Homebrew Behemutt Species Details

These furred humanoids stand nearly 7 feet tall.  They have massive black steer horns erupting from their lionesque heads.  A mane or ridge of hair adorns their head, neck, and back. Their fur ranges from aqua to green to purple and black while their manes or ridges run colors of white, red, and gold.  Each also sports a finned tail bearing a ridge of webbed spines.  

Behemutt are often strong and sturdy, though those of a more scholarly bent have been observed among them and these are often treated with great reverence.  

Behemutt Traits

The Behemutt racial traits stem from both their bestial form and relation to the primordial entity from which their curse originates.

Natural Weapons

You have a set of horns, claws, and fangs as well as a heavy tail.  These allow you to make unarmed attacks dealing 1d6+Strength modifier bludgeoning, slashing, or piercing damage.

Climate Adaptation

The Behemutt ancestral homeland is a ridge around a high caldera in which the primordial beast they imprison slumbers.  The creature awakens seasonally, summoning bitter winds and snow and so the Behemutt are resistant to Cold damage.  

Behemoth Legacy

You can draw on the power of the Slumbering King to perform certain sorcerous feats.  

You learn one of the following Cantrips: Gust, Magic Stone, or Shocking Grasp.  At the end of short or long rest you can change this Cantrip for one of the others from this list.

 Beginning at 5th level, at the end of a long rest you can prepare one of the following spells; Melf's Minute Meteors, Wind Wall, Call Lightning.  You can have only one of these spells prepared through this feature at a time.  Using this feature, you can cast this spell once without a spell slot.  If you have spell slots from your class of an appropriate level, you can use those to cast this spell as well.

 The Spellcasting Ability for these spells is your choice of Constitution, Intelligence, Wisdom, or Charisma.

 

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