Alraune (5e Race)

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It was then that we entered a clearing of sorts - for the first time in hours, sunlight had pierced the canopy and cast a soft light upon our surroundings. Amidst the moss sat two enormous flower bulbs. Upon approaching them, the petals had started shaking lightly before unfurling, revealing what appeared to be two humanoid women - or at least from the waist up...

Physical Description

Man-Eating Plant Girl by Calvin Tee

These beautiful men and women, humanoid from the waist up but veiled by large petals are known as alraune. Vines sprout out of the base of their bulb, which they use to absorb nutrients out of the soil. These vines are strong enough to allow for movement should the alraune uproot him- or herself. Smaller vines grow up out of the bulb, wrapping around their humanoid forms. Alraune often distinguish themselves from one another with various flowers and leaves that they allow to grow out of their upper half.

Their skin comes in a multitude of green shades, although a light brown color is not uncommon in colder seasons when nutrients are scarce.

Alraune's anatomy is far closer to that of a plant than a humanoid's. As a result thereof, their occurence is limited to biospheres where the climate is temperate, supporting plant growth. While they are largely omnivorous, they are capable of generating energy for themselves through photosynthesis, which releases oxygen in the process. This process is especially useful in times of a food shortage.


Alraune are born under rare circumstances; it is only when the potent magic from the Feywilds seeps into the material plane and binds the soul of a recently deceased humanoid to a flowers' seed that they come into existance. Once all of the flowers' seeds are released into the soil, chances of survival are of course small. The infused seed, however, is capable of spending a long time in a "resting" state, waiting for the opportune moment to start growing. Once the seed germinates, it spends the first year growing into a bulb. It remains in the bulbous state, ever growing until reaching maturity and flowering into an alraune at around 5 years.

They do not practice history or keep written records of their exploits. Alraune tales are purely shared by word of mouth and often carry little significance. If anything, their existence is only recorded by the faint whispers of the forest.


Although they don't form societies or even groups in the traditional sense of the word, alraune are still a part of nature and are willing to share their territory with allies if they find that this could be benificial to themselves. Should their domain become endangered, they will fight alongside others to regain control. Alraune regard Druids highly, finding their ways with nature inspiring and fitting. Among the classes, druids are popular for them, and alraunes mostly respect their ways with the forests enough to not meddle in their business.

Alraunes tend to shy away from other races, hiding in the deeper parts of the forest - Should they come across a human it's often only from the treetops or as an inconspicuous form within their bulbs. There have been a few cases in which alraune have left the security of their forests with adventurers for a reason known only to them. It is possible that they left to gain experience and knowledge to bring back to their home one day, because they have lost everything in a forest fire, or that their seclusion in an ancient forest is endangered.

In the inns, towns, and fields near the vast forests that alraune call home you may hear whispers of stories where adventures were taken captive by the alraune - where they were entangled and slowly digested 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.

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 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. As a sprouting seed, the alraune grow within the bulb of a particular flower for about 5 years depending on the favorability 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. These signs manifest themselves as wilting vines, molting leaves and browning skin. They can live up to 750 years before returning to the earth from which they were born.
Alignment. The alraune are often 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 favorable 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 favorable 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 as a bonus action.
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 are proficient in the Nature skill.
Languages. You understand and can speak Common and Sylvan.
Subrace. You can choose between Sunflower, Rose, and Venus 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 recover hit points using 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 alraune pollen trait, you can choose which of the two effects to use.

Rose Alraune

Rose Alraune have generally darker vines, small protruding thorns, deep red petals and their delicate figures are testament to their manipulative and controlling natures.

Ability Score Increase. Your Charisma score increases by 1.
Perfect Flower. You have a beautiful appearance, and a voice to match it. You are proficient 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 for an hour. While unconscious if the target takes damage they can remake their saving throw to wake up. This property of the nectar disappears after an hour of being outside of an alruane's mouth. Constructs, undead, and creatures with immunity to being poisoned are immune to this effect. You regain use of this trait after you finish a short or long 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 creatures, more solitude in nature than other strains, possessing long, dark vines. They 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. Those affected can't even scream and by the time they realize its already too late. In addition to this, it numbs the senses of affected creatures causing them to have disadvantage on Wisdom (Perception) checks for the duration.

Random Height and Weight

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 victim too many times before, and I will defend a victim 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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