Homebrew Zurkemuthling Species Details

Zurkemuthlings are terrifying, resilient monsters made for egregious violent acts and war-frontliners. These humanoid warriors use their raw resilience and overwhelming disgust to eat away at their enemies. Originally created in a lab by a mad scientist, descendants of these vile creatures still roam the land, but without the mad scientist's conditioning, the creatures roam freely.

Zurkemuthling Traits

The Zurkemuth Beast wields the following abilities...

Infectious Limbs

Your limbs ooze with poison, and your unarmed strikes are more poisonous. 

Whenever you make an unarmed strike, deal 1d6 + your constitution modifier poison damage.

Darkvision

You have darkvision 60ft.

Self Inflicted Attacks

As a bonus action, you may rip out a vital organ, limb, or various other parts of your anatomy. You do this by rolling any amount of 'Harm' die. The amount of 'Harm' die you have is equal to your proficiency bonus. You regain all spent harm die after a long rest. Each harm die is 1d4. The amount that you roll from the harm die deals that much damage to you. You then choose one of the following to increase by the amount rolled, next time you would roll one; checks/saving throws, attack rolls (including spell attacks), or damage rolls. E.G. Josh decides to roll 3 of his 4 harm dice as a bonus action. He deals himself 7 damage, and chooses checks/saving throws. Next turn, he makes a saving throw to avoid being poisoned and adds the 7 to his roll.

Raw Resilience

Zurkemuthlings are designed from the ground to halt all enemy attacks in its tracks with the Zurkemuthling's raw disgust

You gain the ability to, as a reaction, spend up to one 'Resilience Point' to reduce the damage you are taking by 1d8 + your proficiency bonus. The amount of 'Resilience Points' you get is your proficiency bonus + constitution modifier.

Ability Score Increases

When determining your ability score, increase constitution by 2 and another ability score by 1. 

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