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Simian

Simians are the most numerous of the apes. They can take a variety of appearances, from that of a monkey to that of a lemur. Most possess a tail, which may or may not be prehensile. Simians often take role as commoners with ape society, having jobs such as farmers, general store workers, and soldiers. They are the backbone of ape society.
ability score increase: +3 DEX
age: Apes reach maturity around the age of 16 and live to the age of 60
alignment: Chaotic Good
Size: Small
speed: 35ft, climb 30ft
Languages: Ape
race features:
Low Intelligence. Simians are not the smartest of creatures, but their strength often makes up for that. You have disadvantage on all intelligence saving throws, but gain advantage on all strength saving throws.   Monkey Business. Simians are naturally agile and nimble. You are proficient in the acrobatics skill.   A Nasty Surprise. Once per long rest, you can attempt to throw your poop at a target (range 15/45). Add your dexterity modifier to your attack roll. Targets hit by the attack take 1d4 poison damage are disoriented for 2 turns, rolling disadvantage on all attack rolls. The target can spend an action cleaning themselves and removing the effect for the next turn. Additionally, if you are carrying any disease, that disease will be spread to the target within reason.   Fight or Flight. A simian’s primal urges will reveal themselves during a fight. Once per short rest, you can choose to increase your walking speed to 50ft and your climbing speed to 40ft for 1 turn at the cost of rolling disadvantage on all attack rolls for the next 3 turns.   Prehensile Tail. Many simians have a prehensile tail. If you have a prehensile tail, it can be used to hold objects, shields, and any weapons with the light property, effectively serving as a third arm. Shields and weapons held by your tail function as normal, while keeping your hands free.  

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