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

Remove these ads. Join the Worldbuilders Guild

Cherchire

A race that has only popped up since the planes merging, though no one can agree when, the Cherchire is not a race at all. Cherchirism is the result shadowfell corruption on mortals over the generations. During the day, a Cherchire would appear indistinguishable from any other resident of Greken, appearing as they did before the shadowfells corruption. During the night however, physical distinguishing features of the Cherchire fade away, resulting in extreme difficulty distinguishing Cherchire from one another. Furthermore, Cherchire gain great strength over other of its original race, with the trade off that it makes them weak to Hope's Light, as well as affects the host mentally.   The largest difference between the Cherchire and a regular person, is their disposition. To date, a Cherchire has never been recorded showing affection or kindness to another. In a form that is difficult to distinguish from psycopathy, Cherchire are lead hearted and calculated, using kindness to manipulate the foolish, and acts of calculated malace against others. (Cherchires can only pick from the alignments of, LE,NE,CN,CE)
ability score increase: +2 Constitution (From 9pm - 6:59am), -1 Constitution (From 7am - 9pm). 1+ EITHER Strength or Dexterity
age: 0 - 300
alignment: Usually Evil or Chaotic Neutral
Size: Medium
speed: 25ft (From 7am - 9pm), 35ft
Languages: Common
race features:
Creature of Solid Shadow. Between the hours of 9pm and 6:59am, this creatures gains a +2 to their constitution, and from 7am to 9pm this creature has a modifier of -1 to constitution. This creature can move 35ft in areas affected by the shadowfell, but can only move 25ft in areas affected by Hope's Light.   Shed Ones Mask. This ability can only be used while under the effect of False Appearance. Once per day, you can shed your illusory form to impose disadvantage on attacks made against this creature. All creatures within 30ft will be able to identify you as a Cherchire, and will not suffer the effects of Shed Ones Skin, until the next day.   Shed Ones Skin. This ability can only be used while under the effect of False Appearance. Once per day, you can choose to discard the disguise you picked with False Appearance. When you choose to do so, all creatures who do not know of your true form must succeed a DC 11 + half of player level (rounded up) wisdom saving throw. On a success, the creature suffers no ill effect. On a failure, roll a d10 on the short term madness table, and those creatures suffer from that effect for 1d4 hours, and you gain advantage on intimidation and persuasion rolls against those creatures for the next 7 - (wisdom modifier) days. This creature loses their False Appearance, until False Appearance is used the next day.   False Appearance. Once per day, between the hours of 6 and 7am, you can choose to take on a false appearance (you do not have to be conscious to make this choice). While disguised, you are indistinguishable from the race or individual you chose to impersonate, but you do not gain their gear, abilities or racial bonuses.
In-distinguishable from an ordinary human by day and indistinguishable from each other at night, Cherchire are animals corrupted by the shadowfell, beings of disorder yet calculated and precise. While hard to distinguish from onlookers, Cherchire are different in appearance in subtly different ways when fully transformed, allowing Cherchire to distinguish each other.

Created by

tryingmybestt.

Statblock Type

Race/Species

Link/Embed