Homebrew Mothmen Species Details
Its gaze ripe with dread, its wing beats the drums of destiny turned foul, the mothmen are tall, sinister, winged entities with gaunt frames, dark leathery skin, and piercing red eyes. Its visage whispers of inexplicable anxiety to all whose gaze fall upon it, a mounting terror that covers whole towns under the shadow of its wings. (this is a bit exaggerated)
Mothmen are shapeshifters, that can take the form of a human, but are really large, moth-human hybrid creatures with all sorts of supernatural abilities.
Mothmen Traits
You have all the traits of a human, plus new ones. In human form you can only use the abilities that regular humans can use.Shapeshifting
You have two forms, your human form and Moth form. Shifting is a default action, and does not take a whole turn. There is no half shifting, for example, using your wings in your human form. You cannot do that.
Moth
In your Moth form, you have a few different things than your regular form. Your limbs elongate, your eyes grow large and red. Your teeth and fingernails become fangs and claws. Your skin transforms into a fur like substance that matches the color of your hair in human form. These colors can be in various different shades of grey, black, and brown. In this form, your skin is as tough as leather armor. Armor your wearing disappears in this form.
You have a 1d4 bite, and 1d6 claw attacks.
Eyes
A Mothman's eyes are a key part of them. Your eyes always are always colored some shade of red, and dont change color in human form. This is key to recognizing a Mothman when they try to hide in human form. Your eyes glow during the night.
Darkvision
You have darkvision up to 120 feet as if it was day. You can see in color with this.
You can also temporarily give someone Darkvision if in physical contact with them. Once physical contact is broken, they cannot see in the dark anymore.
Mothfire
Your eyes shoot red laser beams of death. Roll your class hit die for power. This can either have fire or explosive properties, but not both at the same time. This can only be done in moth form.
Wings
In Moth form, you can use your wings to fly, and if you roll high enough, push enemies back with gusts of wind. You are strong enough to carry one person with you when flying, that is size medium or smaller.
In moth form, you can make your wings recess into your arms, in order to use them as normal arms. You can grow them out again almost instantly.
Horrifying Visage
Each non-undead creature within 60 feet of the Mothman that can see it's eyes must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Mothman's Horrifying Visage for the next 24 hours.
Light of the Moth
Mothmen release a blinding light, and all creatures within 60 feet of them must roll a DC 13 Wisdom saving throw, or be blinded by the light. Mothmen can cancel this effect on certain creatures at will if it effects something that it didn't want to. The blindness cannot be cured by magic, and lasts for 30 seconds. Party members are not immune to this effect.
Alter Fate
The mothman targets up to four creatures it can see that it is not in combat with. The targets may be randomized if the DM so desires. If the target(s) are in imminent danger, close to death, or incapacitated, the mothman can miraculously avert their demise in one of several ways:
- End a condition affecting a creature, such as being poisoned, stunned, or prone.
- Give a creature an automatic success on a saving throw made to avoid a deadly effect.
- Automatically cancel a roll made to determine whether an outside inanimate force causes harm.
- Stabilize a creature that is at 0 hit points.
The Wail of the Moth
Mothmen can release a horrifying screech. The screech has no effect on constructs or undead. Anything small or fragile (glass, natural ice, ceramics, etc) within 30 feet of you will shatter. All other creatures within 30 feet of you that can hear you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus.
A creature takes 2d6 psychic damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Mothman Control
Mothmen can use their powers to summon any nearby Moths. These moths can spy for them, and communicate with them. They can also be used as a defensive attack, where moths come and fly around him, and then all fly towards a target. This is not very useful, so it is better to use this ability for it's recon use.
Ability Score Increase
Your ability scores each increase by 1.
Age
Mothmen reach adulthood in about 18 years from their birth, and can live from one to two centuries.
Alignment
Humans tend toward no particular alignment. The best and the worst are found among them.
Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. In your true form you reach at maximum, 7 1/2 feet tall. Either way, your size is Medium.
Speed
Your base walking speed is 30 feet. Your flying speed is 60.
Languages
You can speak, read, and write Common, Mothish and one extra language of your choice.
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