Homebrew Cursed Rock Species Details

 

Day 273: I've checked my traps again. Nothing. No people. No footprints in the mud. No signs of life, and yet I know that I have heard them. Though I do not speak their tongue, I know they are mocking me within that cavern. Every night I've tried to see them...nothing. Only the movement of the stones and silence. I cannot tell what is more maddening: my fear that these strange invisible creatures will take me before rescue arrives, or my fear that rescue will never come. To hell with it! I will sleep in the cavern tonight amidst the stones. I am not insane! Rocks do not talk and they do not move themselves!

Day 274: I am not insane, but I was wrong...

 

Cursed only in name, the Cursed Rocks have been gifted with sentience, a gift that they choose not to squander like so many bipedal humanoids before them. Warped into consciousness, Cursed Rocks are often found rolling along the physical and metaphysical boundaries between the Feywild and Material planes. The spectrum of sentience that each Cursed Rock falls upon is as broad as their capacity for interaction with the world around them. Some are barely able to roll a few feet over the course of a decade. Others have the supernatural capacity to comprehend any language. Rarer still are those Cursed Rocks with the ability to levitate objects and the mindfulness to explore beyond their rune covered homes. It is these Cursed Rocks that have the spirit of adventure. 

Sedimentary, but not Sedentary 

You can only get so far by rolling yourself along. It is for that reason Cursed Rocks resemble their surroundings. Stained with volcanic soot, covered in sea-fed algae, or glistening in white alabaster, Cursed Rocks come in a variety of compositions, each taking on an unearthly toughness not seen in normal stones of that kind. Each Cursed Rock may range from 4 to 6 feet tall. Cursed Rocks, though are surprisingly light weighing between 500-700 pounds. While Cursed Rocks may vary in coarseness, each is fairly uniform in its roundness.

Cursed Rocks have the ability to adventure thanks to their ability to levitate objects. Speculated as a form of hyper magnetism, all Cursed Rocks have the ability to move objects within a (human)arms-length radius around themselves. This allows them to do brute tasks like swinging swords or nimble tasks like picking locks. Cursed Rocks are gyroscopic in nature, allowing them to hold packs, weapons, and items "steady" as they roll. Not invulnerable, Cursed Rocks may tie leather or metal to themselves in a crude attempt at armor. 

Gather No Moss

Cursed Rocks are inherently curious. What inanimate object given intelligence wouldn't be? Inherently rare, Cursed Rocks are often compelled to discover the true nature behind their existence and each Rock's personality is often a reflection of what that dubious nature means to the Rock. There are instances of Cursed Rocks forming makeshift families. Although lacking physical differences, these Cursed Rock families will take on traditional paternal or matriarchal hierarchies around those most gifted among them.    

Many Cursed Rocks strive to push the boundaries of what their forms and abilities will allow. Cursed Rocks value knowledge and adaptation above all else. Accustomed to failure, many Cursed Rocks seem unable to grasp why failure means so much to other races. Rolling forward is the only option, being pushed back is only a temporary set back. Cursed Rocks may have mixed relationships with other races. Often ousted as a bad omen, it is uncommon to see Cursed Rocks staying in a settlement for very long. That is not to say Cursed Rocks do not value those with opposable thumbs. Cursed Rocks are glad for alliances where it will help their goals, or at least make them feel a little more like a good omen. 

Cursed Rock Names

Cursed Rocks usually come to name themselves, although for many the concept of a name is useless when interaction is so infrequent. For most Cursed Rocks, their name is often onomatopoeia, a reflection of a sound they have made or heard during the beginning of their sentient lives. 

Cursed Rock Names:  Splash, Slam, Crunch, Crash, Band, Thwomp, Thwip, Smash, Shoof, Clang

Cursed Rock Traits

Your curse begins. The following traits will roll you down the path of the adventurer:

Ability Score Increase

Your Constitution score increases by 3, and your Wisdom score increases by 1.

Your Dexterity score decreases by 1.

Age

Cursed Rocks have an incredibly long life-span. Though a stone may last for thousands of years, most Cursed Rocks don't acquire sentience for the entirety of their "life-span." Cursed Rocks will become sentient and will lose that sentience as they begin to degrade over time. 

Alignment

Literally "Tabula Rasa", Cursed Rocks tend towards a neutral alignment. However, based on how they are treated, Cursed Rocks may tend towards a more Evil or Good nature.

Size

Cursed Rocks vary greatly in size, ranging from 4 to 6 feet tall and averaging heavily at around 600 pounds. Your size is Medium.

Sisyphean Speed

Your base rolling speed is 30 feet. When rolling up a steep incline, your rolling speed is halved. When rolling down a steep decline, your rolling speed is doubled.

Tremorsense

You have no ears, no eyes, no nose. Your ability to attune to the sensible world is supernatural, but for all intents and purposes you see, hear, smell things just like a normal humanoid. 

In addition to these senses you have Tremorsense. You can detect and pinpoint the origin of vibrations within a 60 ft. radius, provided that you and the source of the vibrations are in contact with the same ground or substance.

Came in Like a Wrecking Ball

Your telekinetic nature does not create an interesting unarmed strike. Go throw your weight around! When you use the dash action, you can use your unarmed strike as a bonus action to hit someone within range. On a hit, roll 1d4 + your Constitution modifier for damage. 

False Appearance

While motionless, you are indistinguishable from any other large rock. This does not camouflage you to your current surroundings, and does not hide any items you may be carrying. 

Just a Rock, Kind of

You do not age. Your body inherently rebuilds itself over time, and your hit dice function as normal. Additionally, you are immune to disease and poison. You do not need to eat or breath. 

However, you do need to "sleep" like a normal humanoid. As you sleep, your body enters an inactive state. In this state you may dream. During this state you are not fully aware of your surrounding. 

No Hands: Benefit and a Curse

Where you fall short in number of arms, you make up in roundness. You have disadvantage on rolls to grapple. Rolls to grapple you also have disadvantage. 

Languages

You can speak, read, and write Common and Sylvan. Your language emanates from the center of your body.

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