User:Quincy/Ghoul Infiltrator (5e Race)
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"One of those things damn near wiped out our team. They can look like a normal person, until they feed that is. They're smart too. Not like a normal ghoul. Hell, one was in our group for weeks before we figured out what was killing our horses."
Ghouls appear as they did in life, except that their fingers end in knife-like claws, their mouths are full of fangs, their ears are pointed, their eyes slightly glow, and their skin is an unnatural bluish, greenish, or purplish gray. A Ghoul Infiltrator can maintain a 'normal' appearance for days. It is only unable to hide it's true nature when it feeds or is rendered unconscious. (see traits)
Ghouls are feared and hated within civilized society and their actions are typically bad enough to deserve the reputation they get. For all intensive purposes they are considered monsters, and are usually only accepted begrudgingly in the underbelly of society where they thrive in small communities trying to stay out of the spotlight of society most of the time. Although ghouls are not common, Infiltrator Ghouls are even more rare. Though their origins are not clear, it is believed that an Infiltrator Ghoul is actually the result of powerful dark magics to be used for unwholesome ends.
Ghoul Infiltrator Names
Their names are typically the same as what they were in life, though some choose names to reflect their new self.
Ex: Bonegnawer, Fleshbiter, etc...
Ghoul Infiltrator Traits
Undead creatures with an appetite for humanoid flesh and a knack for going unnoticed.
Ability Score Increase. A Ghoul Infiltrator gains +1 Str, +1 Dex. In addition you gain advantage on saving throws on any charisma check to members of your parent race (The race you were before you became a ghoul).
Age. Do not age and remain in appearance as they did when they became a ghoul
Alignment. Ghouls are typically evil. Although, stranger things have happened than a ghoul being good.
Size. Ghoul Infiltrators are the same size as your parent race.
Speed. Your base walking speed is the same as your parent race. Infiltrator Ghouls can cling to walls and ceilings and will move at their base rate while doing so.
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.
Undead Nature. You don't have to drink, sleep or breathe. You have immunity to disease and poison damage as well as the charmed and poisoned conditions. You are Undead in regards to racial vulnerabilities. You normally have a disturbing appearance (glowing eyes, greyish blue or green skin, pointed teeth, claws, etc..) unless you will yourself not too. However, you cannot control your appearance when you are rendered unconscious or eating.
Natural Weaponry. Your unarmed strikes deal 1d4 damage, and your unarmed strikes can deal piercing damage (bite) or slashing damage (claws). This bonus increases with your level as follows 1d4 at 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).
Keen Senses. You have advantage on Perception checks and you can track creatures by scent with the Survival skill.
Devour Flesh. You must eat the flesh of dead creatures. Eating a dead creature takes 1 minute, during which you can’t do anything else. After you eat a medium sized creature or more, you gain 2d6 + your Constitution modifier temporary hit points after healing any previously existing damage. The temporary hit points fade after 1 hour. The number of temporary hit points you gain increases by 1d6 at 5th level (3d6), 9th level (4d6), 13th level (5d6), and 17th level (6d6). Eating a creature damages its body badly enough that it can’t be brought back to life by a raise dead spell.
Languages. In addition to any known through the parent race, an Ghoul Infiltrator also knows Undercommon.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|4′ 0″||+2d12||50 lb.||× 1d4 lb.|