Hatterene (5e Race)
From D&D Wiki
|A seemingly pleasant-looking Hatterene. Source|
Despite how they appear, Hatterene are small humanoid Pokémon with a thin, white body. Its round head has a small mouth, narrow black eyes with white pupils, and two teardrop-like, pink markings over its eyes. This small body, however, is concealed by extremely long hair that acts like a cloak and drapes to the ground, the hair on its head drapes to the ground and swathes around it to conceal much of its true body. This hair is colored in a gradient of pastel-blue, pink, and white from its upper portions downwards, with the hair above its head shaped like a wide-brimmed witch's hat with a conical shape serving as the crown of the hat formation. Extending from the pointed end of the hat is a single tentacle that ends in a pink bulb and a consecutive pastel-blue bulb that has a trio of sharp claws protruding it.
Some Hatterene are known to have different colored hair. These variants usually have off-white-colored hair instead of pastel blue, followed by a darker pink. It's true body also seems to take on a light pinkish hue instead of white.
The forest witches known as Hatterene, along with their Hatenna and Hattrem young, were first discovered in the deep forests and deserts of the Galar region.
Before becoming the powerful and even feared witch-like creatures they are known for being, Hatterene start off as Hatenna. Hatenna are tiny creatures with round bodies, small feet, and blue hair that covers their eyes. The hair drags on the ground from both sides of its head like flaps, acting like limbs, and on its head is a protrusion that looks almost like a party hat. True to its name, it uses this protrusion like an antenna to detect the emotions of others. If flees from people who have negative emotions.
As the years go by, its psychic powers grow and so does its hair, resulting in the tiny Hatenna growing into a Hattrem. Its body takes on a more humanoid appearance, growing arms and legs. Its hair curls up into a large spherical hat-like shape, with the antenna from its previous form bending at the top. The "flaps" now form into braids that hold its body up from off the ground, and the Hattrem can use these to attack with punches so strong they have been known to knock out professional boxers in a single blow. Finally, because of the hair developing as it does, its black eyes are now visible. Similarly to its juvenile form, it can not stand negative or even strong emotions. However, instead of fleeing, it will instead pummel anyone, regardless of who they are, until the offender is silenced.
Eventually, the Hattrem's hair grows further, and a long tentacle grows from the protrusion on its head. It absolutely despises noise, especially loud noise, and its psychic power grows to such a degree that it is able to constantly emit headache-causing psychic energy to deter intruders from disturbing it or its home. If anyone is foolish enough to disturb one or make loud noises while it is nearby, it will tear apart the offender with its tentacle-claw. Despite the danger, some still seek out these so-called "Forest Witches" for either healing or for a special magical powder only they supposedly know how to make which grants whoever is sprinkled with it psychic powers, though few who encounter a Hatterene survive to confirm this. Interestingly enough, because of their ability to detect emotions, some claim that Hatterenes are connected somehow to Gardevoir, and others claim the two species are natural enemies because of their opposing natures, but neither of these have been confirmed.
Thanks to the Dynamax phenomenon, some Hatterene can undergo a Gigantamax transform when exposed to large quantities of Dynamax energy. This form looks much the same as its normal form, but it grows to colossal size, with the hair on its head expanding to look more like a chamber that the body sits in, its one tentacle seems to split into three, and its eyes now take on a blue color with white pupils. Legends tell of Gigantamax Hatterene being worshiped by ancient Galarians who gave it the title "The Raging Goddess", as it smote all who angered it with beams like lightning.
Extremely xenophobic by nature, Hatterene, even as Hatenna, live solitary lives away from people and even their own kind. They prefer to just live in the forests and even deserts, as long as it means staying away from noise. Extremely few are seen in the wild, and fewer still ever reside in human society. If by some luck one does choose to live among humans, they usually work as assistants to wizards due to their intellect or as herbalists, making potions and medicines.
Hatterene are exclusively female, and thus have female names. Their names are usually Sylvan.
Witch-like, noise-hating creatures who tear apart those who offend them with their tentacle-claw.
Ability Score Increase. Your Intelligence score increases by 2 and your Charisma score increases by 1.
Age. Although Hatterene are known to mature at around 40 years, it is unknown for how long they can live.
Alignment. Despite their vicious nature, most Hatterene are neutral, as they prefer to just be left alone.
Size. Hatterenes stand at nearly 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 25 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.
Fairy Skin. You have advantage on saving throws against being charmed, and magic can't put you to sleep. However, you have disadvantage on saving throws against poison and vulnerability to poison damage.
Confounding Pulse. You know the mind sliver cantrip. Intelligence is your spellcasting modifier.
Forest Witch's Magic. You know the eldritch blast cantrip. When you reach 3rd level, you can cast the mage armor spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the misty step spell once and need to finish a long rest before you can cast it again. Intelligence is your spellcasting ability for these spells.
Tentacle Claw. Your tentacle is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common, Sylvan and Deep Speech.
Random Height and Weight
|6′ 11″||+1d4||11.2 lb.||× (1d4) lb.|
*Height = base height + height modifier