Enthraller (5e Race)
From D&D Wiki
An eager adventurer stumbles quickly into a dark, dimly lit room. The only noticeable feature is a large bowl that sits atop an ancient pedalled, undisturbed for several aeons. The adventurer approaches, believing this bowl to hold some great value. in the bowl was just a mass of jet black gunk the bubbled and pulsed with no interference. To his horror, the gunk began to climb up, forming into a serpent shape that towered over the fear-stricken adventurer, great, deep eyes staring directly into his. As the serpent finished forming, it's tail end began to wrap around and entrap the poor soul that dared disturb it's slumber, those same seep eyes now flashed beautiful colours. The adventurer was compelled to stare deep into those orbs, never noticing his dissolving form...
|The only way to compare this...aberration|
Enthrallers are some of the most abhorrent creatures to ever be released in any of the planes of existence. They are giant, jet black serpents that resemble a Cobra in both looks and mannerisms but are much larger and many thousands of times more dangerous. They typically are around the 20ft mark in length, but can and will grow as they consume other sentient beings, the largest Enthrallers have often been mistaken for ancient Wyrms that roam the oceans. They can melt their bodies into a sticky, black gunk that can act almost like a gelatinous cube or they can liquefy themselves to the point they just seem like black, filthy water. When in their full form, they can extend slick, black appendages from their bodies to help them ensnare any unfortunate soul they choose as their next... meal.
Nothing much is known about these beings that have no known origin. They are found deep within the most dangerous, ancient catacombs where they have slumbered since their creation years ago, who created them will most likely always remain a mystery but whoever did most likly was extremly powerful, given that these beings are near-invincible themselves. What is certain though is that one shudders to think what possessed them to create the aberrations that plague the world today
Enthrallers exist in total isolation from the outside world until they are disturbed or are driven to feed, it is rare but not unknown for these creatures to venture from their caves, catacombs or crevasse to seek adventure, power or something more from the outside, yet totally unsuspecting, world above, ripe with beings to consume.
Enthrallers have no gender and no desire for an identity due to their solitary nature. They are named by the civilisations around their point of slumber in an act of either terror or devote worship.
Names can include: The Dark Serpent, The Consumer etc.
Enthrallers have a level adjustment of 3
Jet-black, Cobra-like beings that consume anything and everything they can.
Ability Score Increase. Your Strength score increases by 3, your Intelligence increases by 3 and your Dexterity score increases by 2, as normal, you can't increase an ability score above 20 using this feature.
Age. Enthrallers are totally ageless
Alignment. Enthrallers follow their own morals, any alignment is possible for these beings
Size. Enthrallers vary widely in height and build depending on how much they have consumed, most often around 20 feet long. Your size is Large.
Speed. Your base movemeny speed is 35 feet, while liquid, you can move 40 feet.
Darkvision. 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.
Liquid Form. Take the form of a liquid with a viscosity of your choosing. High viscosity will allow you to climb walls at half your base speed, low viscosity acts much the same as water, though you will not mix with it. You are resistant to all forms of non-magical damage while in this form. Only useable once per day, lasts 1d30 minutes
Ensnare. Entrap an opponent with your serpentine form. The victim must make a DC 15 STR throw or become grappled. Each turn they must make a DC 10 CON saving throw or take 1d6 bludgeoning damage from being crushed.
Enthrall. Stare deeply into your opponent's eyes and hypnotise them with your reptillian eyes. Viictims must be grappled by yuor "Ensnare" ablility and must make a DC 10 + your int mod intelligence saving throw or be hypnotised for 1d20 hours
Poison Resistance. You have resistance to poison damage, and you have advantage on saving throws against becoming poisoned.
Snake Bite. You can bite a creature within 5 feet of you, dealing 1d6 piercing damage. You may use either your Strength or Dexterity for this attack roll.
Snake's Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Frightful Presence. All opponents within 10 feet who have fewer levels than you must make a Will saving throw (DC 10 + 1/2 your level + your Charisma modifier). An opponent who fails her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + your Charisma modifier. You can use the ability once per round as a free action. A successful save indicates that the opponent is immune to your use of this ability for 24 hours.
Appendages. Your semi-liquid nature allows you to create thick appendages that can be used to manipulate other objects or they can be used as weapons. If taking a form of a weapon, the appendage will take the same stats as the chosen weapon and you are proficient with that weapon. Can use either as a finesse or strength weapons. When using your appendages as weapons, you have +3 proficiency on top of any other proficiency bonus you would have with said weapon.
Languages. Common plus one other, all language is spoken with a distinct hiss and rasp.