Homebrew Race Concept

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transcendantviewer

Apr 25, 2015 0:06:09

I was talking with a friend of mine who pointed me to a Wiki about a world full of monster-girls. After reading about several of them, I decided it would be an interesting exorcise to take a crack at making a more D&D stylized iteration of one of the species from the world. This is a rough attempt, so feel free to offer commentary and constructive criticism.

 

5e Monstrous Humanoid – Sandworm.

The Sandworms are a unique race of half-monsters. They possess horrifying visages of giant worms that are capable of swallowing travelers whole in a single gulp, but inside the mouth, to only those that are perceptive enough to notice, lay a humanoid form. The humanoid’s skin is pink and soft, and the interior of the worm’s mouth is constantly moist and warm. The humanoid is attached to the inside of the worm by the ankles. Due to the connection to the creature, it is a common misconception that the humanoid within is bait to draw in weary travelers, as the majority of Humanoid Sandworms are attractive specimens of their respective genders.

Sandworms are far from the most brilliant of creatures, but these are deceptively intelligent, by comparison to other worms. It is currently unknown why a humanoid race would have adapted such a peculiar survival strategy, but theories circulate that it is a camouflage so that true Sandworms do not eat them.

Anatomy

The anatomy of this species is rather peculiar, but in many respects, very similar to its baser parts. The worm body is tough and rugged, protecting it against the harsh extremes of its desert home, while the humanoid form within is very similar to humans and elves. Humanoid Sandworms are naturally omnivorous but prefer a carnivorous life style and regularly eat meat raw – often directly after capturing their prey.

Gender

Due to their unique aging cycle, Humanoid Sandworms are all born female and decide to become male or remain female when they reach the age of 14. They are capable of changing their gender at any time after this age. The process of switching genders requires at least one month as the organs modify themselves to accommodate the transformation.

Sandworm Traits

Ability Score Increase. Your Constitution Score increases by 1.

Size. Your size is Large due to your long body, but your melee attacks do not have a 10ft. reach, with the exception of your Tail Attack (See below). Upon achieving level 10, you learn how to collapse your worm form around your waist, and can use your Bonus Action to reduce your size to Medium, but reveal your humanoid form in the process.

Speed. Your standard walking speed is 20ft. You possess a burrow speed of 40ft. Burrowing through anything harder than sand is considered difficult terrain for you. It requires 20ft. of burrowing movement for you to dig 5ft. into stone. Whenever an ability or effect increases your speed, you choose which of your speeds increases.

Monstrous Humanoid. You possess both the Monstrosity and Humanoid types and as such are vulnerable to spells and effects that can target either of these creature types.

Thick Skinned. While you conceal yourself within your rough worm body, you have resistance to all Bludgeoning, Piercing, and Slashing Damage dealt by Nonmagical Weapons. While concealing yourself within your worm body, you cannot cast spells.

Hidden Delicacy. While your humanoid half is vulnerable to attacks, you have vulnerability to all Bludgeoning, Piercing, and Slashing Damage. It is a bonus action to reveal or hide your humanoid form. While your humanoid half is revealed, you may not use your Bite Attack or your Burrow Speed.

Natural Defense. You eat the majority of your prey raw, requiring a strong stomach. You have advantage on all saving throws against Poison and Disease.

Desert Dweller. You do not need to drink more water than normal while in extreme heat.

Natural Weapon. You possess two natural weapons in the form of a Bite Attack with your Worm mouth and a Tail Attack. Your Bite Attack deals 1d6 Piercing damage and your Tail Attack deals 1d6 Bludgeoning damage. Your Tail Attack has a reach of 10ft. Because maneuvering your tail is difficult, after attacking with it, each of your movement speeds are reduced by 10ft. until the start of your next turn. At level 5, you gain the Multiattack ability, allowing you to use your Bite and Tail Attacks as part of the same Action.

Tremmorsense. You have the innate ability to detect those that touch the ground. You have Tremmorsense out to a distance of 30ft. While you are concealed within your worm body, you are blind beyond the radius of your Tremmorsense.

Ambush Predator. Your mouth is how you capture prey, and as such, grants you special benefits. When you successfully hit a surprised creature with your bite attack, you may use your Bonus Action to attempt to grapple that creature. You have Advantage on Strength (Athletics) checks against creatures that are surprised. If a creature that you are grappling is no more than one size category smaller than you, you may move at normal speed while grappling it.