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Abysswalker

Abysswalkers are mysterious creatures originating from the abysslands, where they are witnessed crawling out of the sullen ground through cracks and ravines. Although an extremely common sight in the abysslands, the vast majority of them are mindless, wandering husks which show little to no comprehension of the world around them, not even reacting to being attacked or moved; however, some few abysswalkers seemingly acquire sapience at a random point in their formerly meaningless lives, where they will usually head north, to the lands of Yharm, where they are welcomed and informed about the world by their shamans and sages. An abysswalker is a rare sight in civilisation outside of Yharm, and they are often treated with caution, awe, or fear by unknowing strangers, simply due to their visage.

  Abysswalkers have an almost skeletal appearance, although with inclusions of bone structure not seen on any of the races on Tellus, owing to their abyssal origins. Their heads are large, with bulbous, empty eye-sockets that instill a spiritual fear into those who would meet their gaze. Their most notable trait, however, is their dark black, opal-like flesh, hard and brittle with a green iridescence in light, which gives them a haunting, otherworldly appearance that some find beautiful.
 

Abysswalker

Ability Scores: Choose any +2; choose any other +1
Size: Medium
Speed: 30 ft

Age: Abysswalkers show little sign of aging, although, cracking and dulling of their crystalline flesh betray their finite lifespan. They can live around 150-160 years.
Alignment: Abysswalkers have very little self-purpose, whatever meaning or reason for life they find will direct the alignment they take.
Size: Abysswalkers tower over most other races, reaching around 7-8 ft tall, with limbs that stretch unnaturally far.
Abyssal Spirit: Your creature type is fiend, instead of Humanoid. Other abyssal creatures will not attack you, unless provoked.
Superior Darkvision: Being a creature of the abyss, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Long Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Corrupting: Your abyssal nature means that any armour or clothing you wear is slowly (over the course of two days) covered and cemented to your form, its appearance changing to seem as though it was part of you. Armour that has undergone this effect completely grants you proficiency in that specific armour piece and causes it to no longer hinder your movement, removing disadvantage from stealth and any movement penalties. Removing corrupted armour takes a set of smith's tools, mason's tools or carpenter's tools, and an hour of time, cut to half by someone with proficiency in those tools.
Hail the Nightmare: You are a naturally unsettling creature, as a bonus action, you can give a menacing stare. Creatures of your choice in a 30 ft cone that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Wisdom modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
Language: You can speak, read and write one common language and Abyssal.

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