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Strigoi

Strigoi are the most durable of the Lost Spawn as well they are the most adaptable. They are capable shapeshifters able to change into small animals and even other people. They feed through a unique method in that they drain blood through psionics. These Lost Spawns tend to live nomadic lives on the outskirts of cities usually as Barbarians and other natural classes. Those being hunted by a Strigoi know not how screwed they are, for just because you cannot see a Strigoi doesn't mean it has lost your scent.

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Strigoi

ability score increase: +2 Constitution, +1 Wisdom
age: Strigoi can live for up to 100 years.
alignment: Any
Size: Medium
speed: 30 ft.
Languages: Common and one other language.
race features:
Senses- The Strigoi are primal hunters, they use all their animalistic senses to hunt their prey. They have Darkvision out to 120 feet and Tremorsense out to 60 feet while in their humanoid form.
  Savage Hunters- Strigoi have the innate ability to shapeshift into the form of a small beast. As a bonus action the Strigoi can transform into a small Beast. While in that form they must use all of the physical stats of the Beast, but they retain their mental stats.
  Prince of Undeath- As a reaction the Strigoi may attempt to take control of a single Undead creature created by a Necromancy Spell, if this ability is used this way the Strigoi will have advantage. This ability may be used as an action instead, if this ability is used in this way the Strigoi does not have advantage. In order for this ability to succeed they must make a Charisma check and the result must exceed the Spellcasters Spell Save DC or it fails. This ability can only be used once per long rest.
  Psychic Screech- As an action the Strigoi releases a Psionic Screech that radiates out in a 15 foot radius. For every enemy within that radius they must make a Wisdom saving throw (DC= 8 + Proficiency + Charisma modifier). If they fail they are stunned till the end of your next turn, if they succeed nothing happens.
  Emotional Feast- A Strigoi must feed upon the emotions of those around them, while feeding upon the emotions around you; you heal 1d4 hp at 1st level, 1d6 at 3rd level and 1d8 at 7th level. You may feed upon a number of people within 10 feet of you equal to half your proficiency bonus rounded down. Each time you feed depending upon the emotional state they are in you gain the following bonus:
  • Rage/Anger- You gain advantage on your next melee weapon attack, in addition you increase your critical hit threshold by 1.
  • Sadness/Despair- Enemies have disadvantage on their next attack against you, in addition as a reaction when you are hit by a melee attack the enemy takes 1d6 psychic damage.
  • Happiness/Joy- You have advantage on all saving throws until the end of your next turn, in addition you gain temporary hit points equal to 1d8 + your Constitution modifier.
  • Fear/Terror- You gain an additional 10 feet to your movement speed till the end of your turn, in addition you do not provoke attacks of opportunity when leaving an enemies threat range.
  Rip and Tear- You gain a Claw attack and a Bite attack instead of your Unarmed strikes. If you hit a creature with your Claw attack you deal 1d6 + Dexterity modifier in slashing damage. If you hit with your Bite attack you deal 1d8 + Strength modifier in piercing damage.
  Savage Maul- If you successfully hit with a Claw or a Bite attack you may Maul the target. You immediately initiate a grapple with the enemy as per the Grapple rules. If you successfully do so the enemy will take damage equal to your bite or claw damage at the beginning of each turn they are grappled.
  Empathy Drain- If you feed from a target a number of times equal to their Wisdom modifier they are treated as being under the effects of the Calm Emotion spell. In addition if this happens the effects you gain are spread to all allies within 10 feet of you.

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