Collosnon (4e Race)

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Collosnon[edit]

Creatures of the ash and the fire, born from the meeting of Half-Trolls and volcanic ash.

Racial Traits
Average Height: 5'9"-7'0"
Average Weight: 160-220 lb.
Ability Scores: +2 Constitution; +2 Strength or Charisma
Size: Medium
Speed: 6 squares
Vision: Low-Light
Languages: Common, Giant
Skill Bonuses: +2 Dungeoneering, +2 Athletics
Lava Walk: You ignore difficult, hindering or challenging terrain if that terrain is result of magma or lava. If it is deep, you can walk on its surface. This does not effect the amount of damage you take from that terrain.
Magma Glow: You can emit a dim light out to 2 squares.
Magma Core: You resist fire equal 5 + one-half your level.
Trollblood: You can use the trollblood power.
Eternal Pyre: When in sunlight or bright light you deal 2 extra damage with attacks with the fire keyword.
Absorb the Flames: When you take an extended rest, if you are not within 5 squares of fire (equivalent to a campfire) or sunlight then at the end of the rest you regain 2 less healing surges than normal.
Ashen Heritage: When your collosnon character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a collosnon utility power of the same level or lower.


Trollblood Collosnon Racial Power
'
Encounter Star.gif Healing
Free Action Personal
Trigger: You spend a healing surge whilst bloodied.
Effect: Until the end of the encounter you gain regeneration 2. If you take fire or acid damage, the regeneration does not function until the end of your next turn.


In the country of Collos is the volcano Dragonheart. Each day, smoke and fire burst from it in great gouts and the black smoke make the air unbreathable by most. All that can survive here are demons, norkers and Collosnans.

Play a Collosnon if you want...

  • To be a pyromaniac.
  • To be a herald of the destruction that will surely come.
  • To be a primal or arcane class.
  • To be feared as the stuff of nightmares.

Physical Qualities[edit]

Collosnon are human in shape but with troll-like features, with ashen skin covered in small cracks through which red light shines. They have long fingers, noses and teeth. Their teeth and nails are black. Most have a semblance of hair, black or grey smoke curling from their heads, giving the impression of a flowing mane.

Playing a Collosnon[edit]

Collosnon, being created very particularly from the meeting of Half-Trolls with tainted ash, are not completely a widespread race. Most are part of a clan, a mixture of two or three family groups, living in caves in the volcano. If, however, two Collosnon from rival clans meet, they fight to the death. Those with features deemed too trollish are ousted from the clan, condemned to live as feral creatures, wandering the caves. Collosnon regularly attack human settlements, both for food, and for causing destruction. Most Collosnon revel in death. They see the world like a match to be struck, a candle to be lit. They have taken it upon themselves to bring the holy conflagration to the world of men. Of course, not all take this view, but those who do not are often killed or exiled.

Collosnon, while absorbing the heat of a fire or the sun for an hour a day is necessary to keeping them alive, prefer the ever-present heat of the volcano. They can breath ash, and prefer it to air. In the south, away from Dragonheart, poor parents tell their children of the Collosnon, sometimes calling them Cindermen, how, if they leave a precious candle burning by their bed, a Collosnon will be standing there when it goes out.

Collosnon Characteristics:

Male Names: Dathuuk, Raah, Vuulkaan

Female Names: Vulraah, Ash, Saershuur

Collosnon Racial Utility Powers[edit]

Summon Ash Guardian Collosnon Utility 2
Digging deep into your racial memory, to when you first crawled from the volcano, part of your ashen skin flakes and guides you.
Daily Star.gif Conjuration
Standard Action Ranged 5
Effect: A cloud of ash with a parody of a human face forms in the square. It can communicate and knows the languages Common, Giant, Elven and Dwarven. The square it occupies is heavily obscured and creatures moving into it take 5 fire damage. The ash guardian persists for 5 minutes, until you dismiss it with a minor action, or until a creature enters its square.



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