Riftmaw (5e Race)
Riftmaw[edit]
Physical Description[edit]
Riftmaws are strange humanoid aberrations with a singular maw down the middle. They are hollow inside and partially filled with acid. They have a tongue-like appendage which they use to pull creatures inside of them. They tend to prefer pulling humans inside since they fit perfectly and they can be manipulated by the riftmaw while trapped inside.
History[edit]
Nobody knows how they came to this world.
Society[edit]
These creatures are rejected by society and treated like monsters due to their aberrant nature.
Riftmaw Traits[edit]
Ability Score Increase. (WIP)
Age. These creatures do not die of old age.
Alignment. Chaotic Neutral
Size. They are slightly larger than an adult human.
Speed. Your base walking speed is 30 feet.
Blindsight.
Contain creature. You can trap any creature of medium size or smaller inside you as long as nothing else is inside, you can only contain a creature if it is either grappled or enters willingly, this can also be used on held objects. A trapped creature can succeed a strength check to escape. (Both of these actions will lead to the maw being opened at some point.)
Digest. You can slowly digest a trapped creature, dealing 1d6 acid damage per turn, when the creature is dead you need to use an additional turn to expel the skeleton. (The act of expelling will open the maw.)
Control contained. A trapped creature can be kept in an unconscious, yet alive state where as long as the player's maw is at least partially open it can control the trapped body to speak, when the creature is expelled from the player it will die. (The act of expelling will open the maw.)
Grapple enemy. An enemy can be grappled with a tongue-like appendage that comes out of the player's maw, this can also be used to hold and wield items and weapons. (This will open the maw.)
Infectious acid. Any creature that has spent 20 rounds or more inside of your body will be afflicted with the hollowing disease.
No fingers. A lack of fingers or toes makes it almost impossible for you to carry or wield items by conventional means.
Languages. You can speak the language of the creature you are using to speak.
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