Homebrew Abomination Species Details
These things! These abominations! They are scum of the earth, ridden with foul and magical filth. We must eradicate them all as soon as we see them. To help us with that I have asked to ask Clubbo the monster with clubs for hands to aid us. Come on guys! let us be rid of these abominations! Clubbo! lead the way! — Sergei Bearfat, Artyoman royal guard
Abominations often appear around the region of Mezna, the veil-tears, events that lead to magical fallout happen often in the region. Many people become afflicted by chaotic magic and turn into things that can't be unmade. Some in eternal agony, others with their mind still intact.
A Broad Spectrum
Thanks to their varied mutations, abominations are more physically diverse than other common races. There is no typical abomination. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Abominations usually appear as things that are related to the moment they became an abomination. A wizard that got changed into an abomination after an experiment in his lab has now become part microscope, part man. This way abominations wear their affliction on their sleeves, but some are more apparent than others. A completely normal looking person can still have a fully sentient lobster hand attached to himself and you'd never know.
THE PERSON UNDER A BRIDGE
Abominations usually live in solitude and are shunned from society. Those that are lucky are able to live full lives with the occasional side-eye. Nonetheless this lifestyle has led them to be hard to trust but strong to break ties with. Abominations can't see much good in themselves and so usually they seek that goodness in others or make them find it again. In many ways maybe we do need monsters in our lives.
Abomination Traits
It’s hard to make generalizations about abominations. This makes them very varied.Ability Score Increase
Your ability scores each increase by 1. Or you can give one ability score +2
Monstruos form
Monstrous Traits
When you assume your abominable form, you choose three traits from the list below. These traits reflect the grotesque adaptations of your body and grant you unnatural abilities. Unless otherwise noted, a trait can only be chosen once.
Monster Senses
You enhance one of your senses—smell, hearing, touch, or taste. You have advantage on ability checks that rely on this sense. The sensory organs for this sense manifest across your body in a grotesque fashion.
Monster Mutations
You develop an unnatural appendage or prominent physical mutation in the shape of a hand or a tail. You can use your bonus action to make a second weapon attack without adding your proficiency to the damage using the appendage.
Monster Enhancement
You gain resistance to one of the following damage types: lightning, cold, fire, poison, thunder, or psychic.
Monster Hide
Your skin thickens into a leathery or hardened hide. While you are not wearing heavy armor, your AC increases by 1.
Monster Strength
Your muscles swell to unnatural proportions. You have advantage on Strength saving throws, and your carrying capacity is doubled.
Monster Sprint
Your body adapts for speed. Your base walking speed increases to 40 feet.
Monster Liquid
Your body becomes partially amorphous. Once per long rest, you can reshape yourself into a convincing disguise of your choice, appearing as another creature. A creature that inspects you can discern your true nature with a successful DC 16 Wisdom (Perception) check.
Monster Environment
Your body adapts to survive hostile environments. Choose one environment or region too dangerous for normal humanoid life. You are immune to all harmful effects of that environment (such as extreme cold in a frozen wasteland, or poisonous air in a volcanic cavern).
Monster Shrinking
Once per long rest, you can reduce yourself to a Tiny form for up to 1 minute. While in this form, you can squeeze through spaces as narrow as a crack in a door. You return to your normal size when the effect ends or when you end it as a bonus action.
Monster Claws
You sprout hooked claws, a malformed horn, a stinger, or a similar natural weapon. When you hit with an unarmed strike using this body part, you deal an extra 1d4 damage of the strike’s type.
Monster Poison
Your body produces venom. When you hit a creature with an unarmed strike using a natural weapon (such as claws, fangs, or a stinger), the attack deals an additional 1d6 poison damage.
Monster Endurance
You are tireless. You are immune to magical or mundane effects that would cause you to fall asleep, and you don’t suffer exhaustion from prolonged physical activity.
Monster Insomnia
A portion of your brain and an extra set of eyes remain alert while you rest. During a long rest, you remain aware of your immediate surroundings and can spot nearby danger.
Monster Hypnosis
Your body manifests unsettling patterns or mesmerizing colors. You have advantage on Charisma (Performance) and Charisma (Persuasion) checks made to influence creatures who can see you.
Monster Voice
You learn to speak with a monstrous lineage. Choose a type of creature (such as abominations, monstrosities, or vampires). You can communicate with creatures of that type, even if they lack a mouth or spoken language.
Monster Vision
You develop additional eyes or strange sensory organs. Choose one of the following:
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Blindsight (10 feet)
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Tremorsense (10 feet)
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Darkvision (60 feet, or extended by 60 feet if you already have it)
Monster Lineage
You have a deep, instinctive connection to a monstrous lineage. You can ask your DM one question about your chosen monster type. The DM must answer truthfully and with information you would reasonably know due to your lineage.
Monster Trait
Instead of choosing one of the listed traits, you and your DM may agree upon a custom monstrous trait that reflects your abominable form.
Age
Abominations reach adulthood in their late teens and live for around a century.
Size
Abominations vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium or small.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and one extra language of your choice. Abominations typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
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