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Spawnling

Born of a distant descendance from the Great Old Ones, the spawnlings often find themselves alienated from others of their race. These children, though almost none are ever aware of it should they lead a normal life, are those whose lineage traces back to a single moment in which a hellish and tragic union occurred between a star spawn, the children of the Old Ones, and a nameless woman forgotten to a rotting family tree. Often these spawnlings are more than ten generations away from this tragedy, and as a result none remember quite why they look so hideously normal yet hintedly alien; nor do they remember why they shun the family these poor beings claim lineage from. Those from outside the family seldom, if at all, remember either these nor the reason the spawnlings or relatives stand with such an air of intimidating horror that never needs to be spoken. If a spawnling's family remembers the event of which far bygone and unnamable horrifying union it was that lead to their family in its current states, they may regard it with disgust and claim that they deserve to be shunned. Rare as spawnlings truly are, even rarer are those who regard their pariah status as others recognizing that none are worthy to be their equal, instead treating the possibly remembered union between their ancestors as a point of immense pride; often leading cults and seeking out whatever brand of warped nobility or horrifying glory they may claim a right to by their unnatural birth.

Skill Proficiencies Investigation, Religion
Tool Proficiencies One type of artisan's tools, or one gaming set
Languages Choose one language, you can understand but not speak, or write, Qualith
Equipment Your choice of:
  • a set of torn common clothes, an explorer's pack, one gaming set that you are proficient in, an old cipher translating from an unknown language into common, and a cult symbol.
  • a set of fine clothes, an explorer's pack, one set of artisan's tools that you are proficient in, a belt pouch containing 10gp, and a cult symbol*.
*See cult items below and choose one, or roll 1d12
d12 Cult Object d12 Cult Object
1 A necklace whose geometric shape changes the number of sides each time it is seen. 7 A metallic face said to be the Old One you are descended from; the eyes open during the final ten seconds of the setting sun.
2 An ancient fossil, six inches in diameter, that feels like a beating heart. 8 A chunk of stone that seems to invert upon itself and causes headaches to look at for long.
3 A small statuette of a mildly grotesque creature sitting on a throne, that appears to be melting. 9 A large pearl that has something crawling inside of it.
4 A signet ring with a strange crest in written Qualith of a name no one can pronounce. 10 A wand of knotted wood that writhes upon itself like tendrils when used as an arcane focus.
5 A locket containing the picture of the ancestor who responsible for your family. 11 A steel pocket token with an eye on one side that follows the path of your gaze.
6 A strange Ankh-like symbol with three extra branches, crudely made of stone. 12 A half mask shaped like tendrils and reaching fingers that appears to meld into your face when worn.

Features

Feature: Breaching Mind
  As a spawnling, your mind is a double edged sword. You are capable of attempting to pull and tug at another creature's mind. If their wisdom score is lower than yours by more than 2, you will tether your mind to theirs for a short time; and will instinctively know whether they are telling the truth, hiding something, or purposefully evading. If their wisdom score is lower than yours by more than 4, they will instead become frightened of you and will answer truthfully the next question you have. You cannot do this to the same creature twice in one day. However, this openness of your mental faculties also makes you more susceptible to psychic effects. You have disadvantage against psychic damage causing effects and spells, and automatically fail your first saving throw against madness is you encounter it.
Warped Appearance
No spawnling, nor their entire family lineage, ever looks completely as they should. Depending on your distance on your family tree from the event that brought the blood of the Old Ones into your ancestry, you may choose 1-3 traits from the table below, minimum of one, or roll 1-3d6 for these traits.
d6 Warped Appearance Trait
1 You constantly smell like algae and saltwater.
2 Your presence sets animals into a panic or rage.
3 Your voice is pitched far lower than is natural for your race.
4 Your chin is elongated and strangely over-round.
5 Your eyes are wide, and sunken visibly deep into your skull.
6 Your skin is a strange and pale yellowish color.

Suggested Characteristics

Many spawnlings are just off-track from normal enough to set the sensitive persons of the world into unease around them. They seem to hint at something that shouldn't be, from places more maligned than even the villains of the world ought to know about. These traits bring different types of people to treat spawnlings in often extreme ways, both friendly and cautiously, and the result for the spawnling is a tendency to be very extreme in response. While most know nothing of their heritage, and usually only find hints that cannot be connected without setting out to find more on their own, there are those that are fully aware and raised to believe their own way on the matter.

Traits

Ideal

Bond

Flaw


Created by

Ticklesthegamemaster.

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