Homebrew Three Creatures In a Trenchcoat Species Details
You are three critters in a trenchcoat. Whether a family, a close knit group of friends, or a ragtag bunch of wildcard renegades forced to work together to achieve an ultimate goal, you have found strength in your numbers.
Three Creatures In a Trenchcoat Traits
Your character has the following racial traits:Ability Score Increase
An ability score of your choice increases by 2, and another increases by 1. Your strength score decreases by 1.
Disguise / Scatter
As three individual creatures, you can spend one hour during a short or long rest, to fashion a rudimentary guise of any humanoid race of medium size. Make an Intelligence, Charisma, or Wisdom check (your choice) to determine the quality of your disguise, which will be the DC for any creatures that choose to investigate the disguise more closely. While disguised, you have disadvantage on Dexterity checks and saving throws.
Thanks to a psychic link, the triad shares its HP, and only when dropping to zero hit points do any of the individual raccoons themselves become incapacitated. (see 'Scatter' for exceptions to this)
At any time, when you have nore than 3 hit points remaining, you can choose to scatter; breaking your disguise, but remaining in the same space together, (unless you use an individual creatures movement to move it away from the rest). Your dexterity checks and saving throws are no longer made at disadvantage.
If a singular critter falls to or below zero hit points, it must make death saving throws independently of the others.
Your triad still shares its turn, including any actions, bonus actions, or movement it has. While operating from a separate space to the other two, a singular creature has its own independent stats (see below).
Speed: 30 ft.
HP: Each critter has a third of your remaining HP (rounded down) plus it's CON modifier (as seen below)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 5 (-3) | 16 (+3) | 16 (+3) | 5 (-3) | 14 (+2) | 10 (+0) |
Skills: Perception +5, Survival +4, Stealth +5
Senses: darkvision 60 ft., passive Perception 15
Actions:
- Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 point slashing damage.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 point piercing damage.
Crafty Little Criminals
You are proficient in your choice of two of the following skills:
Foragers
Your expertise in foraging for food grants you advantage on all Intelligence (Investigation) or Wisdom (Survival) checks to forage for food, and you find twice as much as you normally would.
Additionally, inexplicably, have the ability to cast the Goodberry spell once per long rest without any components.
Languages
You can read and write Common and Sylvan, but you can speak only by using your Mimicry trait.
Mimicry
You can accurately mimic sounds you have heard, including voices. You can repeat any noises, sounds, or phrases you've heard in the past, and they are delivered in exactly the same manner and tone as you heard them in.
A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
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