Wednesday, September 23, 2026

5.5E to Cyberpunk RED Species Part 2.5 - Underdark Unearthed Arcana 2

I’m adapting some more 5.5E species, though for a lack of species in the most recent books, I’m using the ones from the new Underdark Unearth Arcana 2 playtest material. So I’m sure all these species will get revisions by the time whatever mysterious book they are for comes out. Then I’ll revise them as they really do need it.

Deep Imaskari are an interesting choice but are just Aasimar in this version. Driders are unusually as D&D 5E has shied away from Large -sized player characters. They also seem like they are missing something. Or maybe just a change in spells. Illithidkin and Kuo-toa Kuo-toa are missing being Aberrations as at least the Kuo-toa were before. Even the Kalashtar got to be Aberrations and they are a variant of psychic people. Kuo-toa are also missing their Darkvison and Truesight from the Monster Manual, which represents their previous edition abilities to see the Ethereal Plane. While too powerful as Truesight, it does leave them somewhat lacking, not to mention they had Sunlight Sensitivity. Deific Manifestation requires the Referee to look up all Familiars in the MM. That is beyond the scope of this post. Myoconids have Skill Meld which is even more powerful in a skill-based system like Cyberpunk RED. So I capped it in a way that means people who have high skills don’t get even more as they already have the knowledge.

 

Deep Imaskari

About 4-7 feet tall or 2-4 feet tall

Change Photoresistant. You take half damage from Radiant damage.

Change Resourceful. You may reroll one dice result per 24 hours, whenever you finish a Long Rest.

Change Unluminescent. As an action, you can will the crystals protruding from your body to glow with Unlight. You shed Bright Light in a 1.5 yards/metres radius until you use an action to stop the effect. Your crystals stop glowing if you die or have the Unconscious condition.

Change Aura of Unlight. If your LUCK is 6, you can once per turn, in addition to any actions taken this turn create an Aura of Unlight that sheds Bright Light in a 3 yards/metres radius, originating from you that does not affect yourself. Choose one of the options below each time you create the aura; the aura lasts for 1 minute (20 turns) or until you end it (no action required), and once you create this aura, you can’t do so again until you finish a Long Rest:

Change Abjuring Unlight. You and your allies in the 3 yards/metres Aura give a penalty to enemy attacks against them equal to half your LUCK stat.

Change Brilliant Unlight. Creatures other than your allies that start their turn within the 3 yards/metres radius must succeed on a D10 + WILL + Endurance roll against DV of 11 + EMP or have the Eye Damage Critical Injury (unless they use Cyberoptics with Anti-Dazzle) until the end of your next turn.

Change Corrupting Unlight. When you deal damage to a creature with an attack or a spell, you can change the damage type to Radiant. Additionally, you can deal extra Radiant damage up to your BODY stat. But that number is deducted from the HP recovered for the same day.

 

Drider

Creature Type: Monstrosity

About 6–8 feet tall

Change Arachnid Build. If Cyberpunk RED had carrying capacity or weight rules, you could carry twice as much.

Change Darkvision. You have Darkvision with a range of 40 yards/metres.

Change Spells of the Spider Queen. You know the Dancing Lights cantrip. If your LUCK is 6, you always have the Faerie Fire spell prepared. If your LUCK is 8, you always have the Web spell prepared. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a Long Rest.

INT, WILL, or EMP is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Change Spider Climb. You may climb equal to your MOVE. If your LUCK is 6 you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.

Web Walker. You ignore movement restrictions caused by webs, and you know the location of any other creature in contact with the same web.

 

Illithidkin

About 4-7 feet tall or 2-4 feet tall

Change Darkvision. You have Darkvision with a range of 40 yards/metres.

Change Psionic Aptitude. You know the Mage Hand cantrip, and you can make the spectral hand Invisible. If your LUCK is 6, you always have the Command spell prepared. If your LUCK is 10, you always have the Levitate spell prepared. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a Long Rest.

INT, WILL, or EMP is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

Sharpened Mind. You have Resistance to Psychic damage. You also have Advantage on saving throws you make to avoid or end the Charmed condition.

Change Telepathy. You have telepathy with a range of 9 yards/metres.

 

Kuo-toa

About 5–6 feet tall

Change Amphibious. You can breathe both air and water. Additionally, you have a Swim speed equal to your MOVE.

Change Slippery. You have advantage on rolls to avoid a Grab Action targeting you or end being Grappled or otherwise restrained.

Change Deific Manifestation. You always have the Find Familiar spell prepared and can cast it without material components. You can cast it once and you regain the ability to cast it when you finish a Long Rest. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Homunculus or Myconid Sprout. The familiar’s creature type is Celestial. Additionally, your familiar’s form is a divine blend of multiple creatures. When you cast this spell, choose a second form from the available options. Your familiar gains one action, Reaction, or trait from that second form.

 

Myconid

Creature Type: Plant

About 4-7 feet tall or 2-4 feet tall

Change Darkvision. You have Darkvision with a range of 40 yards/metres.

Change Telepathy. You have telepathy with a range of 9 yards/metres.

Change Rapport Spores. As an action, you expel spores in a 9 yards/metres radius. Creatures in the area with an INT score of 1 or higher that aren’t Constructs, Elementals, or Undead gain telepathy within a range of 9 yards/metres for 1 hour. Once you use this trait, you can’t do so again until you finish a Long Rest.

Change Skill Meld. When you finish a Long Rest, you can perform a melding ritual to share knowledge and experiences. When you do so, choose up to six allies (which can include yourself) within 9 yards/metres of yourself to partake in the ritual and a skill that at least one participant has 4 levels in. The chosen creatures each add half their LUCK stat to that skill as levels unless the original skill level is higher.

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