Ahttell Species in Ullthwaygon | World Anvil
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Ahttell

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This article is still under construction. The information found here may be out of date, contain errors or various inconsistencies.
 
Some creatures are far too immense in size and power to truly die. Even in combat with whatever immeasurable things are able to challenge them, the species shed simply go on living. When a small part of such an entity is shed it may very well try its best to reunite with its progenitor. But some times the desire is not to return but to live on separately, either in its honour or maybe even in spite of it.
  Ahttell is creatures that ar not able to survive on its own. Instead, they must find a host to live with. Whether or not this is a willing arrangement the two minds will eventually become one; Though often one of them is far more dominant than the other.   On occasion, cultist will try and infuse themselves or others whit a part of their patron. And sometimes an entity will try and impart a part of themselves on others all of its own accords. There are many ways somebody can become the host of an Attell.  
It is a common misconception that the Great Old Ones and other Eldritch creatures can feel no emotion. Emotion is the foundations of most creatures with any sort of social capacity, and being able to understand is an immensely powerful tool when it comes to manipulating people to help in your goals. But just because you can care about a creature does not mean that you do.

Ahttell

A Complexed Hybrid, Tier 2 Race


Small Aberration

Subtype(s): Elderitch

Speed: Same as Base Race unless detached | When Dettached: Fly 20ft.

Natural Armour: Same as Base Race.

Sences: Standard 120ft, Star Sight 120ft.

Ability Scores

+0 Total: +2 Wis, -1 Dex, -1 Cha | Applied Over Base Racial Stats!

Natural Attack(s)

Same a Base Race, plus:  

Bite

Only usable when detached
Standard Action | Melee Attack | 5ft. Range | 1 Attack | 2d4+Str Piercing Damage | 9x Critical | Consider Magical Against Resistance        

Racial Proficiencies

Base Racial Profciencies + Planes & Arcarna

Racial Languages

Base Racial Languages + Star Speach

Racial Features

Cosmic Notions

Though not fully aware of your past surroundings, your exposure to extream entity has fortified you against the effects of madness. Though this has left you cold to emotions of the material planes | You have extream advantage (roll 4 take the highest) on any saves against the effects of fear or madness.  You have disadvantage however on any persuasion and insight checks made against any creature that is not an Outsider, Feind, Celestial, Abberation or {Redacted}.  

Cosmic Symbiote

You have or are to fuze with another entity to grat yourself access to the material world. For better or for worse you are in it together. | You have advantage on most Wisdom saves, however, if you fail one you must make another one at DC 15, not at advantage. If you fail this second one you temporarily lose control over your host's body leaving you stranded at the whims of whoever the DM elects to control it. At the start of each of your turns, you may make an opposed wisdome save against your host (unless they willingly return control) to regain control of the body. each time you fail this save you gain a cumulative -4 to your roll. If you fail more than 3 times in a row you permanently lose control of your body and are ejected from the host. This host is then immune to take over from you or any Ahttell from the same entity for 1d3 years.  

Duel Nature

Due to your duel nature, you heal at an astounding rate, though it comes at the cost of eating for two. | At the start of each of your turns, you heal 1 + 1/4 0f your total level (rounded down). However, you must eat twice as much as a normal being of your host's size.    

Clingy

Due to your nature, you need a mortal host to remain in the material plane, or in fact any plane other than the one where your parent resides. The moment you are without a host you can feel to pull of your homeland taking you away. | When your host dies, you do not instead you are detached and must quickly find a new host or be returned to you homeland. Your true form can still be destroyed though has a number of hit points equal to Twice your Total Level plus your Con modifier. Thes hitpoints can only be healed by resting while within a host or by your parent.    For every day you are without a body, you lose one player level, returning home on reaching level zero. These levels are restored upon resting within a new host, gain one level back for each long rest.   To take a new host you must make a bite attack against them; If successful you will then be prompted with a series of opposed wisdome saves against them until one side has won three. If you win, you gain control of the body as your new host. If you fail, then the body will be immune to your control for the next 1d3 + Their Con, days.   You may detach consensually as a Full-Round action, though you may not attempt to reattach to the same host until the next day.   If you are subject to a casting of remove curse of 5th or higher level you must make a Constitution saving throw against their spell DC or be ejected from you host. This host will be immune to your attempts to re-attach to them for the next 1d3 days.                   

Alternative Racial Features

The following features can be take in place of standard racial features.

 
                     

Racial Feats

You may pick any one of the following racial feats in place of an ordinary feat upon reaching the appropriate level.

 

Gravitational Absitnace

Requires a level 12 or higher character
  Gravity need not hold you down, just as your past called you away from the earth and to the lands of your parent. | You and your body gain a 40ft. fly speed.    

Pactless Blast

Requires a level 8 or higher character
  You need not make deals with any entity to let forth power from your hands. | You gain access to the standard warlocks Elderich blast, which you may cast as a racial cantrip.    

Dark Tendrils

Requires a level 4 or higher character
Spurting forth from you back you may grow a pair of eldritch tentacles, to strike fear into the hearts of those that stand before you. | As a free action, you may extend or retract a pair of long tentacles. These have a range of 15ft. and a Bludgeoning damage of 1d6+Str/Wis. It is a standard action to use them until reach level 8 where it becomes a bonus action. You may instead attempt to make a grapple check with them instead of dealing damage.                

Racial Heritages

Ahttell are fragments and/or cells of a great cosmic entity and infect a single target. Pick one race as this target.  

Base Races

 

Any Tier 1 Race

Pick two racial features from this race, you inherit all other stats from this race.                  

Block Link: Ahttell [URS]

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