conmen to corrupt trade barons and pirates dominating major trade routes.   Venomous Bite. Due to their serpent ancestry, Magne possess fangs that can deliver a debilitating poison. On an attack, a Magne can choose to bite their victim, rolling a simple weapon melee attack and dealing 1d6 piercing damage on a hit. If the attack lands, the victim must succeed on a saving throw of 8 + Con + Proficiency Bonus or they will be poisoned. Magne are immune to their own poison and will only take the piercing damage from the bite attack.   Slither Action. As a bonus action, Magne can choose to slither up to 30 additional feet during their turn. This ability must be refreshed with a short or long rest before being used again.
 

Languages. Magnese and Common


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