Homebrew Walking dungeon v-2.0 Species Details
Almost in every biome of every realm the walking dungeons look for a treasure to protect and adventurers to challenge, no one really knows where these creatures originated from, however they appear to be made from parts of dungeons that didn’t survive the past of time.
Guardians of many treasures
Walking dungeons are moved by what many other creatures think its greed, however, in the same way that a dungeon is meaningless without a treasure to hide or a monster to fight, most walking dungeons feel empty and so travel the land looking for treasures, monsters and adventurers to stop that feeling of emptiness.
Inner Maze
Thanks to their magic nature walking dungeons have a demi-plane inside them, this demi-plane is always shaped like a maze and its commonly made of the same type of material the walking dungeon is, usually the walking dungeons have total control of this demi-plane, and they commonly use it to hide some treasures inside of them, however they also have the ability to make any kind of living entity into their inner maze to protect said treasures.
Dungeon's dragons
While walking dungeons are usually very critic of any creature, mainly thanks to the instinct they have to let them into his inner maze, they are usually very friendly to dragons, dragonborns and kobolds, usually letting them into his inner maze without any hesitation if they are willing, in case a walking dungeon is traveling with a dragonborn it will usually try to befriend and convince him to become an honor guard on its inner maze.
Master of the dungeon
Most walking dungeons have absolute control on what happens inside of his inner maze, once a walking dungeon finds enough creatures and treasures to fill its inner maze it will look for adventurers to try and retrieve them, while walking dungeons really want to protect whatever they can find they also don’t want to make it absolutely impossible to a party of adventurers to traverse through its rooms.
Walking dungeon names
Surprisingly, walking dungeons can somehow reproduce. Whenever a walking dungeon is born all members of the species in a large are will make a circle around the newborn and decide a name for them, their names usually allude to some kind of monster, treasure or thematic, most walking dungeons will take this name proudly and try to fill its inner maze with whatever their name is making reference to, however there are some walking dungeons which fill they inner mazes with whatever they please, usually changing their name to fit to what they let into said maze.
Some common walking dungeon names are: Lich, forest, deep dark, abyssal, hellish or dragon lair.
Walking dungeon v-2.0 Traits
Walking dungeons have traits that come from their magic origins and are common between the raceInner maze
Walking dungeons have an urge to hoard treasure and creatures that are willing or have an instinct to protect to fill their inner maze, as an action you can draw a willing or unconcious creature or up to three items that you are touching to a demiplane inside of you, the geography and structure of everything inside this demiplane is controlled by the Walking dungeon but creatures still behave normally, altering the inner maze does not require an action. While on this demiplane a creature or object can breath as they would in their home plane or enviroment, a creture or item can only leave a this demiplane if the Walking dungeon releases it as an action or dies, in this case all creatures are free to leave with any item that they are carrying or wearing, magical items are automatically expelled of this demi plane in case of death of the Walking dungeon, however one can only enter this demi plane by being allowed inside by the Walking dungeon. A Walking dungeon can, as an action, choose to release a creature with eveyrithing they were carrying or wearing or up to three items on sn unnocupied space at 5 feet of the Walking dungeon, this space must be a solid surface on wich the creature or item can stand or fall. Items inside this demi plane are not considered when calculating for encumbrance
Treasure hoard
Thanks to a the years spent traveling searching for treasure is common for Walking dungeons to have some gold insde their inner maze. Start with extra 2d12 gold
Dungeon nature
Thanks to their nature Walking dungeons do not need to acomplish any kind of nutrishment or rest, making them perfect to travel arround the land without ever stopping, also, thanks to being made mostly out of non biological materials Walking dungeons have a natural resistance to poison and imunes to disease and the efects of exahustion
Experimental being
Your crature type is construct
Ability Score Increase
Your Constitution score increases by 2, and your Strenght score increases by 1.
Age
Walking dungeons usually have lifespans of thousands of years, they reach maturity after 5 years and there are records of them living up to 5000 years
Alignment
Walking dungeons dont have a proper society, however most of them leant towards true neutral, but they tend to change to the alignment of the strongerst monster in its inner maze or strongest member in their team.
Size
Walking dungeons are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Brick resistance
Thanks to your skin made of breaks and other parts of old dungeons you recive less damage, your base AC increases by +2
Languages
You can speak, read, and write Common and a language of your choice
Previous Versions
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7/28/2021 9:32:43 PM
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Coming Soon
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