Homebrew The Mothman Species Details

Couples See Man-Sized Bird...Creature...Something

-Local paper upon the incursion of the Mothman into the Material Plane

 

No one knows who they are or why they are here, but The Mothmen are now here to stay. They first appeared in Pleasant Point, West Venaria and frightened young couples on a late night wagon ride. For weeks, the mysterious creature terrorized the town. The collapse of the Silverside Bridge was thought to be the end of the Mothman's reign, a terrible tragedy either caused or prophesied by the Mothman. Instead, this was the beginning of their incursion into the Material Plane. 

 

Unknowable Interloper

The Mothman is large, up to 7 feet tall with wings that can span 20 feet. Their is bulky and strong, humanoid enough to be recognizable but definitively not human. They walk upright in awkward waddles, their true home is in the air. They lack arms and fold their wings upon their back when walking,

Fuzz covers their body, generally black in color. The Mothman has no defined head, instead only a pair of large eyes at the top of their body. These eyes reflect light cast upon them but do not glow from within. Their gaze is unsettling. 

Dark Angel

It is clear the Mothman longs to fly. They can fly almost indefinitely, almost never flapping their great wings. Often they will silently glide over an area, spreading a feeling of unnatural presence or if at night, the disturbing feeling of being watched. The Mothman can fly at great speeds and almost nothing can escape their flight. They can ascend to great altitudes in mere seconds, against all logic. 

They will land silently, perching in a high place to observe what is below. Often they are confused for statues, large birds, or other flying races. However, upon closer inspection, one can make out their otherworldly form.

 

Not of This Plane

The mannerisms of the Mothman are unlike anything of this Plane. They do very little, instead often serving just to watch. Most prefer to perch in a high place and wait for whatever it is that they wait for. While waiting, they are unnaturally still and unblinking. Occasionally they will stretch their wings or shift their bodies. 

The Mothmen do no speak, instead their voice comes to the mind of whomever they wish to communicate with. Their voice is a mere detached whisper, cold and unfamiliar. It seems to echo through some other plane before coming to the sense of the listener. However, they do hear and can be spoken to. It is unknown how as they have no ears. Their speech is high and formal, peppered with bold proclamations and twisting riddles. 

Though interlopers from another Plane, the Mothmen have extensive knowledge of the cultures of the Material Plane.

Where Do You Come From?

The Mothman will never tell what has drawn them to this Plane or where they hail from. But they do so willingly while serving a greater master. Their enigmatic home is simply known as The Else. No other beings have ever tread there. 

When truly pressed as to why they choose to adventure in this Plane, a Mothman may confess a purpose.

1d6 Purpose
1 There is a relic of great importance, it must be recovered. 
2 Otherworldly senses have guided you to this path, even you don't yet know why.
3 It is the bidding of the one who commands you and you shall say no more. 
4 Events are now unfolding and you must intervene to ensure or prevent the outcome.
5 Your purpose will be better served if you have experienced the world.
6 You wish to learn more of the history of this world. 

Mothman Names

The Mothman does not have an individual name, merely 'The Mothman'.

MOTHMAN BACKGROUNDS

Backgrounds that are most appropriate for Mothmen include the acolyte, the hermit, and the sage.

The Mothman does not hail from a society and instead is influenced by the world that they come into. Without arms to hold weapons or tools, and with their disquieting presence, they rarely have roles in society. 

 

Image via: https: // commons. wikimedia. org / wiki/ User: Triangulum

The Mothman Traits

As an Mothman, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.

Ability Score Increase

Your Wisdom score increases by 2, and your Dexterity score increases by 1.

The Harbinger of Doom

Creatures have disadvantage on saving throws against you. Failing a saving throw results in 1.5 times the negative effect (ie 6 damage becomes 9).
Any creature that rolls a natural 1 on an attack against you must roll their damage die against themselves. 

If you fail a saving throw, you suffer 1.5 times the negative effect (ie 6 damage becomes 9).
If you roll a natural 1 on an attack, you must roll 1d4 damage against yourself plus 1d4 per three levels (ie at level 9, roll 4d4)

The Gift of Prophecy

You have advantage on Wisdom saving throws.

You have advantage on Perception checks.

Not Meant for This Plane

Without hands, you cannot wield traditional weapons and must rely on spells and you abilities to fight and survive. Acquiring mage hand or other telekinetic abilities can help circumvent this limitation.

Armor must be modified to fit your unusual body shape. It's AC is reduced by 20% rounded up (ie an AC of 17 becomes 14).  Heavy armor removed your ability to fly.

Few Earthly Needs

You do not require food or drink. However, you must rest and breathe. 

Flight

You have a flying speed of 50 feet. To use this speed, you can’t be wearing heavy armor.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.

Speed

Your base walking speed is 20 feet.

Size

Mothmen are about 6 to 7 feet tall with a 10 to 15 foot wingspan. They have bulky, powerful bodies that weigh between 220 and 260 pounds. Your size is Medium.

Age

Mothmen reach maturity by age 50. Compared to humans, Mothmen live very long lives of up to 300 years.

Alignment

Most Mothmen are neutral and have no concern for the affairs of the Material Plane. Their actions can be viewed as good or evil depending on whom the doom they portend falls. 

Languages

You can speak, read, and write Common, Celestial, and Deep Speech.

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