Homebrew Farspawn Species Details

“Who are we waiting for again?” said Ivelios, my companion “Some guy who claims to know about that monstrosity in the lake” I responded. As we looked around the tavern we saw a large amount of odd figures, but nothing extraordinary. Suddenly a creature with 5 eyes, writhing tentacles for hair and a long tentacle coming out of the base of his spine walks in and sits down by us. He says “are you the two brave souls willing to challenge that disgrace to the plane of water?” An Accurate Account of the Lake Thorneside Aboleth

By Ilimir Moonshadow


Farspawns are a race from far beyond the material plane, they are from the outer edges of the plane of water and survive mainly in the water. Many thousands of years ago the Farspawns were a race of Merfolk-like creatures who were spread far throughout the plane of water. They were among the first races to come into contact with the aboleths. Their meeting with the aboleths went terribly and the gargantuan creatures began to capture every Farspawn they saw and torture or kill them. A lucky few escaped and those grew into a population near the elemental chaos. The aboleths however, left their mark. The Farspawns now had more of a likeness to their former captors than they would like to admit and are just as aberrant as them.

Farspawn will also derive similar characteristics to their human, elf, and dwarven counterparts. Often times a Farspawn being mixed within a crowd, completely unnoticed.

Physical Appearance

A normal Farspawn has 4-7 eyes and stands at roughly seven feet tall. They have 1-4 tentacles for a tail and tentacles as “hair”. Each individual has a unique type of tentacles on their head which can range from 4 thick ones to 100 thin ones. Farspawns have tentacles on their face, which also vary in shape and size, these tentacles are quite sensitive and actually assist much of their hearing. They have webbed hands and feet which are remnants of their merfolk years. Their skin is very moist and is practically a membrane covered in mucus, It is often colored a pale shade of green or blue. Their mouths have 3 layers of small sharp teeth, they have no nose, they have gills, and their eyes are often a solid color of nearly any variety. If a Farspawn spends extended time out of water their outermost layers of skin will become a rubbery and thick substance and they will cease to produce mucus. Occasionally they have tentacles on their back or they will have thick hair tentacles in addition to thin "hair" tentacles.

Society

Farspawns eventually escaped the plane of water and entered on to the material plane, they were able to establish small colonies along the coast and live in cities that are half-submerged. A city is the largest grouping they organize themselves into and they are led by a succession of leaders who are allegedly the reincarnation of the founder of that city. The Farspawn with more eyes are often revered by others and seven eyed Farspawns often end up in a religious position. The ones with less eyes tend to be laborers or guards. A Farspawn who proves themselves in a feat of strength can often move up through Lethian militaries regardless of social standing, this tradition arises from the Farspawns’ initial escape, where they had to rely on raw strength of will and body to fight their Aboleth slavers. Rarely a Lethian will leave, this is usually due to an attack on their city or being banished for taboo activities.

Farspawns that move up through society due to strength and fearsomeness are never truly considered first class citizens, despite their fame. They will often end up in a Limbo between first and second class that has only some of the upper class benefits.

Carnivorous Diet

Farspawns rely on meat for their diet and are famed for swallowing food whole, similar to Aboleths. Farspawns are capable of eating other foods, but will almost always eat fish. A Farspawn frequently needs water, they can either drink it or absorb it through their skin. If they don’t ingest constant water they slowly shrivel and eventually die. However, this is rare even in a desert as only a little water is required to stave this off.

Farspawn Names

Farspawns are called by a conglomerate of the names of their parents until they reach 50 years of age, when they choose their own name. Their naming conventions take after other races almost always. This is due to memories of other races left by the aboleths in the Farspawn minds and the destruction of the original Farspawn culture, leaving a blank slate with almost exclusively foreign influences.

Farspawn Traits

Your far spawn has the following racial traits.

Ability Score Increase

Choose one score to increase by 2 and another by 1.

Age

When a Farspawn is born, it physically matures after about 20 years, but aren't considered mentally mature until they reach 50. The Farspawn definition of mentally mature encompasses wisdom rather than knowledge, as every Farspawn is born with some knowledge from their ancestors. Farspawns can live well over 1,000 years and their death is sudden and unexpected. When they die, over the course of one hour they will lose all mental function and then stop living.

Size

Farspawns are much taller than humans and can range from 6 feet 6 inches to 7 foot 6 inches. They are also naturaly muscular from their time as Aboleth prisoners and slaves, weighing up to 450 pounds. Your size is medium.

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Superior Darkvision

You can see in dim light within 120 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.

Ancestral Memory.

Your ancestors lived varying lives, choose one type of tools and one skill to become proficient in.

Beyond Your Years

you gain proficiency in history due to the memories left by your ancestors. Your ability to recall these memories is incredible as well and you sometimes feel as if you were there.

Psionic Crucible

Due to the memories ingrained in every Farspawn regarding generations of Aboleth torture and of resisting it with all of your might, you are resistant to psychic damage.

Amphibious

you can breathe in both water and air.

Languages

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

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