Homebrew Child of the Elder Worm Species Details
You are one of the distant descendant of the Elder Evils of the Far Realm. Your native plane is the Astral Sea, however you've found yourself on the material plane either by mishap or for unseen purposes. Your ancestry still sends a visage of it's power through time, space, and dimensions to it's lineage. This power depends on who you descend from, however The Eldest is the direct ancestor of all the children of the Elder Worm.
Appearance: Your appearance could be anything you choose while you are in the Astral plane. However you must choose a form that is survivable in the material plane. While in this form, you appear in the shape of your chosen race of humanoid or other monstrous sentient race (A Player Race), but take none of the racial traits or abilities from them, only their size and shape.
Alignment: Though they are called the ancient evils, not all are actively evil, some are only evil out of necessity. Lawful to chaotic, both evil and neutral though each of the star-like ancients have their own perceived goals and destinies.
Age: You are a direct decedent of The Eldest and the Far Realm, you are well accustomed to the Astral sea, and are one of the few creatures that can naturally exist there as you are a native, however, you were not born but split off from your ancestor. You cannot grow larger without leaving your home-plane. While there you are immortal as all things are. While in a plane you can age in, you will live as long as your chosen for would from the age of maturity.
Aberrant heritage: You are considered an aberration rather than a humanoid.
Child of the Elder Worm Traits
The Elder Evil lives on through you, and your lineage as well.Aberant Anatomy
Your body is made to survive in the form of another race, your brain and cells are fundamentally different, you do not require oxygen to breath, and you cannot suffocate.
Natural Habitat
You are an other worldly creature, as such the conditions you may have existed in for the rest of your life were most likely different than the average material plane entity. Choose from one of the three options below to choose your natural habitat.
The Depth's: A being of the deep ocean world that no name has been yet laid upon it. You gain a swim speed of 30 feet and you can dash as a bonus action while using that swim speed. Crush depth does not effect you or other water-breather's within 15 feet of you.
The Core: From deeper in the earth than even the deepest reaches of the Underdark, you are one with the stone. As an action, you can enter any non-living, non-magical material. When you do, you gain a burrow speed of 30 feet. While you use this burrow speed, you glide through the non-magical earth without damaging it(as in there will be no hole for anyone to follow you).
The Void: From a space before the crystal sphere but beyond the bounds of Toril, you were born into an empty space not unlike that one only this one isn't freezing cold. You have a flying speed equal to your walking speed, you can hover using this speed, and you float silently when you do.
While in your natural habitat (I.E. underwater, in the ground, or while flying/floating) you can speak and hear normally.
Far-Realm Sign
You were created either under the light of, or directly by one of the nine star-like Elder Evils of the Far-Realm. Their power glides through time, space, and dimensions to either aid, curse, or carry on their lineage in you. Now it awakens, sensing your growth beyond that of an infant in their eyes. Choose one of the following Elder Evils to be your ancestor, or, if you prefer to be most flavorful, let your dungeon master roll at random a d10 to decide. You gain the benefits of that star and any other effects it may cause.
Acamar: A dead star of utterly black inky nothingness that ate other celestial bodies that drew too close to it.
Those descended from it can consume any plant or animal without fear and gain sustenance and consume the very souls of that which they eat, preventing resurrection or revival, even by gods, demons, and devils alike. You gain a Natural Essence Devour Melee Attack that Deals 1d8 plus your Intelligence modifier Necrotic damage and heals you by the amount of damage dealt.
Caiphon: From afar, The Dream Whisperer was seen as a purple star. However, those who had studied this star for a long period, experienced lucid dreams in which they were transported to the star proper. According to those few, Caiphon was a world of purple fire that pulsed as if was alive, and was covered by a purple, amoebic ocean.
Those descended from it can cast the Sleep spell at it's lowest level at will and you can also cast dream up to 3 times per long rest without materials. Wisdom is your spellcasting modifier for this trait.
Delban: An ice white star of cold and bitter evils. The Star of Ice and Hate was usually visible only in winter, but sometimes it shone without reason in any other seasons, surprising scholars who studied stars. Of all the Far Realm-infested stars, Delban was the most cruel and bitter.
Those descended from it can cast the cone of cold a number of times equal to their proficiency modifier. It's cast at it's lowest level or at the highest level you could cast a spell (if a spell caster), whichever is higher. You know the Ray of Frost cantrip. Intelligence is your spell casting modifier for this trait.
Hadar: The Dark Hunger was a cinder-red star, barely visible in the night sky. Hadar was a dying star, slowly burning into annihilation. Because of that it sent its agents to the world to feed on living creatures in a desperate attempt to avert its demise.
Those descended from it can cast Hunger of Hadar a number of times equal to their proficiency modifier plus 2 without concentration or materials and they always have the Arms of Hadar spell prepared. Whenever you kill a creature with either of these spells, you regain one casting of Hunger of Hadar with this trait.
Khirad: Wherever an apocalypse of some sort happened in Realmspace, The Star of Secrets was the most brilliant star in the sky. Sometimes, Khirad's radiance revealed secrets and gruesome insights.
Those descended from it can cast the scrying spell 3 times per long rest without material components. Further more, they themselves are immune to divination magic as they are one of the few beings in this realm that are themselves made of secrets given form. Intelligence is your spellcasting modifier for this trait.
In addition Those who were granted the gifts of Khirad have their voices turned into whispers, and their smiles seemed cruel and evil to onlookers, giving you proficiency in Charisma (Intimidation) checks
Nihal: The Serpent Star was a red star, although some stargarzers said that Nihal's light was green. Nihal was actually a tear in reality composed of an infinite swarming mass of maggots and worms.
Those descended from Nihal carry it's maggot ridden infection and infestation into the world, regardless of your form you have worm like tentacles that you can thrust out of your body to pierce your enemies. You have a Natural Tentacle Melee attack that has a range of 10 deals piercing damage equal to your proficiency modifier plus your dexterity modifier and must make a constitution saving throw with a DC of 8 + your constitution modifier + your proficiency modifier. This attack uses exclusively Dexterity for it's attack roll as you are less piercing their armor as wriggling around, through, and into it with your tentacles. If you roll a critical hit with this attack, then the Constitution save DC goes up by 2 for that creature rather than
Should a creature fail this saving throw, they become infected with the Walking Worm Plague.
Walking Worm Plague:
It takes 1d4 days for Walking Worm Plague's early symptoms to manifest in an infected creature. Early symptoms include fatigue, cramps, and lethargy. It takes an additional 1d4-1 days before advanced symptoms manifest, these include extreme paranoia and psychosis, final stage symptoms manifest when their exhaustion level reaches level 4. These include but are not limited to chewing of their lips, finger tips, and cheeks, and in some extreme cases parts of their own tongues, and cannibalism to the point that they must be force fed any other food, even if that 'food' is still humanoid.
When the early symptoms manifest, the infected creature suffers one level of exhaustion, regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. After advanced symptoms manifest, the infected creature will isolate itself if possible, and will believe themselves to have already begun to recover from the disease, becoming hostile towards those who tell them otherwise and possibly attacking them should they attempt to diagnose them with a medicine check, making a Wisdom saving throw DC 16 to avoid attacking someone who's making a medicine check/attempting to overtly heal them, or that person making a Charisma saving throw, DC 17, to avoid enraging them. Once a creature has entered it's final stages, it must make a wisdom saving throw DC 18 whenever it sees another creature of it's race or attack and attempt to eat it, and has disadvantage on all Charisma ability checks except for Charisma(Intimidation) checks due to the consumption of its own lips, cheeks, and other extremities.
At the end of each long rest, an infected creature must make the Constitution saving throw again. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease. Level's of exhaustion caused by this disease can only be lowered via restoration magic, or by passing this saving throw. if a creature dies of this disease, is killed while infected, they rise in 1d12 hours as an Undead Aberration. Use the statistics for an Otyugh except it does not have it's Limited Telepathy and instead has the Undead Fortitude Trait it's movement speed was whatever it was when they were first infected, and it is an Undead in addition to it's other types (this includes Aberration). This disease ignores immunity given by race and can infect corpses and undead (Including the bodies of liches as well as vampires alike), even should they only be skeletons so long as marrow and cartilage remains.
Creatures that have turned from this disease are non-hostile towards you and will not attack you unless first attacked.
Zhudun: Zhudun was described as a "corpse star with a blank face.".
Those who are granted the gifts of The Corpse Star have their appearance changed, turning corpse-like and easily mistaken as undead. They can cast Resurrection once per day without expending a spell slot and the spell will raise the dead regardless of how long they've been dead and whether or not their soul is willing. In addition you know the Spare the Dying cantrip.
Gibbeth: The Asylum Star was described as a green star that at its core had an utterly unknowable being.
Though nearly nothing is known by the scholars of old of this star, you intrinsically know that there is much you do not know and that you are just as unknowable as the star. Those descended from this 'thing' are able to force those within 30 feet of them to make a competitive Intelligence check as a reaction to them casting a spell before knowing what spell is being cast. If the caster loses the the roll, then it is instead a wild magic surge. if they succeed then the spell works as normal.
Ability Score Improvement
Your Wisdom and Intelligence ability scores both increase by 1 to a maximum of 20.
Resting Ancient
You are not of this world and sleeping to you is you creating an entire reality in your dreams full of things that are destroyed and unmade as you wake. Because of this reality that's created and destroyed as you sleep, you cannot be woken up by anyone unless special means are used.
Whenever you take a long rest or otherwise fall unconscious, you cannot be woken up unless an hour long ritual is performed above you or you wake up naturally 8 hours later as though you had taken a long rest. Only you know this ritual as it's a series of chants that irritate and stir you even while unconscious.
(Note from a DM and Player: I suggest if you must take watch due to a small party, that you take the last watch before the rest ends so you will actually be awake for your watch.
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