Homebrew Abominable Werechimera (by Baskerevil) Species Details

Creation

Some time ago a group of artificers were trying to create a species of ideal assistants to help them in their arcane research. The creation was supposed to be strong, durable, somewhat intelligent, easy to train and long-lasting. To achieve a desirable result, artificers mixed blood of a chimera, giant eagle, giant elk, dire wolf and yeti. However, either due to an accident or due to malicious interference, dire wolf's blood was replaced by blood of a werewolf.
The result of the experiment was a creation of a new species who propagated through blood, like a disease...

 

Curse, disease or a new race?

Any creature who eats the flesh of an "Abominable" Werechimera, drink its blood or gets injected with it, get transformed into a new type of creature over course of 7 days. During first 7 days after the infection the creature can be cured through magic by lifting both the disease and the curse within it. However, after 7 days the change becomes permanent.
Beasts who get infected will transform into feral monsters permanently, however, humanoid creatures can retain their sanity and control their own transformation. Like most lycanthropes, humanoid "Abominable" Werechimeras can live mostly normal lives except during the full moon. The curse within infected blood takes over during the full moon even if the infected individual is deep underground and cannot even see the moon, because its power is not tied to the moonlight, but instead it is connected to some sort of lunar entity.

 

Biology

Humanoid "Abominable" Werechimeras typically tend to remain in their humanoid form to maintain their own sanity. In humanoid form their body functions mostly like normal, through, somewhat unremarkable when compared to other individuals of their own former race, because their physical appearance is just a natural camouflage allowing members of this race to blend with local population.
The true form of "Abominable" Werechimera lays within their transformation. As they transform, their body undergoes rapid changes: they grow fur and feathers, they can grow bigger, can sprout wings, but the biggest change is that their head split apart into four semi-independent heads. While in this form, no one head is in control of the body, but instead they all work like a hive-mind. It allows these creatures to always remain alert, to observe things in all directions, however, it has a major drawback in that any head can go into frenzy and cause the entire creature to go feral, so any humanoid "Abominable" Werechimera must have a tight grip over their own sanity or risk becoming a mindless beast.

 

Abominable Werechimera (by Baskerevil) Traits

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Ability Score Increase

Your Constitution score increases by 2, and increase one ability score of your choice by 1.

 

Age

Creatures who share your blood age as normal, but do not die from old age. Instead, they stop aging after reaching halfway of their natural life cycle.

 

Size

Your size is Medium.

 

Speed

Your base walking speed is 30 feet.

 

Languages

You can speak, read, and write Common and one language of your choice.

 

Monstrous Form

As an action you can transform into a monstrous four-headed creature gaining these benefits:

  • Gain advantage on your Initiative Rolls;
  • Gain advantage on your Perception, Stealth and Survival Checks;
  • You can not be surprised, blinded or deafened (except by magic);  
  • Gain Darkvision of 60 feet or increase vision range of your current Darkvision by 30 feet;
  • You can not be frightened, charmed or put to sleep while you are above 0 hit points;
  • You can now take Dash and Hide actions as a bonus action;
  • You can grow a pair of wings gaining flying speed equal to your walking speed, but you can not use this flight speed while wearing any armor;
  • You can grow one size larger if you have enough space to do so, but your equipment doesn't change in size;
  • If your hit points get reduced to 0 while you are transformed, then you drop to 1 hit point instead and the transformation ends.

This transformation lasts for up 1 hour or until you dismiss it as a bonus action. You can transform up to a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

During a full moon night (at midnight), you will transform automatically even if you have no remaining uses of this feature and you will not be able to end the transformation willingly.

 

Four-headed Bite

While you are in your Monstrous Form, you can use your bonus action to perform a special unarmed strike against up to 4 creatures within 5 feet of you. Use your Constitution modifier for the attack and damage rolls. On hit, a creature will take (1d6) piercing damage.

From 5th level, on hit you can deal cold or fire damage (your choice) instead of piercing damage.

 

Bloodmoon Frenzy

You must succeed a Constitution Saving Throw (save DC = 8) upon assuming your Monstrous Form and again every 10 minutes to maintain your sanity while you are transformed.

If you fail this saving throw, then you will be consumed by the hunger for slaughter and will attack the closest creature nearby (your choice if multiple creatures are nearby). On success, you will regain your sanity.

When a small or larger humanoid, beast, dragon, monstrosity or aberration creature is reduced to 0 hit points and no other creature is attacking you, you can rush to that creature, butcher it and consume its vital organs (counts as an action). Doing so allows you to make the Constitution Saving Throw again in an attempt to regain your sanity.

During a full moon night, you will fail this saving throw automatically.

 

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