rdJellyglower
These aquatic creatures live in water but can traverse land as well. They release a chemical contained within their skin which emits a level of light that’s dull as a candle, but the brightness can be increased. One sting from this deadly race might be the last thing you’d feel. These jellyglowers are the true reason why people fear the light.

The Hermaphrodites:

Jellyglowers can change back and forth between male and female for the purposes of reproduction.  Changing sex paired with the ability to change color depending what liquid they were last in makes it difficult to tell apart if said creature is the same jellyglower.  A tattoo-like marking is the main distinction between jellyglowers; these markings are to jellyglowers as fingerprints are to humans.

Elemental Shift:

Jellyglowers gain a temporary elemental affinity swap based on the liquid which it absorbs.  The affinity shift is instant, and can last up to 4 hours before reverting back to their Spirit Affinity.  The duration of the absorption increases an additional two hours for every Level divisible by 4.  At level 40 this duration is a full day.  A Jellyglower can also expel all soaked up liquids to revert back to Spirit Affinity at any time using their Specialty Action.  Some liquid examples include…

    • Fire Affinity: Magma
    • Water Affinity: Water, Soda
    • Earth Affinity: Sludge, Poison, Waste Water
    • Creation Affinity: Milk, Yin-ichor
    • Destruction Affinity: Alcohol, Yang-Ichor

Jellyglower

  • Initial Attibutes +10AGI,WIS,SPT; +5VIT; -5STR,INT,LUK

    STR:10, AGI:15, VIT:15, INT:5, WIS:20, CHA:10, SPT:20, LUK:5

  • Age ???

    Jellyglowers have the potential to live forever. When they are injured, they can go back to the beginning of their life as a polyp to regenerate.

  • Evolution Bargistan

    Your evolutionary roots stem from the barg humans. You are part of the bargistan family.

  • Size Small

    Jellyglowers are around three feet tall. Your size is small, halving your movement (rounded up).

  • Racial Variations

    No two jellyglowers have the same birthmark… their inky marking. This allows them to know who is who at a personal level due to many of them otherwise looking so similar to one another.

  • L.A.W.S Land, Water, Space

    Jellyglowers can traverse Land and Water as they are able to breathe both oxygen and carbon. They can hold their breath in space for 30 seconds plus their Vitality modifier.

  • Languages Humish, Monstalexicon, Aquash

    You can speak, read and write Humish, Monstalexicon, and Aquash.

  • Breaks Snooze Button

    Jellyglowers sleep in 1-minute segments. A Jellyglower only needs 16 of these segments for a completed Break, though each segment must have at least a 4-minute pause between, which the jellyglower can do other things.

  • Vision Glow Vision

    Your glowing light is more than just for show. A jellyglower gains unhindered, perfect vision within the 5x5 cell radius centered around its luminated body. Hidden units gain Seek when the light hits them. While invisible units remain unseen, the jellyglower can detect their location, their body’s light acting as a detector for thermal patterns and electronic signals.

  • Deity Bonds Proterius

    Your race's existence was brought forth by Lord Proterius, giving you access to the Paladin Class, Jeweler DLC and Soldier DLC.

  • Elemental Boons Element:0

    Jellyglowers gain immunity to the element in which the jellyglower becomes depending on the liquid color they are. For example, a jellyglower that just absorbed magma is immune to the Fire Element; this effect lasts for one hour or when a different elemental source is assimilated.

  • Elemental Banes Element:200

    Jellyglowers suffer 2 times damage against the Bane Element in which the jellyglower becomes dependent on the liquid color they are. For example, a jellyglower that just absorbed magma takes double damage from the Water Element.

  • Elemental Laws Spirit; ???

    Jellyglowers change their elements depending on what liquid is within them at the given time. If there is currently no fluids running through them, they are the Spirit Element.

Jellyglower Skills

The monster’s deadly stinger not only deals damage, but poisons their target too.  At level 16 jellyglower can Paralyze their targets, and at level 30 also adds Burn to their targets.  At Level 1 you deal 1D10+Lvl+STR damage up to Cell away.  You gain 1 Cell range every 12 levels and [+1D10 e3 Lvls].

A jellyglower can morph from a humanoid into a full-fledged jellyfish whenever they want, but their humanoid form loses 1 to Move and Jump when traversing land.  Based on their compound structure, they can swim and breathe in any type of liquid.  For example, water, magma, and sludge are all the same to these creatures.  A Hydration Meter is used for Jellyglower, referring to the amount of any type of liquid left that can be used for other techniques.

  • A jellyglower in Jellyfish mode can combine their Move and Jump as one stat to launch themselves up at a great distance!  It can be used within any liquid. (Takes 20% Hydration)
  • A trail of a particular liquid they were last in follows while they are walking in humanoid form.  Depending on the liquid it is enough to deal 1D6 damage to those stepping in it.  This may pinpoint your location, but also is enough liquid to shrink back into it to regain swimming until it evaporates or sinks into the ground in 3 Rounds.  Unfortunately, the trail doesn’t grant the ability to reabsorb it for greater hydration.  (Takes 10% Hydration per 2 minutes or 12 turns). 
  • A liquid splash can be used to spin around within a trail left in each Cell.  This splash of viscous fluid shoots out in a 3×3 cell radius centered around you.  (Takes 30% Hydration)

The caster’s body can produce a dim light centered around itself in a 5×5 cell radius to help illuminate the area.  Furthermore, your body’s construction makes you immune to many status effects including Bleeding, Blind, Bruising, Burn, Deadly Poison, Disease, Envenomed, Frozen, Glitter, Poison, Severe Burn, Severe Bleeding, and Severe Bruising.  Increases the radius to 7×7 at level 10, 9×9 at level 20 and 11×11 at level 30.