Homebrew Fiendish Aberration Species Details
The Fiendish Aberration hails from an unknown dimension, they have no idea where they are or what they're doing in terms of living in this new world. They are mostly scattered and incredibly rare to come by with no definitive area you can find them in, as such most are unable to speak any of the languages but instead speak an unknown language known as talahin that is thought by the few who have met them to be some sort of ancient god tongue from the beginning of time. However, it is their common language from where they previously came from, and it is impossible to decipher this language given that there are no murals, and a fiendish aberration would rarely cooperate enough for anyone to learn it. As such, it's also incredibly hard for a fiendish aberration to learn any other language and the incredibly scarce amount already present fail to show any interest, however rarer than themselves would you find one that knows at least common from listening to other creatures either by secret or in battle. This makes communication between two of them impossible to figure out given that it's mostly harsh and violent sounding words to begin with, having two talk to each other might leave one to ponder if they're talking about methods of combat which they usually do, but would actually be talking about the weather.
The body of a fiendish aberration largely resembles a horse with disproportionate limbs or hooves that end in abnormal ways for them to remain bipedal. for example, their 'hands' are actually hooves that end in an anomaly that have stumped many scientists and sorcerers alike on how they might be able to disable them just because of their seemingly loose tether to their body. this anomaly consists of fingers that levitate off the hoof by an inch by no means of magic or energy, no amount of force, magic nullifying, eldritch magic or EMP could rip them off and, in fact, the arms would rip off long before the fingers ever would. their fingers can only really fall off if the fingers themselves were to die either by poison or cutting or some form of trauma. To note, it is unknown how the fingers are sustained given that they are flesh and blood, however it is known that if a fiendish aberration were to prick their finger on something poisonous then the fiendish aberration would not fall ill but the finger would die and fall off. Their hindlegs are equine in appearance but it's internal bones and muscles are built to help it stand upright, yet still retains the strength of a horse making things like kicks just as deadly and traveling much faster given its length, strength and their hooves. Their hindleg's hooves are actually very rough like natural cleats with special flexible pads inlaid the hoof, giving them incredible traction in typically slippery areas like ice or wet rocks, which compensates for their inability to flex their 'feet' forward, however at the same time, it makes kicks and punches like hitting someone with a metal bat.
Their joints are incredibly durable, handling 3,750 psi on average, or over 2x the psi a human femur can usually take. this makes their joints like ankles and wrists certified military grade impact absorbers, meaning they can fall 2x the usual height relative to humans and their limbs take twice the amount of force in order to break relative to humans. This makes things like punches, kicks, headbutts, knee thrusts, elbow thrusts and even shoulder tackles incredibly strong and even deadly, able to burst through sometimes even stone structures with minimal damage. Respectively, it also tunes to their reflexes very well, where a trained fiendish aberration has the capacity to catch cannon balls. their superior joints along with their long, powerful legs makes traveling and climbing incredibly easy, able to climb the same rate they can walk on surfaces that are not 90-degrees or above, yes that means they have a speed of 40 ft on an 89-degree surface. Likewise, it makes combat very deadly to face against a fiendish aberration, given that their bone structure allows them to put holes in structures if they were to attack them, this does not however mean a fiendish aberration is invisible, a large enough fall can still kill them, and stab wounds can still be lethal if not get stuck in a limb quite easily.
Their head is shaped much like a horse with abnormal features such as eyes that look biologically like they would encompass the entire head, however their eyes are more like curved oval disks with a unique muscle structure that essentially slides it around to achieve a large ocular range in the most compact way. as such, seeing them look around can be somewhat unnerving when you see the muscles dragging the eye around inside the eye socket, but otherwise benefits the fiendish aberration by allowing almost binocular vision without reducing the size of their brain, and even does a lot to protect the brain since the optic nerve travels under the eye and not behind it. Despite their horse like style, they are not actually herbivores but instead fanatic carnivores, with a set of front teeth that are very sharp and in different sizes that allow consuming meet extremely easy along with a second much smaller row of teeth that helps them turn meat into more of a paste, making eating meat generally faster. Two rows of large to small sharp teeth also allows them to latch onto prey with their mouth, making it easier for them to stay on an enemy target or hunt, inflicting very severe puncture wounds to its target in the process.
Behavior wise, a fiendish aberration is destructive and angry in nature outside of kinship. small inconveniences can set them off into a rampage, where a splinter can make them destroy a building or tripping over a tree root can make them burn down a forest. This however does not merit that they are inherently stupid or unintelligent. in fact, because they don't need to maintain their bodies or keep a healthy lifestyle usually means they have a lot of time to learn and even naturally question their surroundings, but it doesn't really better their life experience. While a fiendish aberration can easily learn how to make a factory, they have a hard time failing to answer life questions or learn new mindsets. believing in true socialism, they live in a society without economy, if they wanted supplies to do a project, they get it for free and can accomplish a complete production overhaul when they lack those resources. a single fiendish aberration can raise entire automated factories in order to accomplish what they need to do, with entire complexes being run by a single fiendish aberration most of the time. usually, however, a fiendish aberration is chaotic in nature and mostly neutral, with the occasional chaotic evil seeking the complete industrial overhaul of the planet, but that does not mean they're restricted to those alignments. even these naturally destructive and chaotic creatures seek to better themselves and achieve a less violent behavior, so given enough time a fiendish aberration can be aligned to anything, rarely in a society of them would one achieve a totally calm behavior.
all this amounts to a very peculiar creature that is largely successful in combat but not in socializing, the only thing they have going for them is intimidation.
NOTE: this homebrew is still in alpha, it has a lot of specific actions with lots of info, calculations and specific/game altering rules that gives the dm power of your character as well. As such, a lot of its rules and circumstances may be altered/revoked by the dm or changed by me in the future, I'm open to feedback and constructive criticism.
Fiendish Aberration Traits
mostly brawny and intelligent, excels in climbing, combat, investigation and problem solving.Ability Score Increase
the fiendish aberration is built for combat but not for communication. your strength and constitution scores increase by two, your dexterity score by one but your charm score falls by two and your wisdom score by one.
age
a fiendish aberration typically matures at age 9 and becomes an adult at 11, most elderly types being at age 20. However, their incredibly socialist ideology and behavior to better themselves follows a well-planned gene chart, centuries of closely examined rapid pop growth have led to a longer lifespan to at most 30 and continues to grow through their history.
Alignment
Most fiendish aberration are either chaotic neutral or chaotic evil. However, self-betterment through meditation or expanding on the thought of life, however terrible at it, means you can rarely find a fiendish aberration that is kind or lawful good. Although this does not completely get rid of their violent tendencies and still prefer to remain distant when socializing to foreigners.
size
Height ranges between 6'1" and 8'7"(185 cm to 266 cm) weighing easily 250 pounds (113 kg). a Fiendish aberration can eat their weight in meat to sustain themselves for a week.
speed
your base walking speed is 40 ft unimpeded; you may also climb the same speed you can walk on any surface 89-degrees and below (20 ft if not), your swimming speed is 10 ft.
Languages
You speak, read and write a widely unknown language called 'talahin', it is incredibly hard to decipher or derive the intention from a creature who speaks it given the lack of study-able murals and rosette stones, and generally other fiendish aberrations can speak it too. it is largely useless unless you have a fiendish aberration ally, then you can both speak to each other and it is impossible for other creatures to decipher what you mean unless they have all speak or can speak talahin themselves.
Either by eevesdropping or by combat, you have learned how to speak, read and write in one other language of your choosing.
superior joints
Your physiology includes dense bone mass and naturally developed muscles, which makes for quite literally "the bee's knees" with essentially military grade impact absorbers. relative to a human, you can withstand 2x the force it would need to break a bone, 2x the force before sustaining trauma and respectively you can fall twice the height a human can before suffering damage. you gain the ability to make a strength saving throw and brace against otherwise lethal circumstances to save yourself but gain numerous negative effects.
short tempered
when interacting with anything that's not another fiendish aberration, a tiny inconvenience will put you in a rage and battle with it. yes, you might even need to fight a tree because you tripped over it (which, of course the dm can decide no or change this rule how they see fit, the general idea is that you get angry very easily).
isolationist
you're naturally reclusive when it comes to talking to foreign races other than another fiendish aberration. you have an incredibly hard time associating and communicating with them and mostly rely on your horrifying features to talk to other creatures.
Brutish build
your strength is unparalleled given how naturally strong you can become, giving you an edge in hand-to-hand combat and physical prowess. your hit dice for Unarmed Strike is 1d10 + strength modifier and can puncture/crack surfaces without ailment to you, as a bonus you gain the ability to charge, which does 1d8 bludgeoning damage and may break through brittle/weak walls. you must take a short rest before charging again, after 2 charges you gain one exhaustion.
charge: increase your movement speed by +10 ft. for one round, you may only move forward, can't take any extra action or bonus action (other than brace) and upon collision, will do damage to an enemy, knock them back 10 feet and make them prone or stunned if they hit an obstacle.
jagged maw
your physiology includes large, jagged teeth that protrude from your mouth, gain the 'bite' action and chow down on whatever angers you for 1d8 piercing damage.
observant
as a fiendish aberration, you naturally question your environment and can spot anomalies or details easier. proficient in investigation and perception.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/1/2022 2:32:24 PM
|
4
|
0
|
0.5 A
|
Coming Soon
|
|
|
1/1/2022 2:39:58 PM
|
4
|
0
|
--
|
Coming Soon
|
|
|
1/1/2022 2:49:27 PM
|
6
|
0
|
0.7 A
|
Coming Soon
|
|
|
1/1/2022 2:50:32 PM
|
5
|
0
|
0.7.1 A
|
Coming Soon
|
|
|
1/1/2022 3:26:25 PM
|
6
|
0
|
0.7.2 A
|
Coming Soon
|
|
|
1/1/2022 3:33:23 PM
|
7
|
0
|
0.7.3 A
|
Coming Soon
|
|
|
1/1/2022 3:56:53 PM
|
7
|
0
|
0.7.4 A
|
Coming Soon
|
Comments