Homebrew Abyssal Scarecrow Species Details

This is Shevek's homebrew race.

Abyssal Scarecrow Traits

As an abyssal scarecrow player character, you have the following traits.

Creature Type

You are a Construct.

Little

You are Small.

Speed

Your walking speed is 30 feet.

False Appearance

If you are motionless at the start of combat, you have advantage on your initiative roll. Moreover, if a creature hasn’t observed you move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that you are animate.

Terrifying Gaze

As an action, you can magically frighten a creature within 60 feet of you that you can see. If the target can see you, it must succeed on a Wisdom saving throw against a DC equal to 8 + your proficiency.

Demonic Reflexes

Your Armor Class increases by 1.

Sleepless

You are a construct, represented by the following benefits:

You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.

When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you aren’t unconscious, and you can see and hear normally.

Magic can’t put you to sleep.

Verminshape

As an action, you can magically take the form of a bat, centipede, or toad. Any equipment you are holding or wearing is not transformed. You retain all of your own statistics, and the effect ends if you take damage.

A creature can use its action to inspect you and must succeed on an Intelligence (Investigation) check to perceive your true nature. The DC of this check is 8 + your proficiency bonus + your Charisma modifier.

Once you use this trait, you can’t use it again until you finish a long rest.

Web Walker

You ignore movement restrictions caused by webbing.

Stuffed with Straw

Your body and head are clothes filled only with dry straw. You are vulnerable to fire damage.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Broomstick

When you reach 3rd level, you can enchant a long, cylindrical item that has a value of 100 gp or more and is fashioned from rare wood. Enchanting the item is a ritual that takes 1 hour. If you enchant another item with this trait, the first item loses its enchantment.

Once enchanted, the item functions as a broom of flying that works only for you. In addition, you can use the item as your spellcasting focus.

Macabre Kill

As a reaction taken immediately after you kill a living creature, you can make its death especially unnerving. Each creature of your choice that is within 60 feet of you and able to see you must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus.

While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only falteringly; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this trait for the next 24 hours. Once you use this ability, you can’t use it again until you finish a short or long rest.

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