Mohsnian

Deep beneath the crust of Aigusyl, where light has never touched and stone whispers in silence, dwell the Mohsnians—a stoic, reclusive species of crystalline golems hewn from the living bedrock of the world. Thought by some to be forged in the wake of Goromund’s slumber, and by others to be ancient constructs of primordial magic, the Mohsnians are a race of sentient mineral beings, embodying both the resilience and brilliance of stone itself.

A Mohsnian’s body is a natural sculpture of angular beauty, shaped from quartz, beryl, tourmaline, or even rarer crystalline forms. Their forms are broadly humanoid but heavily faceted—each individual bearing unique asymmetries, veins of ore, and radiant hues ranging from deep amethysts and smoky greys to blazing citrine and pale opaline. Their “eyes” are glowing mineral cores deep within their skulls, and their voices resonate with harmonic vibration—echoes through stone and air alike.

Created—not born—Mohsnians emerge fully formed from crystalline wombs deep in subterranean geodes known as Wells of Resonance. These sacred birthing sites are said to align with ley lines and Elemental frequencies, granting each Mohsnian its own resonant signature—what they refer to as a tone-soul. This tone defines their temperament, magical affinity, and even purpose within Mohsnian society.

Though they appear as constructs, Mohsnians are living beings, self-aware and capable of growth—both physical and philosophical. Their bodies slowly develop denser crystal lattice structures over centuries, and older Mohsnians bear fractalized growths that hum faintly in stillness. They do not eat, sleep, or breathe as mortals do; instead, they enter periods of attunement, wherein they root themselves to nearby rock and draw on the earth’s ambient magic.

Their society is orderly and slow-moving, governed by a council of ancient Mohsnians known as the Harmonic Conclave, who deliberate decisions by harmonizing their tone-souls in crystal chambers. Communication between Mohsnians often involves resonant pulses—vibrations carried through stone, meaning their cities are etched with vast crystal pipes and echo-chambers. These subterranean settlements, such as the famed Shardvault of Syncryst, glisten with silent elegance, glowing softly from within like buried stars.

Mohsnians are deeply philosophical, viewing existence through the lens of resonance, balance, and pressure. They believe all life is a harmony of forces, and that chaos is simply unaligned frequency. Some among them become geomancers, manipulating the stone and crystal around them through vibration and magical frequency. Others serve as Runebinders, inscribing magical glyphs directly into their own forms to adapt and evolve.

While largely neutral in surface affairs, Mohsnians are fierce defenders of the Deep, and ancient enemies of creatures that warp stone and life—particularly aberrations, earth-corrupting leviathans, and the descendants of fractured titanic wars. During The Fracture War, they sealed many forgotten caverns, trapping horrors behind miles of enchanted crystal.

Encounters between Mohsnians and surface dwellers are rare. When they do emerge, it is often in times of great tectonic or magical imbalance. Those who meet a Mohsnian often describe them as slow to act, but impossible to stop—like the shifting of continents.

Genetic Ancestor(s)

FGitBW

Mohsnian

ELEMENTAL

Mohsnian Traits

Size: Medium (<8ft)

Speed: 30ft

As a Mohsnian, you have these special traits.

Crystalline Body.

Your body is made of living crystal, granting you the following benefits: you don’t need to eat, drink, or breathe, you have resistance to radiant and poison damage, and you are immune to petrification and disease.

Gemstone Armor.

Your crystalline body is hard and durable. While not wearing armor, your Armor Class equals 10 + your Constitution modifier + your Dexterity modifier. You can use a shield and still gain this benefit.

Strategic Shattering.

When a creature scores a critical hit against you, you can use your reaction to halve the damage from that attack by allowing one of your limbs to absorb the blow and shatter. Once you use this ability, you can’t use it again until you finish a long rest. While one or more of your limbs is shattered, you cannot take reactions until the limbs have regrown or been repaired. Your body is always growing, and any shattered body parts regenerate over the course of 1d4 months, as long as your head remains intact. You can also fix your own body rapidly, repairing a shattered body part with gold over a long rest provided you have access to jeweler’s, smith’s, or tinker’s tools and at least 100 gp worth of gold, which is consumed in the repair.

Sunlight Dependency.

You need light to survive. If you go more than ten days without exposure to bright light, you suffer a level of exhaustion at the end of each day. Exhaustion levels gained in this way are persistent and can’t be removed unless you finish a long rest in bright light.

Brilliant Radiance.

You can use your action to unleash the arcane energy that naturally builds up in your crystalline body when you are exposed to light. When you unleash your brilliant radiance, each creature within a 10-foot radius of you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. The radiant damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. Additionally, your birthstone type enhances your radiance with an additional effect or lets you channel it in a unique way. After you unleash your brilliant radiance, you can’t use it again until you finish a short or long rest or you take radiant damage.

Birthstone.

You were carved by one or more parents out of a precious stone known as your birthstone. Choose one type of gem from the Birthstone table. Your second ability score increase and the special properties of your brilliant radiance are determined by your birthstone gem type, as shown in the Birthstone Types table.

Gem TypeSpecial Brilliant Radiance Property
AmethystInstead of your brilliant radiance’s usual damage, you can have it grant temporary hit points that last for 1 hour, equal to the radiant damage it would normally deal to each creature within a 10-foot radius of you.
DiamondEach creature that fails its saving throw against your brilliant radiance is also blinded until the start of your next turn.
EmeraldEach creature that fails its saving throw against your brilliant radiance is charmed by you until the start of your next turn.
OpalEach creature that fails its saving throw against your brilliant radiance is frightened of you until the start of your next turn.
QuartzInstead of your brilliant radiance’s usual damage, you can have it restore hit points equal to the radiant damage it would normally deal to each creature within a 10-foot radius of you. Once you use your brilliant radiance in this way, you can’t do so again until you finish a long rest.
RubyYou gain resistance to fire damage and can choose to unleash your brilliant radiance as a reaction when you take fire damage. You can have your brilliant radiance deal fire or radiant damage whenever you unleash it.
SapphireYou can unleash your brilliant radiance as a 5-foot-wide, 30-foot-long line.