Hüllerenner (5e Race)
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Hüllerenner are fey creatures that live in several biomes of the Feywild.
Hüllerennern are spindly, white skinned and furred, short, digitigrade, long eared, long haired, tailed humanoids. They have a long, muscular tail for balance. Their eyes are mono-colored and their speech is high pitched and enunciated with many different shrill sounds. The skin about their mouths is particularly stretchy and elastic so they can better get a bite with their abnormally sharp teeth. A thin layer of fur covers their body, usually green or white in color, depending on the environment. Their name literally means the "hooded runner." This is because of one, their powerful legs, and two, the "hood" that is actually a flap of skin concealed under their long hair on their back. When threatened, they can spread their hood, which reveals a plethora of tiny stiff spikey furs on the underside.
Hüllerennern are believed to be an odd fey with elven ancestry. They are found mainly in the areas of the Feywilds where it is either temperate or freezing weather, and they are known to migrate just to find their preferred climate. It is said that elves who once were caught between the magical threads of the Weave were irrevocably changed. They took the forms of creatures that did not exist in this world. Others believe that the tail, legs, and teeth are signs the elves had mated somewhere down the line with creatures of draconic or reptilian ancestry, like dragonborn or lizardfolk. Some even believe the hüllerennern to be the result of some lapine creature mating with a reptilian or dragonoid, citing their long, floppy ears as proof. Hüllerennern themselves are partial to the second theory, though elves deny this. Perhaps they are just embarrassed.
Hüllerennern are very homely creatures who live in nomadic groups, constantly searching out their moving seasons in the unpredictable Feywilds. Each group is a small nuclear family usually, but those who are more fortunate may adopt runts thrown out in hard times. They hunt in packs of three or four, depending on the sizes of their groups, and are omnivorous. They have shown themselves wary of humans, but are willing to open up to non-fey creatures. Their curiosity for new oddities shows sometimes, as they will follow a new creature around and sniff them repeatedly. When harmed, they can turn vicious, and they are known to hold grudges. People thus should be wary crossing paths and scorning them.
Hüllerennern favor names taken from animals and plants, as well as small fancies, and mixing them into exotic names.
Male: Arcon, Velver, Biggers, Tort
Female: Marron, Waith, Dorna, Forrow
Raptor-like fey creatures
Ability Score Increase. Your Wisdom score increases by 2.
Age. Hüllerennern become adults at 20 years old and live for about 200 years.
Alignment. These curious creatures a generally neutral.
Size. Hüllerennern are large if lain head to tail. Otherwise, they are a bit short. 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.
Fey Ancestry. Your creature type is fey instead of humanoid. As such, you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You also have advantage on saving throws against being charmed and magic can't put you to sleep.
Strong Legs. Hüllerennern have legs that can propel up steep edges easily, as well as good gripping feet. You have a climbing speed of 20 feet.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Choose one from Leafy, Snowy, Sandy, and Necroid.
Green hüllerennern have poison sacs lining their cloak. This not only reinforces their blood against poisons, but it renders their spines a weapon venomous to others.
Ability Score Increase. Your Constitution score increases by 1.
Poison Cloak. Your cloak is thick to contain sacs of venom which you can use to ward off other poisons. You are resistant to poison damage.
Venom Spines. Spreading out your cloak, you can launch several of your venom spikes at enemies as an action. These spikes are nonmagical and mimic the effects of the homing needles spell, but instead deal poison damage.
White hüllerennern have spikes that instantly freeze when exposed to the air, allowing them to stab predators with icy jabs. Their coated hood is also insulated against cold.
Ability Score Increase. Your Dexterity score increases by 1.
Cold Cloak. Your cloak and hide are thicker to cushion against freezing weather. You are resistant to cold damage.
Ice Spines. Spreading out your cloak, you can launch several of your frozen spikes at enemies as an action. These spikes are nonmagical and mimic the effects of the homing needles spell, but instead deal cold damage.
Tan hüllerennern leak a combustive chemical from pores in their cloaks. They can fire this chemical out in pressurized jets that burst into flame upon exposure to air.
Ability Score Increase. Your Strength score increases by 1.
Sand Cloak. Your cloak and hide are used to being under the baking heat of a harsh sun. You are resistant to fire damage.
Flame Spines. Spreading out your cloak, you can launch several of your highly combustible spikes at enemies as an action. These spikes are nonmagical and mimic the effects of the homing needles spell, but instead deal fire damage.
Some hüllerennern are risen by the necrotic energies from the Feydark, turning them into black furred, and partly skeletal, versions of their species.
Ability Score Increase. Your Wisdom score increases by 1.
Risen from the grave. You are a creature imbued with non-life. Your creature type is undead instead of fey. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You are immune to poison damage, being poisoned, and diseases. You do not need to eat or breathe, though you may do so if you wish. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Skeletal Cloak. Your cloak and hide are imbued with dark energies from experimentation. You are resistant to necrotic damage.
Bone Spines. Spreading out your cloak, you can launch several of your deadly spikes at enemies as an action. These spikes are nonmagical and mimic the effects of the homing needles spell, but instead deal necrotic damage.
Random Height and Weight
|4′ 5''||+2d8||135 lb.||× (1d4) lb.|
*Height = base height + height modifier