Homebrew Abomination 1.5 Species Details
With a sickening crunch, his bones broke and his flesh split. He screamed his throat raw as the transformation took him, and then where once stood a man, now stood a beast—a lurching, clawed monstrosity. I saw by the malice in its eyes that a ravenous hunger lived within its blackened soul, and all mercy had been purged. It had taken several years, and the lives of many, but I knew then I had finally created the perfect predator.
Abominations are humanoids, dwarf, human or otherwise, that have been subjected to a harrowing ritual and forever changed. They may hide among society in their humanoid form, but a monster lives within the abomination, able to transform into an unrivaled predator. No two are alike, save for the unrelenting hunger that lurks within, urging them to violence. Some embrace it, others rail against the bloody cravings, but all suffer from its burden.
Eldritch Transformation
Long ago in a bygone age, a dark wizard sought to forge the ultimate minion. He gathered the most powerful creatures he could find, from werewolves to trolls, and took their most potent traits. In one abhorrent ritual, the wizard fused them all together within a mortal's body. The result was a disfigured man, scarred by a hundred eldritch runes, with the ability to undergo a brutal transformation—he could change into a monstrous form at will, which reflected the creatures he was wrought from.
And so the first abomination was created. Swift, strong, and with a deadly intelligence driving its viciousness.
Since then, many dubious spellweavers have since attempted to recreate the ritual, but only the most ambitious and depraved have succeeded. Each abomination that lurks among the lands is a product of one such effort, whether they were an unwilling victim who survived and escaped, or else a willful volunteer seeking the power it would give them.
The Beast Within
The basic nature of the abomination's original race will have been wiped away. Although their true form remains humanoid, appearing as a human, elf, or otherwise, they lack its traits, and in their place have unnatural agility, strength and cunning, along with the ability to shapechange at will into a monstrous form, reminiscent of lycanthropy. Their humanoid form is likely scarred—typically by experimental wounds, or the ritual branding of sorcerous glyphs.
The monstrous form of an abomination can take many varying appearances, with each abomination created from a different combination of creatures. Some might have jagged fangs and leathery wings, others claws and a canine snout, whilst there are also those with a chitinous carapace and burrowing claws. Once you've selected your traits from the options, decide with your DM on your monstrous form's appearance. Some resemble were-creatures, whilst others are uniquely grotesque. Some are even blessed with only subtle visible changes, with the abomination still appearing mostly humanoid, although this is extremely rare.
Ravenous Hunger
The one defining trait between all abominations is the bloodlust that affects them, regardless of what form they currently reside in. Those who embrace it are inevitably evil, prowling among civilized society like a wolf among cattle. There are those that resist it, if with difficulty, eking out a living in backwater villages, or as hermits keeping themselves away from those they might otherwise harm.
A rare few abominations can, through a steel will and great effort, redirect this terrible thirst into something productive. They vent their need to rend flesh by targeting not victims, but other horrors, often keeping their true nature secret and gaining great (and ironic) repute as monster slayers.
This hunger is not truly physical, in that an abomination does not necessarily need to eat its victims. The need is to cause pain, harm, and ultimately something's death. The hunger can be sated, but only briefly, and the longer an abomination goes without harming something, the more irritable and uncontrollable it becomes. Sometimes an abomination can go without harming a creature for weeks, others need to strike every other day, depending on what kind of monsters they were made from, and the manner of the ritual that changed them.
Regardless, a revealed abomination is a horror to the common folk of almost every race, if only for being mistaken as a werewolf, vampire, or other known monster.
Abomination Names
Most abominations keep the name they had in their life, prior to gaining the ability to take on a monstrous form, having a name from their basic race (human, elf, dwarf, etc). Those who embrace the change may take up a moniker to symbolize their new, dark nature. Others find themselves unable to remember their name, suffering amnesia from the immense magics put upon them, and cling to the first name they're given by another.
Abomination 1.5 Traits
Abominations have many differing traits, but each share similar aspects.Age
Abominations live up to two hundred years after the time they were transformed, sustained by the unholy powers that mutated them, before the dark energies fizzle out and the abomination perishes.
Transform
Use one action to transform from one form into the other. As the curse reforms the body with shadowbased magic, transforming in direct sunlight or aother strong (magical) lightsource is not possible. You can also transform as a reaction when damage is afflicted to you. Any damage calculations use your pre-transformed stats.
The Shadows that mutant you grow over your equipment and magically hide it, protecting it from any damage, but also ranters them inaccessible. This includes bags, potions, armor, backpack and your weapon untill you transform out of beastform. These items can not be used, removed, drawn or stolen by you and others.
Everything becomes effectily unequipped, magical items that grant benefits lose ther effect like you dropped the item. The effect of cursed items and other hard to remove effects will remain. While in beast form you are unable to equipp weapons, shields or armor and you cannot drink potions yourself, has your hands are replaced with claws that do not function as fingers, as such actions that would require the use of fingers are not possible. You can however pull levers, throw objects and perform other simple tasks. Actions like swimming or climbing can be performed with claws, but your method is different.
You have the option to drop anything you are holding in your hands, like your weapon, on the ground while transforming to have it uneffected by this.
You revert to your true form if drop below 4 HP, including dying. If you drop below 75% of your max HP, you must succede saving throw of 5 or higher on a d20. If you drop below 50% you must succed a saving throw of 10 or higher on a d20. If you fail a saving throw, you transform to your true form
Unholy Sight
Your sight goes beyond that of most mortals. These traits have a range of 5 feet in humanoid form or 15 feet your monstrous form. Choose one of the following options:
Tremorsense: You have tremorsense with a range of 5/15 feet.
Ether Sense: You can sense the presence of any creature within 5/15 feet of you that is invisible or on the Ethereal Plane. You can pinpoint the exact location of such a creature if it's moving.
Blindsight: You have Blindsight with a range of 5/15 feet.
Darkvision: You have darkvision with a range of 5/15 feet.
Eldritch Hide
Your AC can never drop below 5 + 1 for every level in any class or + 2 for every barbarian level (A level 3 figher and level 2 barbarian has a total of 12). An AC higher than this number is not effected, you gain no additional bonuses from this trait to armor, but should any effect reduce your AC it will never go lower than this number.
When in beastform this effect is raised to 10 + 1 for every level in any class or + 2 for every barbarian level.
Apex Predator
You have the traits of a dangerous creature. These traits only work when you're in monstrous form. Choose one of the following options:
Reacting Blood: Your blood has the ability to react under stress. Twice per short rest your blood can harden under your skin, giving you +3 AC for 2 turns. This effect can beginn right before taking damage. You also can heal 2 HP at any time twice per short rest. These effects can be used independ of each other and independ of your state, even while being unconscious.
Fangs: You have two fangs, with which you can drain blood from a target. As a bonus action, you may make a special bite attack, where your attack modifier is your proficiency bonus, + your Strength or Dexterity modifier. If you hit, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, and gain temporary hit points equal to the damage dealt, and you can’t use this trait again until you finish a short or long rest.
Regeneration: You heal 1 HP every 10min. You can regain a total of 2 HP + your level in any class per day. (A level 5 fighter can heal in one day only 7 HP with this trait). You cannot choose when to use this. In order to save leftover Regeneration you must heal to full HP befor Regeneration reaches its cap. Regeneration can only be stopped by reaching max HP or reaching the daily cap. Regeneration will continue even when unconscious or dead, but the daily cap will not reset if you are below 0 HP. Regeneration is the only Apex Predator trait that will continue in humanoid if you are forced out of beast transformation by dropping below your HP threshold or failing a saving throw to stay in beast form.
Stolen Fey Ancestry: You have +4 advantage on saving throws against being charmed.
Chameleon Skin: You have an extra +10 bonus to Dexterity (Stealth) checks if you have not moved during your turn. You lose this bonus if you move through any means, and regain it at the end of your next turn if you spend that turn hiding without moving.
Restless Blood
The Curse that runs in your veins boils, making it harder for the Abomination to rest and sleep. You have a 50% chance that a short rest will have no effect, preventing any and all benefits it would have. You will not heal, regrain spell slots or reset any "times per short rest" limits. You also have a 50% chance that a long rest will be counted as a short rest, but a failed long rest will not roll again. Strong Medicine or powerfull magic that helps with resting or calming down can lower the chance to fail a rest to 30%.
Unnatural Monster
You have unnatural abilities, allowing you to hunt your prey. These traits only work when you're in monstrous form, based on what kind of beast the curse appears as. Choose one of the following options:
Demi-Flight: The Curse takes a bird or bat like form, transforming your body into a hulking creature coverd in feathers or with leathery skin between arms and upper body. As a reaction, you glide, slowing your falling speed to 60 feet per round, and taking no falling damage. Additionally you can always jump 5 feet higher, and 10 feet farther using your mutated arms as an abstract beat of wings.
Once you reach level 10, your are so used to and skilled with your mutated body that you are able to Fly and Hover using your arms.
Spider Climb: The Curse takes insect like forms, growing small hairs all over your body and smaller extra eyes on your forehead. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Once you reach level 10, your are so used to and skilled with your mutated body that you are able to drop onto a target from the ceiling to attack. Any Melee attack can be used as a drop attack. Both you and your target roll 1d20 + Dex. Your target has to match or overcome your roll to dodge your Drop Down. Drop down attacks do not need a dice roll and will always count as the highest possible role for this attack. Targets do not need to be unaware of you, but you must fall at least 10 feet to perform a drop down
Charge: The curse takes a goat, demon or other horned appearence. You can charge a target at double your movement speed, but once you charge you cannot stop or change direction until you hit something. If you miss your target (dodge or other reasons), you will continue until you hit an obstacle. In case of an open plain or desert, your charge will stop after 3 turns. If you hit a creature after at least 20 feet of charging, you will deal 1d10 + double your streng modifier of damage. If the target you hit rolls an attack dice in its next turn, it will suffer a -5 on this roll.
Once you reach level 10, your are so used to and skilled with your mutated body that you are able to charge at tripel your movement speed and fling a medium or smaller sized creature 15 feet in any direction you like, including up, but not directily into the ground below you. Based on how the fall ends it will take fall damage or damage based on whatever it was flinged into. If the target you hit rolls an attack dice in its next turn, its roll will be halved.
Burrowing: The curse lead to claws and/snout that are made for burrowing. You have a base burrowing speed of 20 feet and 5 feet in solid rock or walls. You can also build a permanent tunnel by burrowing at half your normal burrowing speed without the need of extra material. You have at least 5 feet of Tremorsense. If you already have Tremorsense it's range is increased by 5 feet.
Once you reach level 10, your are so used to and skilled with your mutated body that you are able to burrow at double your burrowing speed. You can also use your action to quickly burrow into the ground below you and prepare an ambush. You are able to conceal any indicaters of your recent digging when doing so. You can break your hole open at any point, spraying everything and everyone in a 15 feet radius with dirt or rock based on the location of your ambush and grapple who or whatever was directly above you.
The Hunger: The curse creates a monster of any form that is slave to it's hunger. You can consume corpses with no ill effects and heal 1 HP for every 5 lbs eaten. Some creatures can be frightened by doing so. You can eat up to 20 lbs of flesh each turn. You can also once per turn vomit a projectile with a range of 120 feet, dealing 1d10 damage, causing 2 HP of damage to yourself.
Once you reach level 10, your are so used to and skilled with your mutated body that you are able to consume the souls of creatures that you kill if they are at least 2 level below you. When consuming a soul you can cast a level 0 or level 1 spell that you know for free and no extra timecost.
Boiling Bile
Your mortal body is not equipped to host whatever evil hast invested your body. Every now and then, twice a day but never less than 2 hours next to each other, you have to rid your body of fluid buildup. Your body shakes and you go into shock as you vomit small amounts of acid for around 5 minutes. This acid can damage steel, wood and flesh, dealing 1d4 to 4d4 of acid damage based on how much contact was made. This can damage you or your items (weapon or armor) if you are unprepared or occupied and also everyone within 2 feet of you, friendly or otherwise. This breaks concentration, happens in both forms and can also happen in the middle of combat, costing you 2 turns.
These buildups happen at random and there are no saving throws against it. Tell your DM about this trait to be informed when it happens.
Broken Body
The curse has left you weak. You are half as strong against Diseases as most, you need 2 more days to fully recover and spending time around you for long periods of time has a chance to lead to diseases for others. While sick for any reason your movement speed is also lowerd by 10 feet. If your movementspeed falls below 1 feet, you are unable to move until you recover. This can stack if you are effected by more than one Disease.
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Posted Feb 22, 2019you mention claws multiple times but I don't it being mentioned that we can use these as weapons anywhere so is there any way you could add a claws section or at least tell me here if they are weapons and how much damage they'd do.
also the unholy sights are very unbalanced. The blind sight I believe should be 15/30 but all the others should be 30/120 as they are either really situational or just a weaker version of blind sight
extra also on the regeneration ability it states you will continue to regenerate even when you have died does this mean if you were insta killed and then healed enough to the point where you'd just need to do death saves can you come back to life? even from an insta kill?
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Posted Feb 23, 20191. Yes, i maybe should have mention claws somewhere. For now this race is to build on. Many thing are there only in writing.
2. the sights are a bit unbalanced, i need to rewrite them one day.
3. Yes, but note that regeneration only works in beast form and if you are forced out of beastform. You need to transform. Regeneration will also trigger as long as you are not on full HP and has a low cap. So you would need to go from full HP to dead in 1 or 2 turns. Then it could revive you from dead to unconscious. I take it would be very hard to pull off, but if your friends are near you could make it out and flee to rest aother day.
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Posted Feb 24, 2019thanks for replying, for the claws I'm just going to base it of the werewolf attacks (not including spear obviously) for now and see how it goes
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Posted Mar 17, 2019hi again back on the topic of the sights you should change ether sense to Truesight but keep it at 5/15 as true sights pretty powerful (truesights ether sense but with a few more features)
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Posted Aug 11, 2019Has this person copy ‘n pasted Abomination by Villian Theory?
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Posted Apr 16, 2021Im suprised that noone is talking about Eldritch Hide, which states that even with 1 Dex and 1 Con, A level 20 Barbarian would have 45 AC in Human form, and 50 in Beast Form. Aka be literally unhittable.
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Posted Sep 3, 2024yeah but it evens out that there a high chance you wont benefit from short or long rest and geting a lot of stacks of exhaustion of miss out on almost all your recourses