Homebrew Displacer Beast Species Details

Your kind are born of the magical realm known as the Feywild, a place both fantastical and bizarre. As such, you are no ordinary animal, though you do somewhat resemble a cat with tentacles. Displacer beasts have the ability to alter the flow of light, protecting themselves by concealing their true position from their foes.

Ability Score Increase. Your Strength score increases by 2, and one other ability score of your choice increases by 1.
Age. A displacer beast matures relatively quickly, being old enough to hunt at four to six months old, and considered an adult at two years of age. These creatures can live for decades, and it is rumored that some are almost a century old.
Alignment. Displacer beasts were, in the not so distant past, selectively bred and trained by a group of evil fey known as the Unseelie Court. Though displacer beasts are no longer under the court's sway, they do retain the predatory instincts that they were born to possess. Going further, many of these beasts actively enjoy inflicting pain on others, toying with lesser creatures simply to entertain themselves. Displacer beasts that cause harm for its own sake are almost always evil. Those that hunt strictly for food (ignoring, or even fighting against their base instincts) may be neutral or some variation of lawful. Some displacer beasts use pain as a deterrent, however, harming others only in self-defense or when necessary. This is rare for a displacer beast--as such, good-aligned members of the species do exist, but are not believed to be common.
Size. A displacer beast's size is medium
Darkvision. A displacer beast's eyes are well adapted to seeing in dim and dark conditions. 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't discern color in darkness, only shades of gray.
Monstrous Nature. You count as a monstrosity for the purposes of spells and effects.
Hunter's Arsenal. Your tentacles are readily used as weapons-- and, when trying to pass as a regular cat, you also have the option to bite your enemies (though this is rarely as effective as your tentacles). You have a bite attack that deals piercing damage equal to 1d8 plus your Strength modifier on a hit. You also have two tentacles that deal slashing damage equal to 1d6 plus your Strength modifier on a hit. Once on each of your turns when you attack with a tentacle using the Attack action, you can make one additional tentacle attack as part of the same action. Your bite and tentacles count as natural weapons. You are unable to use other weapons, or any armor (including shields) unless they are specifically crafted for members of your species.
Feywild Magic. Your kind have an innate ability to magically warp the light around you. You know the dancing lights cantrip. When you reach 3rd level, you can cast the blur spell once per day. When you reach 5th level, you can also cast the invisibility spell once per day. You do not require any components when casting these spells in this way. Constitution is your spellcasting ability for these spells.
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
Languages. As an unusually intelligent creature known for their innate magic, you can understand Common, but cannot speak, read or write by default. (Gem of Primal Insight can compensate for this)

 

Note: This is not my creation and I do not claim I created it. Though I have modified it from the original

This was based on "Creature Cohorts: The Displacer Beast" pdf by Mister_Thr33 of GMBinder.com

Creature Cohorts were created by Mister_Thr33, and were inspired by Tasha's Cauldron of Everything as well as the 3rd Edition supplement Savage Species 'Creature Cohorts' is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Displacer Beast Traits

You are a creature that makes most mortals pee their pants. A Displacer Beast

Ability Score Increase

Your Strength score increases by 2, and one other ability score of your choice increases by 1.

Age

A displacer beast matures relatively quickly, being old enough to hunt at four to six months old, and considered an adult at two years of age. These creatures can live for decades, and it is rumored that some are almost a century old.

Alignment

Displacer beasts were, in the not so distant past, selectively bred and trained by a group of evil fey known as the Unseelie Court. Though displacer beasts are no longer under the court's sway, they do retain the predatory instincts that they were born to possess. Going further, many of these beasts actively enjoy inflicting pain on others, toying with lesser creatures simply to entertain themselves.

Displacer beasts that cause harm for its own sake are almost always evil. Those that hunt strictly for food (ignoring, or even fighting against their base instincts) may be neutral or some variation of lawful. Some displacer beasts use pain as a deterrent, however, harming others only in self-defense or when necessary. This is rare for a displacer beast--as such, good-aligned members of the species do exist, but are not believed to be common.

Size

A displacer beast cub is approximately the size of a common cat, though its tentacles do somewhat exaggerate its profile. A young displacer beast is therefore a Small-sized creature, though it will grow in time.

Darkvision

A displacer beast's eyes are well adapted to seeing in dim and dark conditions. 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't discern color in darkness, only shades of gray.

Monstrous Nature

You count as a monstrosity for the purposes of spells and effects.

Hunter's Arsenal

Your tentacles are readily used as weapons-- and, when trying to pass as a regular cat, you also have the option to bite your enemies (though this is rarely as effective as your tentacles). You have a bite attack that deals piercing damage equal to 1d8 plus your Strength modifier on a hit. You also have two tentacles that deal slashing damage equal to 1d6 plus your Strength modifier on a hit. Once on each of your turns when you attack with a tentacle using the Attack action, you can make one additional tentacle attack as part of the same action. Your bite and tentacles count as natural weapons. You are unable to use other weapons, or any armor (including shields) unless they are specifically crafted for members of your species.

Feywild Magic

Your kind have an innate ability to magically warp the light around you. You know the dancing lights cantrip. When you reach 3rd level, you can cast the blur spell once per day. When you reach 5th level, you can also cast the invisibility spell once per day. You do not require any components when casting these spells in this way. Constitution is your spellcasting ability for these spells.

Avoidance

If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement

The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Languages

As an unusually intelligent creature known for their innate magic, you can understand Common, but cannot speak, read or write by default.

Previous Versions

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