Eidolon (5e Race)
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Eidolon[edit]
"The curse of one who succumbs to cannibalistic urges. Monsters hidden amongst men." -Unknown Researcher, after witnessing his research crew fall to the hands of an Eidolon.
Physical Description[edit]
Eidolon can be anyone of any race, having the physical appearance of their original race. Though, the defining factor of them is being underweight, sharper teeth, and slightly longer than average nails. An Eidolon also carries with them a wooden wolf skull, large enough to be worn over their head, with branches protruding from the sides of its head. It is unknown how they make them, if they make them at all, or if it is the product of their curse. Eidolon are cold to the touch, as if they have no heat in their bodies, but seem to be unable to feel the cold themselves. When they bleed, their blood comes out inky black and sludge-like.
History[edit]
It is unknown when the first person to become an Eidolon was "reborn", though the earliest documentation of them goes back to neigh ancient times. Drawings on cave walls depict them as monsters, stories and myths shrouding their very existence in mystery. Eidolon have limited history, as many try to hide his curse from their peers due to the rigorous hunts against them. There is no killing off for their race, as an Eidolon is born when one who repeatedly succumbs to cannibalism, whether willingly or not, is cursed by a deity of an unknown name. Earliest written documentation was found deep in an ancient temple to this deity, likely built by the very beings who it cursed, in a long dead language very few can understand. This language is the speech of Eidolon, nearly impossible to read and horrific on the ears.
Society[edit]
Eidolon do not have a traditional society, due to their nature being aggressive when in the state of extreme hunger they undergo, making them dangerous to be around, including those under the same curse. Eidolon instead have a generalized belief that they follow to replace the traditional ideals of a society. Eidolon, when undergoing the horrific transformation bestowed upon them, see a god. It's look varies from person to person, but one thing will always remain the same; Wolves, Deer and Snow. Some say the god resembles a large, bipedal wolf. Others say a deer with a too long neck. All of them say its arrival is announced with heavy snowfall, bordering on a blizzard. Whether they see it in a dream, vision, or the waking world is unknown even to them. But they all worship this god with an extreme devotion, in hopes of alleviating the curse that was bestowed upon them.
Eidolon Names[edit]
Eidolon names resemble that of their born race, though it is not unheard of for the longer cursed to forget their names entirely and adopt new ones based off the society they hide amongst.
Eidolon Traits[edit]
Cursed with eternal hunger for humanoid flesh, they live in cold shadows and blood.
Ability Score Increase. Choose one of:
(a) Choose any +2; choose any other +1
(b) Choose any +1; choose any other +1; choose any other +1
Age. Eidolon very rarely die of old age, the eldest being well into the 500s when someone stole their skull. They only die when they cannot heal from sustained injuries, or when their skull is taken more than 500ft away from them
Alignment. Due to their nature, many Eidolon have their lives revolve around chaos, and even evil. It's not unheard of for them to be Neutral aligned, but Good alignments are rare to come by due to their aggression and hunger.
Size. Your size depends on your birth race.
Speed. Your base walk speed is 30ft
Darkvision. Thanks to your curse, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
Monstrous Transformation.. When pushed to the brink of life you enter a transformation. When triggered, you put the wooden skull you carry on your person over your head. Upon doing so, it melds with your flesh and you transform into a monster straight from a horror story. Your skin turns a sickly gray, your bones break and reform and grow, and your skin horrifically stretches across them as if you have no muscle or fat.
Whenever you are reduced to 0 hitpoints, but not killed outright, you do not fall unconscious immediately, instead you:
Gain Temporary Hitpoints equal to (Constitution Modifier*Proficiency Modifier*2) So long as you have these temp hit points, you don’t fall unconscious and don’t make death saves. They cannot be healed back.
Gain advantage on all Strength checks, including Strength(Intimidation)
Your increase in size by one category (Medium>Large)
Attack rolls with Unarmed Strikes are made with double proficiency
Your Unarmed Strikes deal 1d8+Strength Modifier Piercing Damage while transformed
You ignore 5 AC on any medium or light armor. Does not work against magical armor or shields.
You are unable to use tools, weapons, armor or speech. Your AC is equal to that of your Strength Modifier*Dexterity Modifier.
You may also attack twice as an attack action even if you do not possess the extra attack feature, as long as both attacks are unarmed strikes with either your teeth or your claws
While transformed you become Frightened of any and all open flame
Frightened
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.
Every time you are damaged by fire damage you must make a Concentration check (as if holding concentration on a spell) if you lose concentration you must spend your next turn moving towards the closest creature and attacking it. At the end of your turn you may make a Wisdom Saving throw DC (8 + your proficiency bonus + your Constitution modifier.) You may repeat this saving throw at the end of all your subsequent turns until you succeed. Succeeding or losing all of your temporary hitpoints causes you to fall unconscious, losing your temporary hitpoints, and leave this state. Roll death saving throws as normal.
This can only be triggered once per long rest.
Frozen Flesh. The deity that cursed your mind and body is one of the cold norths. You are resistant to cold damage.
Mortal Attachment. Your skull is your most prized possession. Being separated from it causes a deep and burning pain in your very being, and you always know where it is.
While the skull is:
- 30 Feet away you gain 1 level of exhaustion until the skull is returned
- 60 Feet away you gain 2 levels of exhaustion until the skull is returned
- 90 Feet away you gain 3 levels of exhaustion until the skull is returned
- 120 Feet away you gain 4 levels of exhaustion levels of exhaustion until the skull is returned
- 240 Feet away you gain 5 levels of exhaustion until the skull is returned but you may crawl (half movement speed) towards your skull
- 500 Feet away you gain 6 levels of exhaustion resulting in your death
Rip and Tear. Your curse has allowed for your body to adapt to hunting. You are able to make unarmed strikes at 1d4+Strength Modifier.
Eternal Hunger. Due to your curse, you have a strong appetite for humanoid flesh. You can control it when not in your monstrous form, but you still hunger greatly for it. If you eat the flesh of a humanoid, you regain hp equal to that of 1d4 + Constitution Modifier. You can use this trait equal to the amount of your proficiency bonus. This resets after a long rest.
Cannibal Monster. Due to your curse, you are now less then humanoid. Your race is considered both Humanoid and Monstrous.
Mother Traits. Your heritage is not entirely lost upon you. You may choose three traits from your birth race to replace this one.
Languages. You can speak, read, and write Common and one extra language of your choice.
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
6′ 0'' | +5" | 80 lb. | × (2) lb. |
*Height = base height + height modifier |
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