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Rûhntír

A shapechanging race native to Yuruk-Tar the Rûhntír are known for the bizarre shaping of their own flesh to fit their current need in most given situations. Although their change of form is a lot slower and a lot let drastic in appearance than other creatures can the results allow them to change their bone and muscle structure as well as the general structure of their bodies. As a Rûhntír it is possible for you to change your body's shape in any way you wish so long as you do not end your transformation with a body of greater mass that you had began with, however going too far with this power risks "abandoning the form" which has dire consequences often resulting in a loss of any form of rational thought as well as most other faculties of the mind. As such the abilities presented here represent a Rûhntír who is not willing to abandon the "Form".
ability score increase: Any three of your ability scores each increase by 1
age: Rûhntír are born fully mature however are considered juveniles until they reach 13 years of age and can live as long as 65 years
alignment: Rûhntír embody change and adaptability but also follow the laws set out by their predecessors and thus are usually true neutral.
Size: Medium
speed: Your base walking speed is 30ft.
Languages: You can speak, read, and write Common and Rûhntír, a language with smooth consonants and without separation of characters even between words.
race features:
Fleshshaping: As a bonus action you may change the form of your body. You may use this ability a number of times equal to 3 + your constitution modifier (minimum of once). After a short or long rest you regain all spent uses. Fleshshaping falls into two categories, Rûht and Rûhg. Rûht is fleshshaping considered orthodox, good, and safe by Rûhntír while Rûhg is heretical, abominable, and dangerous:  
Rûht: Using this ability you may change one or both of your arms into crude weapons and tools or back into a humanoid arm. Any form beyond regular humanoid arms can not have functioning hands and therefore cannot interact with objects, provide the somatic components of a spell, or anything else that requires fine manipulation. You may select one of your arms to take the form of any non-magical shield or one-handed melee weapon with which you have proficiency. Such weapons are part of your body, lose the thrown and versatile property, but otherwise use the same stats as the weapon they are mimicking. Beyond these options, you may also spend a long rest studying any given object (including the limbs of other creatures) that is no more than 5 cubic feet in total volume to commit its shape and properties to memory. You can have a maximum number of forms of this nature memorized and prepared at any given time equal to 3 + your intelligence modifier, if you try to memorize another form beyond this limit you must forget another form you already know in order to do so. While you have an object memorized you may use this ability to shape your arm(s) into a basic replica of the object.
Although you can replicate the general shape and composition of the object you cannot replicate moving parts or minute details. Additionally, the material of the object will only ever be bone, fat, skin, sinews, and/or muscle. Because of this, aspects of objects that require other materials to function, such as spyglasses, or require small details, such as written words on a page, are impossible to replicate and replications can at most be as hard as bone or as soft as skin. The end result is non-magical and considered part of your body but besides the specifications above functions like the object it is mimicking. Lastly you may morph your arm(s) to become a tendril giving you a reach of ten feet. You can only grab objects, grapple creatures, and make unarmed attacks your arm while it is in this form. In addition you have disadvantage on strength checks using your arm in this form.

Rûhg: When using a Rûhg transformation your very soul is stretched and contorted to dangerous degrees to match your new form. Whenever you use one of these transformations unless you are already missing hit dice from the same transformation you must succeed on a DC 13 wisdom saving throw or permanently reduce your hit die maximum by one and your hit point maximum is reduced by the highest number on that hit die. On each Rûhg transformation beyond the first the save DC is increased by 2 and the maximum hit die and hit point penalties for failing are doubled. The lost hit die and hit points can be restored by a Greater Restoration spell or similar affect but only if all Rûhg transformations have been undone. If your hit die maximum is reduced to 0, you will transform into a Rûhntóg, an unthinking monstrosity. Nothing short of a Wish spell can undo this transformation. Any Rûhntír may use the following transformations:  
  • Extra Limb: You grow an extra limb which may take any form following the rules for Rûht limb transformations.
  • Wings: You sprout wings from your shoulder blades and gain a flying speed of 30ft.
  • Tail: You grow a tail sprouting from your tailbone and gain a swimming speed of 30ft. and may make an unarmed attack with it as a bonus action that deals 1d6+strength bludgeoning damage
  • Conjoined limbs: You may conjoin two or more limbs into one allowing you to shape them into anything following the rules for Rûht transformations except they may take the form of two-handed melee weapons with which you have proficiency and may have a volume up to 5 cubic feet x the number of limbs conjoined together if you choose to take on a form you memorized.
    Rûhntír Resilience: You have advantage on saving throws against poison. In addition, after losing a limb it will regrow after a long rest so long as you eat and drink twice as much as normal (2lbs of food and 2 gallons of water).   Defensive Adaptation: As a reaction, you may choose either bludgeoning, slashing, or piercing damage and rapidly morph the physical consistency and structure of your skin, fat, and muscle. You gain resistance to the damage type you chose and vulnerability to the two types you did not choose for one minute or until you use this ability again to undo this change to your body or pick a different damage type from the options above at which time the affect lasts for an additional minute. You may use this reaction as a creature attacks you but not after the outcome is determined. You may use this ability a number of times equal to your constitution modifier (minimum of once). After a short or long rest you regain all expended uses of this ability.   Hue of Nature: Your skin naturally shifts color to better match its surroundings, as a result you may attempt to hide even when you are only lightly obscured from the creature from which you are hiding

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Zuros.

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