Snailtaur

With a body that looks like half humanoid and half snail, Snailtaurs are reminiscent of the Centaurs but their lower body is snail-like instead of horse-like. Their skin is slimy and produces a sticky saliva-like substance as snails do. They can choose when to produce it however. They possess a snail shell and can hide inside it when they are in danger or when they want to sleep. Snailtaurs also have snail antennae in their forehead above their eyes which they use to detect vibrations on the ground. Their movement is slow compared to other races, but once they are in a wet terrain like the ground after it has rained they actually move quite fast. Their body colors follow a pattern for the whole body; there are red snailtaurs, green snailtaurs, yellow snailtaurs and snailtaurs of various other colors, but no snailtaur has more than one distinct color in their bodies, except their shell which is always brownish. Their hair can be any natural color humans or elves have. Snailtaurs have ties with the Feywild, like centaurs, and also like centaurs they have a dual nature; that of a fey creature and that of a humanoid. However, many in Aldmeer believe that the snailtaurs were created by Heglyt, the goddess of repulsion, since snails are widely considered as repulsive. This is not true however.

Snailtaur Traits
Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.

Age. Snailtaurs physically mature at the same rate as humans, but they live about 120 years.

Alignment. Snailtaurs can be any alignment but tend towards neutrality.

Size. Snailtaurs stand between 5 and 6 feet tall, with their snail bodies reaching about 3 feet at the withers. Your size is Medium.

Speed. Your base walking speed is 20 feet.

Languages. You can speak, read and write Common, Snailtaur and Sylvan.

Dual Nature. Your creature type is both Fey and Humanoid.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, 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. You cannot withdraw into your shell if you are wearing Medium or Heavy armor though, as the armor is wide enough to not be able to fit through your shell’s opening and you can’t bring weapons with the heavy, reach or two handed properties inside your shell.

Slide. Whenever you move on a wet surface, your speed is increased by 20 ft.

Snail Antennae. You have two antennae in top of your head. Thanks to them you have tremor sense of 30-foot-radius around you and can detect and pinpoint the origin of vibrations within this specific radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures and doesn't automatically nullify someone else's Stealth. If a creature is actively hiding or using its Stealth skill within your tremorsense, you make a Wisdom (Perception) check if you're searching actively, or you use your Passive Wisdom (Perception) if you are not, against its Dexterity (Stealth) check. If your number is higher, then you know the creature's location.

Sticky Saliva. Your lower body produces a lacrimal essence similar to saliva. As you move, you leave a trail of this saliva behind you which takes one hour to disappear. As a result, ability checks made specifically to track you have a bonus of +5 while the trail of your saliva is still fresh. As a bonus action, you can make the saliva that your lower body produces for the next minute to be extremely sticky in order to impair movement and immobilize creatures. A creature that steps in this special saliva has its speed dropped to 0 for 1 minute unless it succeeds on a Dexterity Saving throw DC (8 + your Constitution modifier + your proficiency modifier). During the end of each of the creature’s turns, that creature can make a Strength (Athletics) check to break free with an escape DC of (8 + your Constitution modifier + your proficiency modifier).

Immovable. You can’t be moved if you don’t wish to; adhering to the extremely sticky saliva you produce on the spot. As a reaction when you are being pushed or pulled from your position, you can produce this saliva from your lower body in order to hold you down in the spot you stand (no check required from you) until the start of your next turn. In the case when you are being grappled and the grappler tries to move you while you are using this ability, the grappler must succeed on a Strength (Athletics) check contested with your Strength (Athletics) check in order to move you. Likewise, when a creature shoves you, you have advantage on the contested check while you are using this ability.

Special Body Nature. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb is especially easy for you because of your snail body and snail capabilities that make you stick on walls and solid surfaces. As a result you use your normal speed as your climbing speed. If the surface is wet you also add 20 ft. to your climbing speed due to your Slide trait. You can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.