Hypno (5e Race)
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|A hypno about to demonstrate its hypnosis ability on a volunteer. Source|
Hypnos are yellow-skinned bipedal, humanoid pokemon with large triangular ears and a long nose. Its eyes make it looks like it's about to fall asleep. A white ruff surrounds its neck, which is longer on female hypnos. Its large feet have three toes and a pink pad underneath, and it's large hands have five digits. In its left hand, it carries a pendulum, which it is never seen without.
Some hypnos were known to have pink skin instead of yellow skin.
Hypnos, along with their drowzee offspring, were first seen in the Kanto region, but can be found almost anywhere except in the Hoenn region. They are usually found in forests and caves, but were also commonly know to live near roads less traveled and hypnotize people who came by with its pendulum, which it usually polishes while it awaits it's prey, and consumes their dreams. Their drowzee young look a lot like bipedal tapirs and consume the dreams of those who fell asleep, sometimes getting sick if it consumed a nightmare. As it grows and consumes dreams, it eventually becomes more human-like and develops into a hypno.
Stories tell of how Hypno will kidnap children with hypnosis and lead them to its lair, the most famous of which is a poem known as "Hypno's Lullaby". While some might believe that these are just fairy tales to warn children about talking with strangers or going out at night, there have been many cases of such things happening. Supposedly the reason for this is because the children in question not only have good dreams, but because the dreams of children taste sweeter than those of an adult. However, such abductions are rare to nonexistent in the tropical region of Alola, where hypnos usually prey upon kamalas, small koala bear-like pokemon who perpetually sleep and are native to the region. While such sleepy pokemon like snorlaxes exist, it is believed the reason hypnos don't target them is due to their rarity.
Hypno tend to live solitary lives, but sometimes they will band together if necessary. One such case involved three hypno who broke into the bedroom of an Alolan trial captain to steal a gold nugget within. Interestingly enough, some hypno who choose to live among humans will work in hospitals. They usually use their hypnosis ability to bring sleep to patients who have trouble sleeping. Its sleep-inducing abilities are so potent that it can cause someone who just woke up to fall right back to sleep.
Hypno names are usually Undercommon, but those that choose to live peacefully in human society will usually take a Common name.
A pokemon whose most horrifying characteristic is its ability to hypnotize and kidnap you while you sleep.
Ability Score Increase. Your Constitution score increases by 1 and your Wisdom score increases by 2.
Age. Hypno reach maturity at 26 years of age and can live to be about 100 years old.
Alignment. Hypno are commonly lawful or neutral evil.
Size. Hypnos stand a little above 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.
Force of Will. You have an advantage on saving throws against being charmed and frightened.
Trance. You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Hypnosis. You can cast the sleep spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Dream Eater. As an action, you may consume the dreams of a unconscious creature within 60 feet of you. Make a ranged spell attack. On hit, you deal 1d10+4 psychic damage to the creature and you gain temporary hit points equal to half the damage dealt. A creature must have an Intelligence score of 3 or higher to be affected by this ability. This damage cannot wake the target, nor can it reduce a creature's hit points below 1. Intelligence is your spellcasting ability for it. After you use Dream Eater, you can’t use it again until you complete a long rest.
Languages. You can speak, read and write Common and Undercommon
Random Height and Weight
|5′ 3″||+2d8||166 lb.||× (2d6) lb.|
*Height = base height + height modifier