Homebrew Abomination Species Details

The Beast Within

The basic nature of the abomination's original race will have been wiped away. Although their true form remains humanoid, appearing as a human, Dweymeri, or otherwise, they lack its traits, and in their place have unnatural agility, strength and cunning, along with the ability to shapechange at will into a monstrous form. Their humanoid form is likely scarred—typically by experimental wounds, or the ritual branding. 

The monstrous form of an abomination can take many varying appearances, with each abomination created from a different combination of creatures. Some might have jagged fangs and leathery wings, others claws and a canine snout, whilst there are also those with a chitinous carapace and burrowing claws. Once you've selected your traits from the options, decide with your DM on your monstrous form's appearance. Some resemble were-creatures, whilst others are uniquely grotesque. Some are even blessed with only subtle visible changes, with the abomination still appearing mostly humanoid, although this is extremely rare.

 

Ravenous Hunger

The one defining trait between all abominations is the bloodlust that affects them, regardless of what form they currently reside in. Those who embrace it are inevitably evil, prowling among civilized society like a wolf among cattle. There are those that resist it, if with difficulty, eking out a living in backwater villages, or as hermits keeping themselves away from those they might otherwise harm.

A rare few abominations can, through a steel will and great effort, redirect this terrible thirst into something productive. They vent their need to rend flesh by targeting not victims, but other horrors, often keeping their true nature secret and gaining great (and ironic) repute as monster slayers. 

This hunger is not truly physical, in that an abomination does not necessarily need to eat its victims. The need is to cause pain, harm, and ultimately something's death. The hunger can be sated, but only briefly, and the longer an abomination goes without harming something, the more irritable and uncontrollable it becomes. Sometimes an abomination can go without harming a creature for weeks, others need to strike every other day.

Regardless, a revealed abomination is a horror to the common folk of almost every race.

Abomination Traits

**Ability Score Increase.** Your Strength, Dexterity and Charisma ability scores each increase by 1. **Age.** Abominations live up to two hundred years after the time they were transformed, sustained by the powers that mutated them, before the magics holding them together fizzle out and the abomination perishes as well as its host. **Alignment.** The bloodlust that lives within all abominations drives them toward evil, but the strong willed can maintain a neutral disposition. A rare, exceptional few can even become good. **Size.** Abominations differ vastly in their height and build, but their size is always considered Medium in both your true form (humanoid) and monstrous form. **Speed.** Your base walking speed is 30 feet. **Languages.** You can speak, read, and write Common and Ancient Ashkahi. **Shapechanger** You can use a bonus action to polymorph into your monstrous form, or back into your true form, which is humanoid. Your statistics are the same in each form. Any equipment you're wearing or car

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