Alraune (5e Race)

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"Beware the forests young lad, for you may never return once the Alraune find you."

Physical Description

Man-Eating Plant Girl by Calvin Tee

The beautiful men and women veiled by large flowers and their huge petals are called alraune. On the outside of those giant bulbs, they grow many vines, that wrap around their humanoid forms and move across the ground. These vines are used for movement and absorb nutrients from the soil. The petals cover their slender humanoid body all the way up to their lower abdomen. Their skin has various shades of green. Distinctly, individual alraune are decorated with leaves and flowers that they allow to grow out of their humanoid form. Their anatomy is more similar to a plant than a humanoid, therefore their occurrence is limited to a number of biospheres where the climate is not under constant change. Although they can receive food from photosynthesis, they are also omnivores, able to digest meat and other plants through their humanoid body.


The alraune are born from the remains of deceased humanoids when a particular forme of enchantment or magic is present, found only in the deepest of the forests, the plants are able to absorb the soul of the decreased and infuse them into their seeds. These seeds are spread into the soil, and although rare, will grow into a bulb. It takes many years for the bulb to mature, after which it blossoms into the form called alraune. Alraune don't practice history or scribble their exploits. Their tales, shared by the word of mouth, carry little significance as a whole. If anything, alraune existence is only recorded by the faint whispers of the forest. Their collective memory is yet to be archived.


Although they don't typically form societies, alraune are still a part of nature and are willing to share their territory with allies if they find that profitable for them. If they feel that their dominion is endangered they are able to fight alongside others over its control. They tend to be shy towards other races, hiding in the deeper parts of the forest and when they do come across a human its often only from the treetops or the inconspicuously from within their bulb. However, there are incidents where alraune have left the security of their forests with adventurers, druids and other humanoids for whatever reason. At the same time some tell of stories where groups of adventures were taken captive by the alraune being entangled and slowly digested throughout the days, up until not even their bones were left. It is also speculated that consuming humans might be an important part of creating an offspring for alraune, as their origin is connected to the deceased.

In addition, alraunes can be classified into three distinct strains:

  • Sunflower Alraune are usually good and gentle towards other races, bravely approaching them when they stumble into their territory. Their radiant smile and playful nature is their most common characteristic as well as their tendency to invite others to play in the sun. It is because of this that their relationships with other races are the brightest of all the strains.
  • Rose Alraune while not as friendly, are easily the most charismatic of the strains. This natural charisma and ability to beguile humans make them significantly more dangerous than the cheerful sunflower alraune. They are prideful and romantics to the core, in search for dedicated and faithful humanoids that would keep them company. Those chosen by a rose alraune are charmed and carried deep into the forest, where they worship and tend to the rose alraunes needs.
  • Venus Alraune do not typically actively search for relationships with other races. They are the most territorial and predatorial of the three strains and seem to have a particular preference for meat. They are adept at stealth and mobility, hiding in the deep foliage in wait for their prey or swinging from the treetops and pouncing on their unaware victim.

Alraune Names

The alraune are not born with names, but borrow ones from gnomes, elves, plants of the forest and even simple concepts.

Male: Glaemir, Bryn, Columbine, Del, Eldon, Erky, Mandrake, Solar, Vega, Red, Blue, Azule, Mandarin, Oak, Birch, Bark, etc

Female: Breena, Carlin, Drusilia, Enna, Keyleth, Rose, Venus, Lux, Flora, Red, Blue, Azule, Ivy, Rosemary, Lily, Thorn, Umbra, etc

Alraune Traits

A race of plant-like flower-people.
Ability Score Increase. Your Wisdom score increases by 2.
Age. The alraune grow within the bulb of a particular flower for about 20-30 years depending on the favourability of the soil, after which they bloom into their mature state. Their bodies don't age after that but instead exhibit signs of age when they are unable to gain the nutrients they need such as wilting vines, moulting leaves and browning skin. They can live up to 750 years.
Alignment. The alraune are feral and unpredictable, wild as the forest they live in, and as such are almost always chaotic.
Size. An alraune's height is anything 5 to 6 feet on average, and weigh anything from 60 to 120 pounds. Your creature size is Medium.
Speed. Your base walking speed is 25 feet.
Plant. Your creature type is considered to be both humanoid and plant, and you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. However, you are vulnerable to fire damage.
Floral Rest. Alraune don't need to sleep. Instead, they can root themselves in the favourable soil, remaining semiconscious, for 4 hours a day and absorbing nutrients from the soil. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. However, if the soil is not favourable you require a full 8 hours of rest to gain the equivalent of a long rest. Rooting yourself requires an action and can only be done on a patch of soil. While in this state your speed becomes 0 and you can uproot yourself at will.
Alraune Pollen. The alraune produce a powerful pollen with an innate property pertaining to each subrace. As an action, you can release a puff of pollen in a 10-foot radius around yourself or in a 20-foot cone, forcing all creatures in range to make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failure, they come under an effect dependent on your subrace for 1 minute. An affected creature can repeat their saving throw each time they take damage. Once you use your pollen, you can't use it again until after you finish a long rest.
Natural Knowledge. As a part of the forest it's only natural for you to be knowledgeable about the wilderness. You gain proficiency in the Nature skill.
Languages. You understand and can speak Common and Sylvan.
Subrace. You can choose between sunflower, rose and flytrap alraune as your subrace.

Sunflower Alraune

Sunflower Alraune are as distinguishable for their generally bright yellow petals and taller builds as well as their friendly and kind nature.

Ability Score Increase. Your Constitution score increases by 1.
Brave. You have advantage on saving throws against being frightened.
Solar Affinity. Of all varieties of alraune you are the most proficient at drawing energy from the sun. When you roll hit dice and you are in bright sunlight you gain a bonus to the number of hit points recovered equal to your proficiency bonus times the number of hit dice rolled. In addition, as an action, you can recover a number of hit points equal to 1d8 + your Constitution modifier if you are in bright sunlight. You can use this function of this trait a number of times equal to your proficiency bonus. You regain all expanded uses of this trait when you complete a long rest.
Calming Pollen. Creatures affected by your pollen act as if under the effect of a calm emotions spell. When you use your pollen, you can choose which effect of that spell that pollen has.

Rose Alraune

Rose Alraune darker vines, small protruding thorns, deep red petals and delicate figure are a testament to their manipulative and controlling nature.

Ability Score Increase. Your Charisma score increases by 1.
Perfect Flower. You have a beautiful appearance, and a voice to match it. You gain proficiency in the Persuasion skill.
Hopeless Romantic. As well as pollen, rose alraune can produce a thick and sweet nectar from their mouths. When it enters the body of a creature via ingestion they make a Constitution saving throw against your pollen DC or fall unconscious an hour. While unconscious if the target takes damage they can remake their saving throw to wake up. This property of the nector disappears after an hour of being outside of the alruanes mouth. Creatures without blood or with immunity to poison are immune to this trait. You can use this trait once per short rest.
Aphrodisiac Pollen. Rose alraune produce a light sticky pollen that on contact with creatures acts as a strong aphrodisiac causing those affected by your pollen to be charmed for the duration and regard you as a close friend, as if affected by a charm person spell.

Venus Alraune

Venus Alraune are smaller and quieter creature, more solitude in nature than other strains, possessing long, dark vines and have by far the most varied petal shades but all of them are generally very dark in tone.

Ability Score Increase. Your Dexterity score increases by 1.
Natural Camouflage. When you make a Dexterity (Stealth) check to hide in heavy foliage, you are considered to be proficient in the Stealth skill if you are not already, and you add double your proficiency bonus to the die roll instead of any proficiency bonus you would normally add.
Vines. Your vines can be extended and retracted for up to 20 feet at will. You can use them to hang from trees while staying hidden, grapple targets at a distance, use and manipulate simple objects and such, however, they are not strong enough to use weapons.
Silencing Pollen. Venus alraune produce a transparent pollen that when inhaled causes creatures to become mute and can't even scream. In addition to this, it numbs the senses of the target causing them to have disadvantage on ability checks that use the Perception skill for the duration.

Random Height and Weight

Table: Alraune Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
4'9 +2d6" 70 lb × (1d4) lb.

Suggested Characteristics

When creating an alraune character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use this table in addition to or in place of your background's characteristics.

d10 Personality Trait
1 Every rose has its thorns; just look at me.
2 I always get what I want.
3 I'm a hopeless romantic, always searching for that "special someone."
4 If someone is in trouble, I'm always ready to lend help.
5 When I set my mind to something, I follow through no matter what gets in my way.
6 I'm confident in my own abilities and do what I can to instil confidence in others.
7 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
8 I always have a plan for what to do when things go wrong.
9 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
10 (Reroll the die)
d6 Ideal
1 Beauty. Anything beautiful is worth preserving. (Good)
2 Freedom. One should never be placed in a position where they can't be free. (Chaotic)
3 People. I like seeing the smiles on people's faces when I'm with them. That's all that matters. (Neutral)
4 Predation. In nature and in life it is survival of the fittest and that makes other races nothing but prey. (Evil)
5 Patience. I'll wait for as long as I need to, to get what I want. (Lawful)
6 Aspiration. I know my people are differant but I won't let that stop me. (Any)
d6 Bond
1 I will reclaim my once-flourishing home.
2 The cycle of life should never be tampered with.
3 My friends are my most treasured possessions, and they fill me with the warmth of the sun.
4 I've been a victum too many times before, and I will defend a victum from any bully I encounter.
5 A human once took advantage of my love, and I will never be hurt like that again.
6 My forest is my home, and I'll fight to defend it.
d6 Flaw
1 I am easily drunk and far too enamoured of ale, wine, and other intoxicants.
2 Everyone and everything is but an expandable resource for me to use and discard at my leisure.
3 I am slow to trust members of other races, tribes, and societies.
4 Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
5 I trust others too easily and am often manipulated without realizing it.
6 My fear of fire is often too much to bear.

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