Homebrew Monstrosity Species Details

''You call me a monster?'' The creature asks with a cackle, a twisted grimace creeping across it's face. ''Worry not, I'm no monster. You see, monsters aren't real; they're just your overactive imagination.'' It's smile grows, it's twisted yellow teeth exposing themselves more. ''I, however, am very real.''

-Xazou, the Monster of Karieo Bridge

 

Monstrosities are unfortunate humanoids who have had their very soul cursed, birthing them as an entirely knew being. While most Monstrosities cannot cling to anything from their past life, others have been able to remember things that held strong sentimental value such as pets or people. Those that aren't able to stay intact with their past selves find themselves slipping away from their beliefs and their morals, thus, most of the Monstrosities found are of evil alignment, though how evil they truly are varies heavily.

Creatures of Nightmare

Stories have been told of beasties that stalk the woods in search of wandering adventurers who grow tired as the night falls, or who snatch small children who tread to close to the edge of the forest, but never by first hand witnesses; none have ever encountered a Monstrosity and lived to tell the tale. These stories hold truth, which only adds to the horrificness of the story itself.

 

Many Shapes and Sizes

One of the few things that lead to the identification of a Monstrosity is their ebony skin which is devoid of any other color. There are Monstrosities with wings, allowing them to swoop down onto prey on the wing. There are Monstrosities with four legs, allowing them to cling to the ceiling where they await prey from above, and many more forms of Monstrosities, making it quite difficult to identify them.

Another trait that most Monstrosities is their wretched cunningness, able to easily construct ideas and traps with haste as well as tricking the weak minded, luring them them to what will surely be their demise.

 

Monstrosity Traits

While Monstrosities are varied, they share many traits with one another.

Dark Vision

Because Monstrosities are normally found lurking in dark places, they're adept in seeing in the dark. They can see 100 feet in the dark as if its dim light, and the can see 100 feet in dim light as if it's bright.

Ability Score Increase

Your Strength score increases by 3, and your Constitution score increases by 2 while your Charisma score drops by  2.

Age

The lifespan of Monstrosities goes unknown, though there have been sightings of a Monstrosity that was discovered over 1000 years ago.

Alignment

Monstrosities, having been cursed by foul magic, are almost always of an evil alignment, though how evil they are is determined by how many close ties they were able to keep up with from their past life. A Monstrosity who was attached to a duty is more likely to be lawful evil while a Monstrosity attached nothing is more likely to be chaotic evil.

Size

Monstrosities vary in size and weight, though most fall between 8 and 12 feet tall and weigh from 250 to 350 pounds. Your size is large.

Speed

Your base walking speed is 40 feet.

Multi-Limbed

Multiple arms: You have four arms. You're able to hold two two-handed weapons or four one-handed weapons.You also have advantage on any skill checks that involve climbing.

 

Multiple legs: You have four legs. Your speed is increased by 10 and your able to tread on difficult terrain with ease. You also have advantage on any skill checks that involve climbing.

Wings and Bristles

 Wings: You fly at a speed of 50 feet, but must have a 15 foot cubic radius to fly. Also, any speed increase applies to flying, whether it specifies it or not.

 

Bristles: Your back is covered in long, spines. When enemies attack from behind, they recieve 1d6 piercing damage. You may also make a roll attack; this attack does 2d6 damage, but the target has to be more than 10 feet away.

Tusks or Horns

Tusk: Unarmed attacks with your tusk do 1d6 piercing damage and you can use Clamp which will allow you to grapple with your teeth. You will be able to attack on the next turn without ending the grapple.

Horns: Unarmed attacks with your horns do 1d6 bludgeoning damage. If you move 10> feet before making the attack, you can use Charge which can knock an opponent smaller than you prone if the fail a strength saving throw.

Lurk

When at night, you have advantage on stealth checks.

Languages

You can speak and read in Common and Abyssal as well as one more language you would've known in your past life.

Previous Versions

Name Date Modified Views Adds Version Actions
8/31/2019 11:38:06 PM
30
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes