Homebrew Aabzarx Abomination Species Details

History and Culture

All Aabzarx Abominations claim that their first ancestors was created by the union of their divine mother and divine father, and that labyrinth tries to imitate such spectacular union ever since. The first Abomination to ever walk through the labyrinth nowadays is known as Kur Kamko and he lives somewhere in the lowest levels of the labyrinth. He is the keeper of the original history of his race, though, he isn't someone who likes to share. Being seen as the minor image of his divine father, Kur Kamko is feared and other Abominations avoid him as much as they can.

Though out the existence of the labyrinth Abominations have made several prosperous clans, some of them are still thriving to this day. Because Abominations are naturally social creatures and seek out company, it isn't difficult to see how a civilization could be build by these creatures. Though, just like all other social creatures - Abominations too engaged in warfare. Three biggest clans have been fighting for thousands of years, and when one clan collapsed, then other two simply had even more reason to fight against each other. One clan paints their clothes and skin red and call themselves as "Living Crimson Clan", while the other clan paints their cloth and skin black and call themselves as "Voider Clan". Both of these ancient clans have been in war against each other for so long that nobody even remembers how this war started. All they know is that the other clan is evil and must be eradicated. So, several levels are permanently marked with mark of the war.

When it comes to the culture of war, is it quite obvious why one side would pray to the god of war for the other side to be destroyed. Thus, religiosity and superstitions are very strong within army of both clans. Thus, they choose decorate their weapons, armor, living quarters and everything else they can with religious symbols. They build shrines and wards, play music and chant to wish good luck upon themselves and bad luck upon their enemies. Culture of music is forever intertwined with culture of war, giving birth to certain understanding among all Abominations. This understanding over time expanded throughout their culture and can be expressed in a single sentence - don't mess with an artist. 

Biology

Aabzarx Abominations a created from flesh and souls of different creatures molded together into one form. As flesh gets turned inside out, bones get broken and crafter together, with souls binding everything else like glue, Abominations are formed from unlucky travelers and individuals who get erased from their own worlds. Every discarded living creature can end up in the Real Beyond, and their flesh will sooner or later will be reshaped by this world into a new form.

Unlike other races of this plane, Abominations are capable of reproduction. The exact mechanism of their reproduction have never been studied, but it is know that from time to time and Abomination will get a tumor growing within them. If this tumor get removed, then it begins forming a shell around itself and will become into something like an egg. After few dozens of weeks an egg will break and a tiny Aabzarx Abomination will emerge. Little one mature in few years, though, as Abominations don't have a fixed biological size - it is often hard to distinguish between mature and immature Abominations.

Even though Abominations are made from flesh other other creature, they rarely do inherit any biological qualities from the previous owners of the flesh. At most - hair color, skin color, variation in physical smell, and other minor features get affected by whom the flesh belonged, however, that doesn't mean that every Abomination is identical. Abominations differ both in appearance and in character. The difference between them is typically caused by quality of souls consumed to create them and weather or not a particular Abomination was made or was born.

Even though Abominations do not have to eat to continue to exist, however, they enjoy devouring flesh of other creatures quite a lot. The more they eat - the bigger they grow. Because Realm Beyond doesn't have too much available meat to devour, so Abominations do not grow too big. That would change if they were transported to any other real - as an Abomination grows bigger and bigger the more it eats. Technically, one could grow so big that it would devour a world...

Realm Beyond

The lost demi-plane named Realm Beyond in the past had a different name. It was known as Gates to the Beyond, however, only very few beings still remember this place or what its original purpose was. It was abandoned by its creator as a failed experiment, and thus this place became the refuge for the lost and relinquished. Dark, hot, noxious and filled to the brim with necrotic energies, the plane house only one building - the labyrinth. A tall building, made from stone and some precious metals, stood tall many thousands of years ago, but now it is completely under the ground as it sank to the unstable ground beneath it. Dozens of levels underground and only two levels above ground - the labyrinth is doomed to eventually be swallowed by earth, and then it may even be moved into the plane of earth, though, that is just a speculation.

Labyrinth of Realm Beyond houses several native races and several native gods, though, they become native to this plane over many thousands of years suffering within this place. Atmosphere outside the labyrinth is too toxic for any living creature, but the inside of the labyrinth is quite more hospitable. Inside there is breathable air, some places where you could find drinkable water, some places where you can find edible food, however, just because it is better than doesn't mean that it is good. Any creature who isn't resistant to necrotic damage will be killed by necrotic energies within this place in minutes and will be raised as an undeads... And this may have been to true origin of the first Aabzarx Abomination...

Religion and Superstitions

Nearly all Aabzarx Abominations are followers of either Glurda Getela or Mooflit Niordoo, though faith in these two is not based in devotion or love, but mostly because of primitive superstitions. Any accidents, bad event or act of destruction is attributed to Mooflit Niordoo, while prosperity and good luck is typically attributed to Glurda Getela. These two failed gods found quite a strong faith within Abominations, and a god couldn't really ask for anything more in the labyrinth.

Glurda Getela - a goddess representing having everything you may need, she was chosen by Abominations to represent their mother. However, Abominations don't necessary agree with religious orders of the goddess as Abominations prefer to provide their own interpretation for what she is and what she does. Even things completely unrelated to her gets attributed to her by Abominations as long as it fits their worldview: finding food is the blessing from the divine mother, having peaceful rest is the blessing from the divine mother, and so on. As long as something positive happens to an Abomination - in their eyes it was the doing of Glurda Getela.

Mooflit Niordoo - a god representing strife and despair, he was chosen by Abominations to represent their father. Abomination fear this god, more than anything, because they can end up in its presence and become butchered. It is viewed as absolute and something you couldn't reason with - a force of nature and the cause of everything bad. Any bad luck, any conflict, anything negative happening in the labyrinth is always attributed to this god by Abominations. Fear like you wouldn't expect undeads to possess - Abominations usually don't even dare to name this god, because even its name is treated as a bad omen. Fear and faith, combined and stewed through this race, may be the reason for why Mooflit Niordoo has such a tight grip upon its own existence.

Aabzarx Abomination Traits

Monster undead

Ability scores

Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Beyond Death

As a creature from beyond undeath, you have the following benefits:

  • You are immune to disease, poisons and poison damage;
  • You have advantage on death saving throws;
  • You don't need to eat, drink, or breathe;
  • You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness;
  • Your creature type is an undead.

Long-Limbed

When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Spider Climb

You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Echo of the Labyrinth

As a bonus action, you let out a roar at all other creatures within 30 feet of you. Until the end of your next turn, you have advantage on attack rolls against any of those creatures who have heard your roar. Moreover, you learn creature type, exact location, resistances, immunities and vulnerabilities of all affected creatures, unless they are protected against divination magic.

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

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