Homebrew Aabagaia Species Details

The Aabagaia are a gargantuan species of beasts, even dwarfing a Tarrasque. They grow up to 50 feet tall, and can weigh up to 65-80 tons. Their skin is covered by keratin skin so thick that resembles stone, but the fact they bleed and eat prove they are, in fact, not golems of some kind. The head of an aabagaia is not hard to describe, humanoid with a sloped forehead and a short nose. Their shoulders are slacked, and usually have a tree or bushes growing on them, which themselves house birds and other small fauna. They have hooved feet and legs that are shaped like a ervidae or bovidae, but much longer to be proportional to their body. Aabagaia hands have only four digits, including thumbs. A dead aabagaia’s skin is used for armor, and their bones used as decoration and construction. Their robust and massive, sturdy bodies can push and pull large loads of weight, and carry even more.

Aat'aat are some of the largest living creatures known: they stand well over forty feet tall, and have been weighed in the range of 60-65 tons. They have long, shaggy, and dun colored fur, , which has been used by smaller creatures to make thick and incredibly sturdy ropes; they are even-toed, and have humped shoulders and upwards pointing tusks; their green-brown eyes are hooded and usually obscured by their fur, and they have soft noses, and short tails. Their legs are long and column like- their bones have been carved and used as boats by some tribes since ancient times- and they have exceptionally sturdy and robust bodies, which they owe to their divine makers, who crafted them to be beasts of burden.

Aat'aat are relatively simple of mind, but this is not to say they are unintelligent: they are capable of remembering things from throughout their very long lives, and are able to reason like many other adventuring species. When young and still growing(aat'aat mature at around 100 years) they display a sort of curiosity and exuberance, wanting to shoulder heavier and heavier burdens and travel farther distances; in the unknown reaches of their old age, they are calmer, and more content to stay near their favorite spots. All aat'aat stay in the wild, living near mountain and on plains, and sometimes by great lakes and rivers, but more mature adults sometimes have been known to enjoy living close to the settlements of other smaller and shorter-lived species. They are typically neutral in alignment.

Aabagaia Traits

The Aabagaia’s great size is great for wandering the world, providing protection, but lacking dexterity.

Mountain Man, Encumbrance

The equipment of any allies you are carrying does not count towards your carry weight limit. Any object you carry has it’s weight coefficient pushed three digits over (i.e. a 300 lbs item weighs only .3 lbs for an Aabagaia). In very specific situations, constitution or health may be applied for pushing, pulling, and carrying instead of strength.

Mountain Man, Stamina

Constitution is +40, and an additional 1d6 health points is granted every level. You only need to rest for 4 hours to get the benefits of a long rest, and have advantage on all Constitution saving throws. A massive amount of food and water is required to survive, but you feed rarely and have massive stores of fat.

Mountain Man, Stone Skin

You have resistance to non-magical bludgeoning, slashing, and piercing damage, and your AC becomes set at 1d10+Constitution modifier. However, the cold bothers you anyway, and colder climates disturb you. Cold damage is more effective against you. You also gain resistance to fire type damage and immunity to lighting type damage.

Mountain Man, Tread Slowly

You are not able to take DASH or DISENGAGE actions, but, at level 5, you gain the ENDURE action, allowing you to use your reaction to take your constitution modifier + proficiency less damage from nonmagical attacks until the start of your next turn.

All forms of terrain, except magical, no matter how rough, does not slow you down. You are immune to forced movement from small-large creatures, and you cannot be grappled. You DO, however, disadvantage on all Dexterity saving throws and ability checks.

Mountain Man, Quaking Steps and Weighted Hits

Unharmed attacks use your constitution instead of strength, and successful attacks make small-medium targets prone or push them back your speed. If the attack misses and his a surface, and it supports the force of the attack, the ground shakes and the enemy has to make a dexterity saving throw or take 1d4 damage.

(Combat only) Walking near targets causes the ground to shake, forcing them to make a dexterity saving throw or take 1d4. (Outside of combat) Your quaking steps near people may be disturb the peace, a dexterity throw must be made to walk carefully to prevent quaking.

Mountain Man, Old Wisdom

If you are less than 500 years old, -1 to your wisdom and intelligence modifier. At 500, +0 to your wisdom and intelligence modifiers. Every 100 years afterwards, roll a 1d8 for wisdom and a 1d4 for intelligence. Every 100 years, add another dice (600 years old = 1d8 & 1d4, 700 = 2d8 & 2d4, 800 = 3d8 & 3d4, etc). Max age is 3000. Wisdom and intelligence stops growing at 2000 years.

Mountain Man, Man of the Mountain

If you are at least 200 years old, you automatically know the Giant and Dwarvish languages. At 300 years, you gain advantage on charisma checks when interacting with giants and dwarves.

Mountain Man, Walking Ecosystem

Birds naturally surround you, living off of the trees and bushes on your shoulders. Small rodents and insects crawl on your body, up to your shoulders. They are naturally your companions, making you, and your companions, roll with advantage on beast controlling and charming spells.

Fruit bearing trees on your shoulders can also provide 1d10 rations every long rest, and foliage can be used as tinder or converted into torches. Vines growing on your body can also be used as ropes, with 12 HP, and they can be up to 30 feet long.

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