Homebrew Abeemination Species Details
These creatures became what they are now after a trickery god decided to play a cruel joke on its followers, afterwards, they were forced into the Underdark. It's difficult to ignore the discolored skin, tendrils, wings, and stingers jutting out from all over.
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Appearance
Abeeminations typically have green or even yellow skin. They may also have hair as black as coal, but nothing stops the poison in their body from around leaking out of their mouths. Some Abeeminations may instead leak poison out of their stinger or none at all.
Abeemination Traits
+2 Constitution, Bug Buzz, Stinging Feeling, Darkvision, Sunlight SensitivityAbility Score Increase
Your Constitution score increases by 2.
Creature Type
You are a Monstrosity.
Age
An Abeemination grows very quickly. They reach adulthood by 2 years, but only live to around 8 years.
Allignment
Abeeminations are usually lawful in nature, following their queen's order. They share the same alignment as the queen of their colony, who tend to be Neutral in alignment.
Size
Abeeminations are usually shorter than humans, only averaging at around 4 feet tall. Their weight averages at around 80 pounds. Your size is Medium.
Language & Tool Proficiency
As an Abeemination, you know Common and Insectoid, a language used by many insectoid-like races. This allows for discreet communication through buzzing and small movements. It is not possible to communicate using Insectoid while submerged in water.
You also become proficient using a Poisoner's Kit, as Abeeminations know the intricate workings of their venom.
Bug Buzz
As an Abeemination, you have limited communication with insectoid creatures.
You can cast "Speak with Animals" at will without consuming a spell slot a number of times equal to your Constitution Mod. (minimum of 1 time). You regain all uses after a long rest.
When using this feature's version of "Speak with Animals", you gain the ability to speak with insects and only insects. Other animals will be treated as if you never cast the spell. You can question insects about events within the past twelve (12) hours, gaining information about creatures that have passed, weather, and other circumstances.
Sunlight Sensitivity
Having been adjusted to the Underdark for so long, Abeeminations are sensitive to the sunlight.
When in direct sunlight, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Darkvision
Your eyes are adjusted to the Underdark. You have 120 ft. of Darkvision. Unlike other creatures with Darkvision, you see everything in various shades of green.
Stinging Feeling
As an action, you may use your stinger to attack as opposed to using a weapon. Your stinger does 1d4 Piercing Damage.
After making a successful attack with your stinger, the target must make a Con. Saving Throw. On a failed initial save, the target takes 2d6 + your Constitution modifier as Poison Damage and the target is poisoned. At the start of each of the creature's turns while poisoned this way, the creature takes 3d4 Poison Damage. At the start of each of the creature's turns, the creature may repeat the saving throw. For each successful save, reduce the damage by 1d4. The poison ends when the damage is reduced to 0. On a successful initial save, the target takes half damage and is not poisoned.
Your Save DC is 8 + Prof. Bonus + Constitution Modifier
If the target is Undead or a Construct, they will not be poisoned on a failed save.
Hiveblood
Laid low, Hivebloods are the root of the Abeemination hiveminds. They work directly under the Queen of their colony and serve as the last line of defense, as they're also able to telepathically link with their Queen to improve the hivemind for a short amount of time.
Ability Score Increase
Your Wisdom score increases by 1.
Hiveblood Magic
You know the Poison Spray cantrip. Starting at 3rd Level, you can cast Ray of Sickness with this trait. Starting at 5th Level, you can also cast the Locate Animals or Plants spell with this trait without needing material components.
Once you cast Ray of Sickness or Locate Animals or Plants with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. You may use Wisdom or Constitution (chosen when you gain this feature) as your spellcasting ability for these spells when you cast them with this trait and your Spell Save DC is 8 + your Proficiency Bonus + your chosen spellcasting ability's modifier.
Hivemind
Starting at 6th level, you are immune to being charmed.
Hiveblood Abeemination
Laid low, Hivebloods are the root of the Abeemination hiveminds. They work directly under the Queen of their colony and serve as the last line of defense, as they're also able to telepathically link with their Queen to improve the hivemind for a short amount of time.
Ability Score Increase
Your Wisdom score increases by 1.
Innate Spellcasting
You know the Poison Spray cantrip. Starting at 3rd Level, you can cast Ray of Sickness with this trait. Starting at 5th Level, you can also cast the Locate Animals or Plants spell with this trait without needing material components.
Once you cast Ray of Sickness or Locate Animals or Plants with this trait, you can't cast that spell with this trait again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. When you cast them with this trait and your Spell Save DC is 8 + your Proficiency Bonus + Wisdom modifier
Hivemind
Starting at 6th level, you are immune to being charmed.
Scout
With a sharpened stinger, they'll make sure the wounds of their victims resemble any other weapon.
Cruel Stinger
As an action, you may use your stinger to attack as opposed to using a weapon. Your stinger deals Piercing Damage equal to 1d6 + your Strength Modifier.
After making a successful attack with your stinger, the target is pushed 5 ft. away from you.
Strong Stinger
Starting at 6th level, your stinger counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ability Score Increase
Your Dexterity score increases by 1.
Scout Abeemination
With a sharpened stinger, they'll make sure the wounds of their victims resemble any other weapon.
Ability Score Increase
Your Dexterity score increases by 1.
Cruel Stinger
As an action, you may use your stinger to attack as opposed to using a weapon. Your stinger deals Piercing Damage equal to 1d6 + your Strength Modifier.
After making a successful attack with your stinger, the target is pushed 5 ft. away from you.
Toxic Bypass
Starting at 6th level, your stinger counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Previous Versions
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