
Each Aberrant Horror is defined by one key question: what happened to them? Some individuals make pacts with ancient entities for powers that have unforeseen effects. Others awaken after being defeated by an unnatural monster, surprised that they have been spared, only to feel something writhing in their stomach. Many tropes of body horror can be used as
inspiration for an Aberrant Horror. Once your origin has been determined, you can consider what your character’s motivations are regarding their transformation. As their power
grows and manifests, they may feel they have lost what makes them fundamentally themselves. Perhaps they decide to take revenge on the entity responsible for their transformation, or perhaps they perceive their transformation as a gift.
Transformation Boon: Aberrant
Adaptations
Your body can twist and reshape itself as you will it, changing body parts into dangerous weapons or useful tools, and regenerating after damage. This ability is represented through Adaptations.
Basic Adaptations
At 1st level, you gain the following adaptations:
Chitinous Shell. As a bonus action, you can develop a hard, crustacean-like shell. When you use this adaptation and are not wearing heavy armour, you gain a +2 to AC. However, this reduces your speed by 10 feet. This adaptation lasts for 1 minute or until you are knocked unconscious. On your turn, you may use a bonus action to end this Adaptation.
Eldritch Limbs. You can transform one or both of your arms into a weapon of thick muscle, sharp claws, or hardened bone. When you make an attack, you can use this Adaptation. If you do, you gain the following features:
• You can choose what type of damage your unarmed attacks will cause, from Piercing, Bludgeoning, or Slashing. Your arm becomes a claw, tusk, or bone club, depending on the
damage type chosen.
• You may roll a d6 in place of normal damage for unarmed strikes.
• You cannot hold any object in the affected arm. This includes, but is not limited to, weapons, shields, and spellcasting focuses. Any object you are holding merges into your adaptation or immediately drops to the ground. The GM may decide if they feel the object is too large to merge. This adaptation lasts until you become knocked unconscious. On your turn, you may use a bonus action to end this adaptation.
Transformation Boon: Aberrant Form
Your Constitution score increases by 2 and your Strength score increases by 1. An ability score cannot be increased beyond 16 this way. You become an Aberration in addition to any
other creature types you are. Spells and abilities that affect Aberrations of a specific CR have no effect on you.
Transformation Flaw :
Unstable Mutations
Your body becomes malleable and struggles to maintain any one physical shape. Upon completing a long rest, you must roll 1d100 on the Unstable Form table and apply the effects of the result, determined by your transformation level. These effects last until you complete another long rest. If you roll the same result on the table more than once in a row, roll again until a new result is rolled.
Unstable Mutation Table
Level 1 | Level 2 | Level 3 | Level 4 | Effect |
---|---|---|---|---|
01-05 | 01-08 | 01-09 | 01-11 | Your body starts to become formless. You have disadvantage on Dexterity saving throws. |
06-10 | 09-16 | 10-18 | 12-22 | You start to become rigid and brittle, making resting less effective. When you consume a hit dice, you do not add your constitution modifier to the result. |
11-15 | 17-24 | 19-27 | 23-33 | Your body starts sweating a viscous substance that hardens quickly. You cannot doff armour or change clothes. Dropping, stowing, or interacting with an object requires an action. |
16-24 | 25-32 | 28-36 | 34-43 | You immediately throw up a thick, black ichor and begin feeling nauseous. You do not benefit from the effects of any food, drink, or potions consumed. |
25-32 | 33-40 | 37-45 | 44-52 | You are only able to form one-word sentences in a guttural voice you do not recognise. You can still cast spells with verbal components. |
33-40 | 35-48 | 46-54 | 53-61 | Your legs become unresponsive and difficult to move. Your movement speed decreases by 10 feet. |
41-48 | 42-56 | 55-63 | 62-70 | Your body begins fighting against any form you take. You cannot make reactions. |
49-56 | 57-64 | 64-72 | 71-77 | Your arms periodically have a will of their own, causing your reaction speed to slow while you regain control of them. You have disadvantage on Dexterity ability checks to determine initiative order. |
57-64 | 65-72 | 73-80 | 78-84 | Your skin quivers and shifts, while your appearance constantly changes. Every 30 seconds a defining feature of appearance changes, such as hair colour, facial features, or body proportions. |
65-81 | 73-83 | 81-89 | 85-91 | Nothing happens. |
82-91 | 84-92 | 90-95 | 92-96 | You become immune to the grappled and restrained conditions. |
92-100 | 93-100 | 96-100 | 97-100 | If you would gain hit points from a spell or ability other than your own, you gain that many hit points plus your Constitution modifier instead. |
Previous Versions
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11/3/2022 1:00:55 AM
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