Homebrew Aher Species Details
Aher hives dwell deep within mountain ranges. They are commonly found on planets that have floating mountains, or vast mountain ranges. They spend their days in within these forests, working together to expand and protect their hives. When provoked, Aher are connected to a massive network of their hive, centred to their queen. Equipped with either poisonous fangs, or a barbed tail, these pacifists can defend their own.
Ahere are slender creatures, designed to be able to move through their hives quickly. They have large ears for taking in sound and antena on the front of their heads so they don't walk into walls when little or sightless. They tend to have digigrade legs with two toes, and three fingers. Most have the colouring of insects, with bees being the most common.
One, But Many
Aher are a hivemind race, believed to have descended from Mindflayers. They are connected together by their queen. Other nature in the area, such as bees or even Mindflayers, are connected to them as well. When they are connected, they are compelled to do as their queen requests. Occasionally, the queen will peer through the second set of eyes to scan the world around them. This helps to keep out threats and to protect the hive.
If someone wishes to join the hive, they must drink the queen's honey and accept her influence. This is considered highly sacred. If someone wishes to leave the hive, they must drink the queen's venom and survive. This is considered highly sacred as well.
Natural Healers
Aher have a talent for druidic magic and clerical magic. They have strong ties to the healing strands of the veil and can manipulate them into spells and potions easily. Each hive will have at least one lead healer for each district within. From that, there are many healers that specialize in areas and assist the lead healer. They work together to keep the hive safe and protected. Each district also has a druid guardian. As hives can stretch for miles, the guardians create each district as their grove, despite them being deep within mountains. These groves are then protected, some of the oldest groves growing plants that bear fruit and grow in the crevices of their walls.
Sacred Adventurers
Since leaving the hive is considered a highly sacred task to undergo, each must have their own reason as to why they choose to leave the hive:
Aher Adventurers
| d8 | Reason for Adventuring |
|---|---|
| 1 | Incharge of finding a new location for the hive |
| 2 | Starting another hive |
| 3 | Hive slain by invading humanoids |
| 4 | Hive slain by invading creatures |
| 5 | Separated from the hive and lost |
| 6 | Hive destroyed by a natural disaster |
| 7 | Personal quest ordained by the gods |
| 8 | Dispatched on a quest by the queen |
Aher Names
Aher have fey-like names, such as elven, Firbolg, centaur, animal-folk, or archfey. It is unknown as to why, but it is widely believed that there is some influence from the gods as to what names they have taken on. Especially to distance themselves from their Mindflayer counterparts.
Aher Traits
Aher have the following traits.Ability Score Increase
Your Wisdom score increases by 2.
Age
As humanoids related to Mindflayers, Aher typically live for 125 years. They reach adulthood at age 10, where they go through a metaphorphis to grow their fangs/stinger, and the second set of eyes by drinking the queen's jelly.
Alignment
As the more pacifistic hivemind variation, the reflection of a Mindflayer, Aher are typically of a good alignment. Since they follow their tribe's traditions and rules, they are usually lawful good.
Size
Aher are between 4 to 6 feet tall and weigh 100 to 200 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet. Your burrowing speed is 60ft.
Hivemind
Thanks to a hivemind network, you are able to see through the eyes of your hive members. On an action, you can close your eyes and chose to look through the eyes of one of your hive members. The target must make a Wisdom saving throw with a DC of 10 to resist. If they fail, you look through their eyes. If they succeed, you fail to see through their eyes.
Speech of Beast and Leaf
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Languages
You can speak, read, and write Common, Sylvan, and Deep Speech.
Barbed Tail
You possess a massive, barbed tail that is filled with a paralyzing toxin.
Sting
Upon a hit, the target takes 1d10+2 piercing damage. The target must make a Constitution saving throw equal to your level or higher, or become paralysed for 1d10 rounds. You may reroll at the end of your turn.
Fangs Variant
The Aher possess poisonous fangs.
Poisonous Fangs
You possess poisonous fangs that can be used as a melee weapon to strike against opponents. They deal 1d4 of piercing damage, as well as 2d8 of poison damage. A bitten creature must make a Constitution saving throw against your level. For example: if your character is level 18, the DC is 18. On a success, they are not poisoned and take half-poison damage. On a fail, they are poisoned until cured.
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