Homebrew Elderspawn Species Details

Descended from Great Old Ones, Elderspawn are often sentient humanoid abominations, ranging in appearance from sharks and fish with limbs to semi-solid smoke monsters, often with multiple tentacles and eyes.  Relying more heavily on psionic abilities than physicality, elderspawn are nonetheless formidable in battle, in the universities, and in political offices.

Descendants of Madness

Elderspawn are a recent addition to the multiverse due to Great Old Ones either awakening or extending their influence into the multiverse, or are the children of magic users who made pacts with Great Old Ones over many generations.  These entities often resemble their ancient heritage, with bulbous heads, myriads of eyes, tentacles, and other characteristics of either fish or cephalopods.  Some are even elementals, generally embodying smoke or mist.

Elderspawn have a wide variety of outlooks and ways of thinking, which can generally be linked back to their Great Old One progenitor.  Most seek to sow discord, madness, and violence among the many races and many planes, usually through subtle machinations lasting hundreds if not thousands of years.  Some Elderspawn, however, merely wish to observe the minds of other mortals, how they work, and what possible outcomes these thoughts and actions could have; even so, sometimes an elderspawn cannot completely control their psionic powers, leading to madness and violence that can be devastating.

Elderspawn generally live in large cities near large bodies of water, where minor illusions and disguises can keep them from assault.  In the event they are discovered, elderspawn can generally wipe the memories of those who discovered them, possibly even completely erasing their minds to have servants and puppets around the city.

Conniving Advisors

Due to their long life spans and mental abilities, many elderspawn have acted as advisors to powerful families, leading them down a path that hastens the end of the city.  Others have acted as multiple generations of elders and high priests, convincing their parishioners that they are worshiping one god when they are, in fact, praying to a Great Old One.  Because of this, almost every elderspawn is incredibly wealthy, having accumulated treasure, favors, and blackmail over the years.  They are more than willing to call in a favor if necessary, but generally prefer to handle things themselves.

The Wanderers

There are those elderspawn that prefer to explore the planes, whether for their own curiosity or to further their progenitor's plans.  These individuals generally use fewer illusions or disguises, opting instead for simple cloaks to cover their more monstrous traits.  Those individuals not acting on their progenitor's behalf are scoffed at by their brethren, and are often considered lower than the other mortal races of the multiverse.  Even so, such individuals enjoy living among smaller groups, and generally move rapidly from group to group.

Multiplanar Planning

Whether due to boredom, the behest of their progenitor, furthering their own schemes, or simply to see more, powerful elderspawn have the ability to traverse the planes of the multiverse with ease.  With these abilities and their mental abilities, it is possible--and even probable--that the multiple plans of one elderspawn have overarching connections that only they can see.

Needless to say, with such intricate webs, elderspawn often cross paths with other elderspawn, with varying degrees of hostility.  While many pool their resources to magnify their plans, some will try to eradicate the other, which can shake whole planes.

Elderspawn Personality

Elderspawn are conniving, cunning, and intelligent, able to read and manipulate most to their will.  As such, while they may seem jovial externally, they are quite aloof and cold to suffering, generally only interested in furthering their desires.

Elderspawn Traits

Your elderspawn character has the following racial traits.

Unnatural Form

You know the Minor Illusion cantrip starting at level 1 and are proficient with a Disguise Kit.

Eldritch Luck

At fifth level, your character can alter probability slightly.  Whenever a character performs a skill check or attack against you or an ally at advantage, as a reaction, you may instead impose disadvantage on that roll.  Should the roll still succeed, the target has disadvantage on their next roll. You must perform a long rest after using this ability to use it again.

At tenth level, your character can alter probability even more.  Whenever you perform a skill check or attack at disadvantage, as a reaction, you may instead impose advantage on that roll.  Should the roll still fail, you have advantage on your next roll. You must perform a long rest after using this ability to use it again.

At fifteenth level, your character can alter probability still further.  Whenever a character performs a saving throw against you or an ally, as a reaction, you may impose disadvantage on that roll.  Should the roll still succeed, the target has disadvantage on their next roll. You must perform a long rest after using this ability to use it again.

Damage Resistance

Resistance to psychic and necrotic damage

Ability Score Increase

Your Intelligence, Wisdom, and Charisma Scores each increase by 1.

Age

Elderspawn reach maturity around age 49, but cannot die of old age.  Generally, they are discovered and killed after around 4000 years.

Alignment

Elderspawn tend toward chaos.  While most are Chaotic Evil, many Wanderers are Chaotic Neutral, or even True Neutral

Size

Elderspawn are around the same height as humans, averaging about 6 and a half feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Languages

You can speak, read, and write Common and Primordial.