Klyntar Host (5e Race)
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|“||We. Are. VENOM!!!||”|
The Klyntar are a rare symbiotic race found exclusively in the Plane of Pandemonium. Sometimes they find a way out of the maddening plane and into the Material Plane, merging themselves with another creature, now their host. You are that host. You have had no problems with your new second mind, who is like a good fried to you. In return for you giving it a vessel for it to survive in (you), it gives you nonmagical biological powers beyond your wildest dreams.
Outsider by Choice
You were either in the wrong place at the wrong time, or you sacrificed yourself. Whichever way it was, you are now two minds, two bodies, merged. You are still one of your original race, but you were chosen for something greater. The Klyntar inside you is more of a family than the people who raised you. You gain a homicidal edge from the Klyntar, leaving you no choice but to leave for risk of persecution. You are an outsider by choice.
Your mortal family left behind, the best place you can find is a secret group of hosts. As a host, finding one is easy, if you know where to look. All Klyntars know where other Klyntars are, and so do hosts. No other creature can identify a Klyntar inside a host, unless they have truesight. Other Klyntars and hosts will give you guidance to help you master your new powers. You will accompany them on homicide missions or adventures, depending on the group.
Klyntar Host Names
Names do not have a definite list. You will have two names, your original name, and a terrifying made-up name. Your Klyntar will usually pick the second name for you. This name might be the Klyntar's name, but if not, it will make it it's name.
Klyntar Host Traits
Ability Score Increase. Your Strength and Dexterity score increases by 2 and your Charisma score increases by 1.
Age. The time of maturity is open-ended, and you age five times slower than you would normally.
Alignment. A Klyntar is usually neutral, but alignment is open ended.
Size. You keep the size you had before you became a host, but you can change your size to the one larger than it when you transform.
Speed. Your base walking speed is 40 feet. You have a climbing speed of 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.
Transform. As a Klyntar you can envelop your body including your clothing and armor. When it is worn, you may use your bonus action to enter a transformation. You gain a number of temporary hit points equal to half your normal hit points during your transformation.
Web Walker. You ignore movement restrictions caused by webbing.
Spider Climb. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. You also gain a climbing speed equal to your walking speed.
Slowed Fall. When falling, the Klyntar can stretch out it’s body to form a parachute of sorts. As a reaction, you can command your Klyntar to do this and your rate of descent slows to 10 feet per round until the transformation ends.
Blending. While transformed, the fluidic nature of the Klyntar can allow their host to blend seamlessly into their surroundings colors and textures, making them nearly undetectable. You gain advantage on Stealth rolls while in dim light or darkness.
Immunity. You are immune to disease and poison. However, you are vulnerable to thunder damage.
Synthetic Skin. Your AC is equal to 10 + your proficiency bonus + Your Strength Modifier + Your Constitution Modifier.
Lethal Strike. You unarmed strikes deal 1d6 plus your Strength modifier damage.
Natural Weapons. As you transform and shift into the Klyntar form, you can grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.
Languages. You can speak, read, and write in any language used by your former race.
Subrace. Either the Kylntar and host have become equals and work together like partners, which leads to the Web-Slinger relationship. The other is the Klyntar encourages the hosts violent and strong emotions, which leads to the Monster subrace.
The host is able to keep this level head and focus on his mission, drive, or tasks at hand; he is able to use abilities that wouldn’t be accessible to a host that was driven by strong emotions and selfish desires. This ability to remain calm and level headed gives the host from level 1, further access to the Klyntar’s natural abilities which includes a +2 boost to Str and Dex in the transformed state. In addition, the gain of acid immunity in the transformed state and acid resistance in the untransformed state. As well as the added feature of No Breath. Klyntar possess the ability to extract and hold oxygen from their surroundings (even in underwater conditions) directly through the host's skin while untransformed, which sometimes can give off the eerie impression that the host does not draw breath.
Webbed Movement. You can use webbing to pull yourself towards wherever you shot the webbing by attaching it to the location and then pulling yourself towards that spot as a bonus action. You are able to shoot the webbing anywhere within 100 feet and pull your body towards that spot or swing from it. This does not count towards movement speed and does not provoke attacks of opportunity. This webbing is restored after a short or long rest.
Tendril Weapons. You gain the ability to harness the ooze-like form of the Klyntar to shape some of its body into weapon-like objects as a bonus action while in the transformation. These tendrils that grow from the Klyntar can be axes, swords, hammers, spikes, or whatever appearance you desire. The Tendril weapons raise the host’s unarmed damage to 1d8 rather than 1d6 and receive an additional five feet of range allowing the attacks to reach up to fifteen feet away. The weapons remain grown from the Klyntar until the transformation ends or the host wills them back into the Klyntar as a bonus action.
Web-Blasts. As a Klyntar host you are capable of using the Klyntar’s natural webbing. The webbing is shot out as a ranged weapon attack that you are proficient in. If the webbing connects properly with the target, in engulfs the target with webbing; restraining the target. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. The target may make a Strength saving throw at the end of each of its turns to attempt to break free or it can wait until the webbing wears away after one minute.
After growing accustomed to the host, the Klyntar can begin to warp the mind of its host if he is focused on self fulfilling desires or is driven by strong emotions like hatred and jealousy. If the host gives into his carnal desires and allows the Klyntar to further strengthen those emotions, the host becomes more of a monster than a man. Sometimes this can even result in a new personality being formed.
Personal hatred. You are able to feed your anger to the Klyntar and cause it to be enraged at one specific target. The target must have done damage to the host in some way before this to take effect. When activated, the host has advantage on all attack rolls against that creature. The host deals an extra 1d6 in damage to this target with every successful unarmed attack against it. The host also has disadvantage against any other creature until the transformation wears off or the creatures dies.
Klyntar Rage. The Klyntar is able to further feed off of the raw emotions of the host and use them to enter an enraged state. While in the Klyntar Transformation, you now has resistance to all damage except for psychic, thunder, and fire damage.
Venomous Fangs. The Klyntar develops its venomous fangs that it used when it was a giant spider in the Pandemonium. You can make a bonus action attack to use the fangs and bite a target. Melee Weapon Attack: reach 5 ft, one creature. 1d8+Str piercing damage, and the target must make a Constitution saving throw, taking 2d8 acid damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Required Sustenance. You gain the ability to heal by eating the brains of a fallen creature. The consistent raging depletes the Klyntar of the nutrients that it needs. The Klyntar can get more of this nutrients by consuming brain matter. By eating brain matter while transformed, the host gains 1d10+Con hit points. It takes time for the consumed brain matter to fully digest. Because of this, this technique can only be used once every long rest.
Random Height and Weight
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*Height = base height + height modifier