Monumental Species in The Mistlands | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Monumental

The first Monumentals were a people born from the Kiln of Flame; during the ancient civil war of Bolutar and the Irithan rebellion, the Bolutarian King decreed for a superweapon to be built, one that was powered by the full force of the abyss, to destroy his enemies. Using the superweapon (now known as the Kiln of Flame), the King attempted to infuse the primal abyss into many of his soldiers, in the hopes to make a new breed of soldier that could harness a greater amount of their latent soul-power than any other being. The first Monumental to be created was Kymar, the High Lord of Cinder, who now rules the Cinder Empire and is worshipped by many as God of the Abyss.   Monumentals are, as intended, humanoid creatures that bear greater abyssal capabilities than any other race. The very fiber of their beings radiate with abyssal power, giving way to their altered features: Monumentals appear gaunt, especially noticable on the face and hands with curled horns that protrude from their scalps, as well as a gemstone, called the seraphite, embedded in their foreheads which glows with the same colour as their heritage.   Monumentals come in three variants, determined from their ancient ancestors when they were first thrown to the kiln;
Rift Monumentals bear greater control of their powers, their minds are tuned to the frequency of the abyss, giving them innate spellcasting. Their seraphites are purple.
Radiant Monumentals have a more primal, burning power within them, that drives them forward and unleashes itself, commonly through anger. Their seraphites are gold.
Umbral Monumentals contain an unstable, leeching force that draws energy from others, restoring and fueling their life-force. Their seraphites are dark green.
 

Monumental (Rift)

Ability Scores: Choose any +2; choose any other +1
Size: Medium
Speed: 30ft.
Age: Monumentals have average lifespans, reaching adulthood at 18, commonly living for around 90 years.
Alignment: Monumentals have no inherent alignment, although their abyssal nature leans more towards chaotic.
Size: Monumentals' builds are around the same as humans and astrata.
Monumental Resistance: You have resistance to radiant and fire damage.
Demon's Fire: You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once innately as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
Rift Form: As a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see; choose either the space you teleport from, or the space you teleport to, every creature within 10ft of that space takes fire damage equal to your level. Once you use this trait, you can't do so again until you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the end of your next turn. During that time, you appear as a demonic figure, shrouded in purple flame.
Languages: You can speak, read and write one common language and Abyssal.      

Monumental (Radiant)

Ability Scores: Choose any +2; choose any other +1
Size: Medium
Speed: 30ft.
Age: Monumentals have average lifespans, reaching adulthood at 18, commonly living for around 90 years.
Alignment: Monumentals have no inherent alignment, although their abyssal nature leans more towards chaotic.
Size: Monumentals' builds are around the same as humans and astrata.
Monumental Resistance: You have resistance to radiant and fire damage.
Demon's Fury: You know the word of radiance cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell (dealing radiant damage when cast in this way) once innately as a 1st level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
Radiant Form: You can use your action to unleash the abyssal energy within yourself. The instant you do this, hostile creatures within 20 feet of you that can see you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + whatever modifier you chose upon choosing this species) or become frightened of you until the end of your next turn. Once you use this trait, you can't use it again until you finish a long rest.
Starting at 3rd level, this action transforms you for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra radiant damage equal to your level to one target when you deal damage to it with an attack or a spell. During that time, you appear as a demonic figure, shrouded in golden flame.
Languages: You can speak, read and write one common language and Abyssal.
     

Monumental (Umbral)

Ability Scores: Choose any +2; choose any other +1
Size: Medium
Speed: 30ft.
Age: Monumentals have average lifespans, reaching adulthood at 18, commonly living for around 90 years.
Alignment: Monumentals have no inherent alignment, although their abyssal nature leans more towards chaotic.
Size: Monumentals' builds are around the same as humans and astrata.
Monumental Resistance: You have resistance to radiant and fire damage.
Demon's Frost: You know the frostbite cantrip. Once you reach 3rd level, you can cast the ice knife spell once innately as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
Umbral Form: You can use your action to release a wave of frigid shadows. All creatures in a 15ft cone are blasted with corrupting energy, they must succeed on a wisdom saving throw (DC 8 + your proficiency bonus + whatever modifier you chose upon choosing this species) or take 2d6 cold damage, taking half as much on a success. This damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Once you use this trait, you can't use it again until you finish a long rest.
Starting at 3rd level, you can begin to sap the life from those struck by the wave. Any target that fails the saving throw becomes a potential target for you to siphon vitality from; as a bonus action on each of your turns, you can choose one of these targets to take 1d4 + (the modifier you chose upon choosing this species) worth of necrotic damage, and you then gain temporary hit points equal to the necrotic damage dealt. You can do this a number of times equal to your proficiency bonus which, once used, ends the effect; alternatively, the effect ends after 1 minute. While this is active, you appear as a demonic figure, shrouded in dark green flame.
Languages: You can speak, read and write one common language and Abyssal.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!