Gengar (5e Race)
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|A gengar (bottom), a gastly (above) and a haunter (right) laughing, possibly after pulling a dastardly prank. Source|
Gengars are rotund, bipedal, dark purple colored ghostly creatures. Its back, which is covered with multiple spikes, ends in a stubby tail. It has short arms and legs with each end in three digits. Its face, which takes up most of its body, is its most prominent feature sporting a wide mouth which seems to be perpetually in a toothy grin and big red eyes.
Some gengars, though extremely rare, are known to have a more pale purple coloration, and tales tell of a gengar who had a reddish purple coloration and was said to be an incredible fighter.
These troublemaking terrors, along with their gastly and haunter brethren, can be found anywhere abandoned buildings, caves or graveyards can be found. Although, strangely enough, they were nowhere to be found in the Hoenn region, and appeared under only certain conditions in the Unova region.
Gengars start out as gastly, a small black sphere with fanged grin that is surrounded by gas so toxic it can fell an elephant in mere seconds. It is unknown how these creatures are really formed, especially considering they are technically spirits. Because of its gaseous nature and black spherical body, it is almost invisible most of the time and hate wind, often hiding together with other gastlies to avoid being dwindled away by it. Numerous theories and folklore ranging from them being the product of those who die from poisoning or in polluted areas to them being the heads of cursed holy men doomed to wander in torment to them simply existing to mislead travelers by leading them to their doom have been floating about for countless years, but none of them have been conclusive. However, while not yet proven, the most compelling theory is that, while most of its body is composed of gas, some of it is made up of the souls that were killed by the gas. Some have been known to shapeshift and play tricks on people, while others are thought to be messengers between the mortal realm and the afterlife.
Once a gastly has absorbed enough souls with its toxic gases, it eventually becomes a specter known as haunter - a more solid, spikier form than its previous self and finally develops hands. These hands float at the sides of the haunter's body. Though the gas that made up its gastly form cannot be used to envelop prey, its tongue has now become a deadly weapon. Upon licking a victim with its large tongue, the victim will become paralyzed and shake uncontrollably until it dies. It does this after either beckoning a hapless individual into a dark area, where it is almost perfectly invisible. Despite this, stories tell of a traveling boy who, with the help of a haunter, defeated and helped cure a mystic who suffered from split personality disorder. The haunter stayed with the mystic as the boy left to continue his travels.
A gengar is formed once a haunter has consumed many more souls, and the resulting phantom has a much more devious definition of pulling pranks which is by laying curses and hexes on its victims. Instead of beckoning victims to come to it in the darkness, gengar will hide in the shadow of their victim and attempt to overtake them, though it will sometimes wait patiently in the darkness for its prey to come close. Because gengars act as heat sinks, you can tell when one is around since it will suddenly be very cold where you are. According to folklore, gengar long for traveling companions so, since a gengar was once a human itself, it will try to create one by taking the lives of other humans. One rumor even suggested that they were born from the shadows of clefables due to their similar body structure, but this rumor has been proven to be myth.
These phantoms have gained such a reputation that it is often used as a bogeyman to get children to behave, with stories telling about how they will pay naughty children a visit. The scariest aspect about gengar is the fact that it will tirelessly and relentlessly hunt down its victim, from which there is no known escape. Although gengar have the ability to fly through the air, they mostly prefer walking along the ground to blend in with the shadows.
Gengar tend to live by themselves in abandoned strutures or caves, but sometimes they will live with other creatures, though mostly abberations such as gastly and haunters and even shuppets and banettes, though for some reason they seem to have a fondness for mimikyus. Perhaps this is because mimikyus seek companionship, much like how gengars are rumored to. They are hardly seen in human society, though some have managed to find companionship with humans and live peacefully among them.
One tale tells of a gengar that lived on the islands of Alola known as the "Greedy Rapooh", who terrorized the island of Ula'Ula by stealing items from people until it was sealed away in a shrine by the Island Kahuna of the time. However, upon the accidental release from his imprisonment, a young woman managed to befriended the gengar, since it appeared to only be stealing to get attention and wasn't actually evil. After finally receiving the companionship it has desired for so long, it never caused problems for the people again.
Gengar names are usually Deep Speech, but will take a Common name should they keep the company of nonaberrations.
Large rotund phantoms with a fondness for curses and an appetite for souls.
Ability Score Increase. Your Dexterity score increases by 1, and your Charisma score increases by 2.
Age. Because gengar are ghosts, they are thought to be immortal.
Alignment. Most gengar are mostly neutral or evil, but good aligned gengar are not unheard of.
Size. Gengars stand just shy of 5 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 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.
Aberrant Nature. Your creature type is considered to be both aberration and humanoid.
Night Shade. As an action, you can cause a creature within 30 feet of you to take psychic damage equal to your level, through the projection of a terrifying mirage. This does not affect creatures who are immune to the frightened condition. Once you use this trait, you can't use it again until you finish a long rest.
Mean Look. You have proficiency in the Intimidation skill.
Fade To Black. You have proficiency in the Stealth skill.
Lick. Your big, gaseous tongue is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength or Dexterity modifier.
Cursed Body. You have vulnerability to radiant damage.
Languages. You can speak, read, and write Common and Deep Speech
- Attacks made with your Lick trait deal your choice of bludgeoning or poison damage.
- When you score a critical hit with a melee attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. This extra damage is your choice of necrotic or poison damage. Additionally, the creature makes a Constitution saving throw equal to 8 + your Strength or Dexterity modifier + your proficiency bonus. On a failed save, the creature becomes paralyzed until the end of its next turn.
- You learn the minor illusion cantrip. You also learn the darkness, fear, and disguise self spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these spells when you finish a long rest. Charisma is your spellcasting ability for these spells.
- You have a flying speed equal to your walking speed.
- If you are wearing armor you are not proficient in or any heavy armor, you may not fly.
Random Height and Weight
|4′ 11″||+2d4||89 lb.||× 1 lb.|
*Height = base height + height modifier