Homebrew Eldritch Horrors Species Details

Personality

Eldritch horrors tend to possess emotional states not known to humanoids. This is a being of incomprehensible morality and unfathomable intellect. These emotional states are often also not known to other eldritch horrors. Eldritch horrors that are not maliciously lashing out at the unknown are childishly curious about the world around them and wish to know as much as possible, often journeying with a mixed group to better understand the cultures of the group they travel with and the world at large. They can be very childish, spouting facts at random or repeating interesting words to themselves, but as a result do not always recognize threats approaching or the fact that they are in eminent danger.

Physical Description

Eldritch horrors are a strange amalgam of slug feet, legs, tentacles, arms, antennae, eyestalks, eyes, pincers, slimy skin, carapaces, scales, exposed organs, empty eye sockets burning with rage, exposed bones, and hair. Any given body part is likely to be replaced.

 

Relations

Eldritch horrors are very much the loner sort; they have no particular social attachment to other eldritch horrors, since they are simply spawned by the shifting nature of the far realms. This does not mean that individual eldritch horrors can't become fast friends with members of other races: many eldritch horrors have personality traits that resemble empathy and loyalty.

 

Alignment

Any individual eldritch horror usually has a tendency towards neutral alignment.

 

Religion

Some eldritch horrors experience emotions vaguely resembling joy when they suck up to more powerful entities.

 

Language

Eldritch horrors are formed with knowledge of a language. It's not consistent which one, though.

 

Names

Eldritch horrors tend to name themselves after their favorite activities or goals.

 

Example Names: He Who Conquers All, Speaker of Forgotten Mysteries, Servant of Joe, Weaver of Baskets, Seller of Fine Potions, The Deepwater Sadist, Poisoner of Halflings.

 

Racial Traits

Aberration: Eldritch horrors are aberrations.

Hight : Medium or Large creature. 

vision: 60 ft of Darkvision the darkvision is black and white only, but it is otherwise like normal sight, and a Eldritch Horror can function just fine with no light at all.

—Christian K Holzmann, Ankardia

 

Quirks

Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.

Warforged Quirks

d8 Quirk
1 You analyze — out loud — the potential threat posed by every creature you meet.
2 You often misread emotional cues.
3 You are fiercely protective of your friends.
4 You try to apply discipline to every situation.
5 You don’t know how to filter your feelings and are prone to dramatic emotional outbursts.
6 You don’t understand clothing beyond its utility and assume it denotes a person’s function.
7 You are obsessed with your appearance and constantly ajdust yourself.
8 hunger for power

Warforged Names

Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.

Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall

Eldritch Horrors Traits

why where you madeand how

Ability Score Increase

Your int score increases by 4, and one other ability score of your choice increases by 2.

Age

Age: An Eldritch Abomination can be any age from zero to one billion

Alignment

Alignment

Any individual eldritch horror usually has a tendency towards neutral alignment.

Size

Your size is Medium or large or hughe. To set your height and weight randomly.

 

Speed

Your base walking speed is 50 feet.

Resilience

You were created to have remarkable fortitude, represented by the following benefits:

  • You don’t need to eat, drink.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Forever Awake

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Aberration

Aberration: You are a Eldritch horrors and they are aberrations

Darkvision

vision: 60 ft of Darkvision the darkvision is black and white only, but it is otherwise like normal sight, and a Eldritch Horror can function just fine with no light at all.

Languages

You can speak, read, and write Common and one other language of your choice.

Aura Of Horror

Aura of Horror : The creepy nature of an eldritch horror's appearance is such that it strikes fear into its enemies by doing nothing. When the eldritch horror chooses to Delay Action, all creatures within 30' must make a Will save (DC 10 + you lvl + Charisma) or get a -2 on attack rolls an this will stack, saving throws, skill checks, and ability checks for 1d6 hours. The eldritch horror cannot use this effect more than once per round.

Whispers Of Madness

Whispers of Madness : As a full-round action, the eldritch horror can whisper into the ears of an adjacent helpless creature. Unless that creature succeeds on a Will save (DC 10 + character level + Charisma modifier), it is permanently confused. This confusion can be cured by death or remove curse spell.

Unstable Physiology

Unstable Physiology : The eldritch horror replaces lost or damaged body parts with new body parts. You need to devour body parts to gain abilities or powers.

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