Ottrani | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ottrani

G.O.A.T.s (siehe Soraka)
The Ottrani are a landwalker sub-species and tribe of vastaya that live in the Astral Grove of Targon.
Ottrani, just like many vastaya, have their physical appearance take inspiration from many types of animals. The appearance can go from human-like to animal-like with mountain goat, leopard, zebra, and horse features. Human-like ottrani have bare skin that ranges from purple to blue with stripes and markings. Equally, the animal-like ottrani have hair (or fur) with a similar color range. All ottrani have hooves for feet, with some ottrani also sporting horns and tails.
The ottrani have noticeable sexual dimorphism, with males being larger and more muscular while females having a more slender body shape. Most extreme animal-like examples of the ottrani have be seen with males, while females tend to be more human-like. Horns, while not exclusive to ether sex, are more predominant on the males, with some able to grow large curled down horns.
ability score increase:
age:
Size: Medium
speed: 30 ft
Languages: Common, Targonian
parent race: [blocklink:

Vastaya

The Vastaya are a chimeric race of Runeterra that are the weaker magical descendants from enlightened mortals that took the power of the spirit realm into themselves known as the Vastayashai'rei. From the ferocious, bestial power of Rengar to the foxlike allure of Ahri, vastaya can look considerably different from one another, but they all share animal and human characteristics.
ability score increase: Increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
age:
Size: Medium
speed: 30 ft
Languages: Common and one other langauge
sub races:
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race features:

- Magical: You have Advantage on Saving Throws against being charmed.
- Diverse: You can learn one Cantrip of your choice from the Conjuration or Evocation spell list or you can choose to have empowered unarmed strikes due to your natural wapons. The unarmed strikes adding your proficiency modifier to the damage of your unarmed strikes.
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race features:

  • Guiding Touch: You can touch a creature to give it guidance. The Creature can add 1D6 to an ability check of its choice within the next 10 min. You can do this a number of times equal to your Proficiency Modifier and cant do so again untilyou finish a Long Rest.
  • Shooting Star: Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d6 + the spells level.
  • Horny: You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Goring Rush: Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action. This Attack deals an additional 1D6 Damage.

  • Hammering Horns: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your Strength modifier, you push it up to 10 feet away from you.

  • Created by

    KhaosKing.

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