Homebrew Abmararls (WIP) Species Details

Abmararls are a race of goblinoids who live in small familial tribes of up to 18 members. They are territorial and tend to be chaotic in nature, taking extreme measures to insure their own peace. They are perfectly fitted for many environments through the use of their dense muscles making them fairly powerful for their size and their most distinct feature being an extra set of arms protruding from the top of their latissimus dorsi. These arms grant the Abmararli increased dexterity and speed, as they can be used to propel themselves off the ground and up various surfaces. They are no taller than 4 feet in height and possess various feature aimed at increasing their predatory capabilities such as heightened senses and a natural attunement to the world around them.

They have evolved into four general subspecies, each with their own set of additional adaptations and lifestyles: 
-The Mimic Abmararl, physically the most diverse, capable of posing as other creatures to compliment their ambush hunting styles.
-The Wet Abmararl, an amphibious subspecies that has a wide and variable diet and who has magically attuned to their environments.
-The Rockkin Abmararl, a sturdy and extremely territorial branch that has invested in powerful claws that can be used for a wide variety of situations.
-The Nomadic Abmararl, by far the most educated subspecies that has adapted to the general world rather than a specific biome.

Abmararls (WIP) Traits

These four-armed hunters are the purest example of evolution taking it's course

Ability Score Increase

Your Dexterity score increases by 2 and your Strength score increases by 1.

Abmararls have specialized and insanely powerful fast-twitch muscles, with a dense structure for their larger muscles. They are made for quick and efficient hunts.

Age

Abmararls age much faster than humans, reaching maturity at 2 years old and living for no more than 30 years.

Abmararls need to be able to reproduce quickly in order to evolve, that has been their strategy anyways. They are highly susceptible to the environment they are placed in and have been noted to have evolved various advantageous traits over only a couple generations. Such traits include fur in colder environments, a soft and mucous-secreting skin in swampier cultures and even developing traits of Batesian mimicry. This allows them to hide in plain sight as docile or prey creatures to set up ambushes on any unsuspecting creature that crosses them.
They mate in early autumn and, after a 3 month gestation period, give birth to a litter of 4-5 Abmararl sausages, though no more than 2 make it through the first year due to hunting accidents or filial cannibalism.
A group of Abmararls is called a tragedy, much like goblins.

Alignment

Abmararls in the wild are often chaotic neutral, going to great measures to ensure their own needs are met, though they do have the emotional intelligence to develop certain characteristics such as altruism and sadism, making them flexibly chaotic. 

Despite their animalistic nature, Abmararls do have complex emotions and are even capable of developing some concerning habits like natural drug use, anger issues, sadism, general neglect and self-harm. Additionally, their sense of individuality can shine through as they have the ability to create art, engage in love for the pleasure of it, sacrifice their likelihoods for others and can even be merciful depending on the current state of the tribe. 
Abmararls are, simply put, intelligent and sensitive creatures whose powerful emotional drive leads them to constantly fluctuate between the extremes of any spectrum you throw them on.

Size

Abmararls are about the same size as other goblinoids, standing at around 3 ft tall. Your size is small.

Much like other goblinoids, Abmararls take advantage of their small stature to easily hide and access different crevices.

Speed

Your base walking speed is 45ft, this gets reduced by 5ft for every occupied arm until the last, where the speed is reduced to 25ft.

The Abmararls use their arms in conjucntion with their legs and incredible musculature to push off the ground and achieve incredible speeds, because of this, Abmararls are often seen staying low on all fours, with their fifth and sixth arms holding their weapons. 

Four-Armed Abnormality

Abmararls have four arms which they can use for virtually anything:
-When completely unarmed, your base speed is set to 40ft.
-When at least one of your arms are full, your base speed is reduced to 35ft.
-When your third arm is full, your base speed is reduced to 30ft and you lose your goblinoid ability "Nimble Escape".
-When all arms are full, your base speed is reduced to 25ft and you get disadvantage to all dexterity-based saves.
When you use your movement speed on your turn, you cannot change the number of arms you are using until the start of your next turn.

A signature trait that the Abmararls have come to possess and one that has granted them excellent hunting efficiency. The extra pair of limbs can be used to carry more objects, handle multiple items and item parts, aid in battle or in maneuverability or even allow them to complete multiple tasks at the same time. Some Abmararls have even evolved hypermobile joints to use in conjunction with their arms in order to have complete coverage over their person. Depending on their other evolutionary traits, Abmararls can use their extra arms to climb walls, swim with greater efficiency, dig through the earth and even to manipulate magics.

Nimble Escape

Thanks to your small size and dexterous nature, you can Disengage or Hide as a bonus action on each of your turns without allowing for opportunity attacks from your opponent.

Mimic Abmararl (WIP)

The infamous Mimic Abmrarl have evolved specifically to blend in with their surroundings, whether it be through camouflage, Betasian mimicry or in more extreme cases, invisibility. These are Abmararl who have been placed in extremely hostile or competitive environments where the most logical approach would have been to lay low. This type of Abmararl can equally evolve in feast or famine situations, where they can mimic docile prey creatures in order to lure larger creatures into their ambush.

Living Traps

You gain proficiency in the Stealth skill.
Additionally, at level 1 you gain access to one charge of Disguise Self, and after level 4 gain one charge of Invisibility, refreshing after a long rest. 

Nomadic Abmararl (WIP)

This particular subspecies of Abmararl tend to stay on the move to satiate the generational itch passed down through the common wanderlust gene. They have devoted their lives to chasing the greater world and have less specialized adaptations that allow them to feel safe wherever they may end up. They are often more educated than most Abmararls though equally foolish and easily devoured by their existential longing for more world to see and not enough time to see it.

Nomadic Ingenuity

Your joints are more pliable than the average Abmararl, allowing you to fit into areas otherwise reserved for Tiny creatures, while in such an area however, you are incapable of making any physical attacks.
You are proficient with improvised weapons, and when you take the Attack action on your turn and attack with a one-handed weapon you are holding, you can use your bonus action to attack with an improvised weapon in your off-hand. If the attack hits, add your proficiency bonus to the attack's damage.
Additionally, you are granted Darkvision and the ability to learn any language of your choice beyond being able to read and write Common and Goblin.

Rockkin Abmararl (WIP)

Residing in mountainous or rocky environments, this Abmararl subspecies have adapted powerful claws to assist them in maneuvering the terrain they inhabit. They are physically notably bulkier as well and have hardened hands, allowing them to dig through the tough earth. This species has evolved to live in large burrows or tunnel systems with their tribes and are especially territorial and aggressive toward other Abmararl subspecies.

Earthly Familiarity

Your hands are tough and clawed, replacing your unarmed strike with a 1d4 + Strength modifier slashing attack.
Additionally, these claws allow you to ignore the movement penalty from rock-based difficult terrain as well as the ability to climb walls equivalent to your walking speed, though this ability is lost if 3 or more arms are in use.
You have a burrowing speed of 5ft.

Wet Abmararl (WIP)

Often found in swamplands or in other environments dominated by bodies of water, these Abmararl are characterized by their webbed hands, and their smooth, slimy skin. They are experienced swimmers who have adapted to living amphibiously through their increased lung capacity and their ability to magically attune to water around them.

Amphibious Adaptations

You are perfectly adapted for moist environments and so you have a set swimming speed of 30ft, you gain advantage on saving throws against being grappled or constricted and you are innately capable of casting the Shape Water cantrip. You can additionally hold your breath for up to 30 minutes.
You are resistant to Poison damage.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes