the ultimate parasite compendium: an infandous homebrew

7
The Ultimate Parasite Compendium: An Infandous Homebrew

Upload: others

Post on 05-Oct-2021

1 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: The Ultimate Parasite Compendium: An Infandous Homebrew

The Ultimate Parasite Compendium:An Infandous Homebrew

Cover Art by: Dennis Carlsson, 2015.

Page 2: The Ultimate Parasite Compendium: An Infandous Homebrew

The ParasitePlayer Race OptionDeep in the forest, a weathered dwarf barbarian fails to bringhis shield up in time. He watches in grim acceptance as thehalf-orc’s blade slips quickly and efficiently between his ribs.The light around him turns red as he tastes copper rising inhis gullet, and finally his vision goes altogether and he knowsno more.

The half-orc is quick to collect her bounty, paying no heed toher surroundings. She counts her coin as something slithersan inch from her feet, silent and unseen. Gnarled tendrils feeltheir way around, finding purchase on a set of armor. Thehalf-orc chuckles to herself as she holds the polisheddwarven shield out, admiring her newly acquired battlewounds, not noticing until it is far too late that the corpse ather feet has company.

The creature slips its way into the mouth, and takes control.Spasms and twitching ebb and flow as the thing roots itself inthe old barbarian’s body. The lolling head is, with effort, setup right and unseeing eyes come into focus once more. Whatwas once a Dwarf shakily, and with great effort comes to afull stand. The grip around his battle axe tightens as he- or it-brings it up and with striking speed and strength, hammers itquickly down, planting itself firmly between the shoulderblades of its enemy.

What it had once been is a hazy memory, filled with faces andnames that carry little meaning now. It roots itself deeper,pushing past fragmented memories and bodily limits until itis itself, and nothing else. The thing that was once a dwarfclears its throat and spits now useless blood upon the corpseof the woman that granted it a chance to survive. And thrive.

Natural SelectionSlithering through the loam of forest soil, resting in the oceandepths, or lying in wait atop of an ancient cave, the Parasitetakes control of a body that is either dead or at death’s door.Interacting with the nervous system, it begins to develop asense of self and starts to wander as it continues to grow andincubate.

Solitary in nature, the Parasites have no structure orcivilization prior to the reanimation of a body. As such, theirbase instincts drive them to be highly territorial,simultaneously ensuring that it will be the only one in itshabitat as well as decreasing the risk of multiple woundedadventurers falling victim to possession.

Survival of the FittestParasite larvae upon hatching are generally no bigger than afingernail. But, as they become a chrysalis and eventuallyhatch into an adult Parasite, they are closer to the size of agold piece. Once they reach peak maturity, they seek out asuitable host, assume its race and gender, and towards theend of its maturation cycle, lay or fertilize eggs along theirtravels.

Primitive Ancestry

Primitive AncestryBefore the advent of Necromancy as we know it, manyprimitive cultures revered the Parasites as means of bringingthe dead back to life. As it eventually became clear that theseparasites retained very few memories of their host, nor anylong lasting emotional attachment, the Parasite reverencedwindled to those who were truly desperate to revive thefallen.

NamesParasites prior to inhabiting the dead have no need for namesor language. However, once bonded they retain the languageof their host. They will either continue to use the name oftheir deceased host, use the name of the first town they comeacross in their travels, or allow their companions to give thema suitable name.

TraitsMuscle Memory. Pick a race other than this one. You wereonce a part of this race, and as such, your height, weight, andmovement speed are the same as when you were a memberof this race.

Ability Score Increase. You gain +2 bonus points in anyphysical attribute that your previous race possessed. If yourbase race did not have any natural bonuses in physicalattributes, you may pick one and add +2 bonus to thatattribute.

Shelled Out. You do not age. Given time, your biology allowsyou to preserve your visage and heal your host, even if bloodand vital organs are not completely necessary.

Half-Life. While you yourself are alive, your host is not. Allspells and abilities that affect the undead will also affect you.As a being of disease you have a resistance to disease. Youtreat exhaustion one level less. You must enter a state ofinactivity for 4 hours to avoid exhaustion, but do not requiresleep.

Necrotic Influence. You gain Necrotic resistance.

Darkvision. While connected to your host’s nervous system,you have passed your trait of perception in the darkness up to60 feet, and dim light at 90 feet. You cannot discern color ineither darkness, or light, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rollsand on Wisdom (Perception) checks that rely on sight whenyou, the target of your attack, or whatever you are trying toperceive is in direct sunlight.

Languages. You can speak, read, and write Common and onelanguage available from your previous race or subrace.

Subraces. There are five types of parasitic subraces for theParasites available to you. Choose Compresso, Cymothoa,Cordyceps, Ceratomyxa, or Cysticerosis, listed in thefollowing section.

1PART 1 | Infandous Homebrew

Page 3: The Ultimate Parasite Compendium: An Infandous Homebrew

Subraces:

Compresso -The Beast WithinEver growing in your new home, it becomes increasinglyapparent that you are not there to stay. With every passingbattle, with every level you increase, with every scratch orwound you receive, a piece of your host is torn away, revealingwhat you truly are underneath.

Ability Score Increase. You gain an additional +1 bonus to aphysical attribute.

Scaly Skin. Your thick carapace begins to show through yourborrowed flesh. When Unarmored, your AC is equal to 12 +your Dexterity mod.

Cymothoa -The Tongue BiterYou have invested in your host, and see it as a permanenthome. To keep enemies at bay, you are encouraged to talkyour way out of a fight, or appear more intimidating than youactually are by showing what rests on your tongue.

Ability Score Increase. Your Charisma score increases by+1.

Unnerving. Whenever you successfully intimidate someoneto unnerve them, they remain shaken for one additionalround.

Unnatural Presence. Your Intimidate skill works on animalsand vermin.

Cordyceps -The Zombie FungusDeath has claimed more of your host than you intended, but ithas granted you a deeper appreciation for life and nature.Fungus now grows rampant on your host.

Ability Score Increase. Your Wisdom score increases by +1.

Regeneration. You take an additional +1 to slashing damageand acid attacks, but whenever you lose a part of your bodymass, you can re-grow it in 1d10 minutes. Placing yoursevered limb against your body enables it to regenerateinstantly at the cost of a Standard Action.

Ceratomyxa -The Creeping FatigueYou have fished your drowned host from the ocean depths,and are thus a creature of land and sea; a being of surpriseand stealth over blunt force.

Ability Score Increase. Your Dexterity score increases by +1.

Amphibious You can indefinitely breathe both on land andwater.

Cysticerosis -The Altered MindYou have preserved more of your host's mind than the othersubraces. Memories are clearer, functions more fluid, and thebrain more susceptible to alteration.

Ability Score Increase. Your Intelligence score increases by+1.

Psychic Epithets. You gain the cantrip Vicious Mockery.

2PART 2 | Infandous Homebrew

Page 4: The Ultimate Parasite Compendium: An Infandous Homebrew

The Parasite:Warlock Pact OptionWarlocks have the following Otherworldly Patron option, inaddition to those in the Player's Handbook.

You have made a pact with a creature of the mortal plain, atrue neutral being who is only invested in keeping you aspreserved as possible until it can finally claim your body as itsown. It will be helpful on more than one occasion, but do notbe so hasty as to trust it completely, lest you find your handdrifting lazily over to a poison vial, and having no control leftto stop it as it's raised to your lips.

Otherworldly Patron:The ParasiteYour patron has saved you from Death's Door; albeitaccidentally. The Parasite had intended to claim your corpseas its own, but whatever powers may be allowed your magicsto prevent it from consuming everything you were, are, andyet to be. It is trapped within your flesh, and so it waits;helping, but biding its time until you make a final, fatalmistake.

Expanded Spell ListThe Parasite lets you choose from an expanded list of spellswhen you learn a warlock spell. The following spells areadded to the warlock spell list for you.

Parasite Expanded SpellsSpell Level Spells

1st Cause Fear, Jump

2nd Ghoul Touch, Darkvision

3rd Tongues, Ray of Exhaustion

4th Contagion, Detect Scrying

5th Symbol of Pain (M), Telepathic Bond

Disease ResistanceStarting at the 1st level, your patron has granted youadvantage over disease and poison. You also gain theResistance cantrip.

RestorationStarting at 6th level, you gain the ability to heal yourself. As aStandard action, you can regain hit points equal to threetimes your Warlock level. You must finish a long rest beforeyou can use this feature again. You may also restore lostlimbs, eyes, etc. in 1d10 minutes if you press them to theiroriginal position.

Carapace

CarapaceStarting at the 10th level, parts of you are covered in scales orspines and your skin takes an unnatural color (white, blue,silver, etc.). Creatures that grapple you, that hit you withmelee attacks, or that target you with touch spells must makea Reflex (Dexterity) saving throw or take piercing damageequal to half your warlock level. The DC is the same as yourDC for Warlock spells.

AberrationStarting at 14th level, at the cost of a Standard action, youcan unlock the full magnitude of your patron's effects. Thetargets who look upon this form become frozen in horror.Each creature within 30ft, except for allies, must make a Will(Wisdom) saving throw. On a failed save, the target isparalyzed while you are transformed. At the end of each of itsturns, affected targets can make another Wisdom savingthrow. On a success, the effect ends for that creature. Theonly spells you may cast in this form are cantrips. You mayonly use this ability once every long rest.

3PART 3 | Infandous Homebrew

Page 5: The Ultimate Parasite Compendium: An Infandous Homebrew

The Juvenile Parasite is almost as quick as it's maturecounterpart; however, it is not as finessed . Before becoming achrysalis, the territorial instincts are not as prevalent. As aresult, a clutch of Juvenile Parasites may vary from 2d6larvae. While not capable of possessing a host at this earlystage, they are known carriers of diseases. The fully mature, highly territorial Parasite is fully capable in

the art of stealth. At this stage, the Parasite is able to possessa corpse in 1d4 hours if left unchecked.

Possession. The DM rolls to pick an NPC, Monster, or playerthat has fallen in battle. The Parasite is now this race ormonster, and as such, its height, weight, and movement speedare the same as when the host were living.

Limit Removal. The Parasite gains +2 bonus points in anyphysical attribute that its host possessed. If the base race orcreature did not have any natural bonuses in physicalattributes, the DM may pick one or make or make a 1d6 rollwith assigned attributes and add +2 bonus to that attribute.

Necrotic Influence. The Parasite upon possession gainsNecrotic Resistance. However, all spells and abilities affectingthe Undead also affect The Parasite.

Sunlight Sensitivity Parasites have disadvantage on attackrolls and on Wisdom (Perception) checks that rely on sightwhen it, the target of its attack, or whatever it is trying toperceive is in direct sunlight.

5PART 5 | Infandous Homebrew

The Parasite (Juvenile)Tiny beast, unaligned

Armor Class 12Hit Points 1(1d4)Speed 15ft.

STR DEX CON INT WIS CHA

3 (-4) 14 (+2) 11 (+0) 2 (-4) 12 (+1) 2 (-4)

Damage Vulnerabilities: bludgeoning, acidCondition Immunities: disease, exhaustionSkills: Acrobatic +2, Stealth +6Senses: Darkvision 60ft, Passive Perception 11Languages --Challenge 1/8 (25 XP)

Camouflage. The Parasite has advantage onDexterity (Stealth) checks made to hide in forestand cave terrain.

ActionsBite. Melee Weapon Attack: +2 to hit, reach 5ft.,one target. Hit: 5 (1d6 + 2) piercing damage.

Filth Fever: Bite Hit. DC 12. It takes 1d3 days forFilth Fever symptoms to manifest in an infectedtarget. A raging fever sweeps through the target'sbody. The target has disadvantage on Strengthchecks, Strength saving throws, and attack rolls thatuse Strength.

The Parasite (Prime)Tiny beast, unaligned

Armor Class 13Hit Points 7 (3d4)Speed 15ft.

STR DEX CON INT WIS CHA

3 (-4) 16 (+3) 11 (+0) 5 (-3) 12 (+1) 1 (-5)

Damage Vulnerabilities: bludgeoning, acidCondition Immunities: disease, exhaustionSkills: Acrobatic +3, Stealth +6Senses: Darkvision 60ft, Passive Perception 11Languages --Challenge 1/2 (100 XP)

Camouflage. The Parasite has advantage onDexterity (Stealth) checks made to hide in forestand cave terrain.

Nimble Escape. The Parasite can take the Disengageor Hide action as a bonus action on each of itsturns.

Keen Sense. Parasites have advantage on Wisdom(Perception) checks that rely on hearing or smell.

ActionsBite. Melee Weapon Attack: +2 to hit, reach 5ft.,one target. Hit: 5 (1d6 + 2) piercing damage.

Filth Fever: Bite Hit. DC 12. It takes 1d3 days forFilth Fever symptoms to manifest in an infectedtarget. A raging fever sweeps through the target'sbody. The target has disadvantage on Strengthchecks, Strength saving throws, and attack rolls thatuse Strength.

Page 6: The Ultimate Parasite Compendium: An Infandous Homebrew

The Juvenile Parasite is as quick as it's mature counterpart;however, it is not as finessed. As a result, a pod of JuvenileParasites may vary from 2d6 larvae for safety. While notcapable of possessing a host at this early stage, they're bitesare known to cause paralysis.

The fully mature, highly territorial Parasite is fully capable inthe art of stealth. At this stage, the Parasite is able to possessa corpse in 1d4 hours if left unchecked.

Possession. The DM rolls to pick an NPC, Monster, or playerthat has fallen in battle. The Parasite is now this race ormonster, and as such, its height, weight, and movement speedare the same as when the host were living.

Limit Removal. The Parasite gains +2 bonus points in anyphysical attribute that its host possessed. If the base race orcreature did not have any natural bonuses in physicalattributes, the DM may pick one or make or make a 1d6 rollwith assigned attributes and add +2 bonus to that attribute.

Necrotic Influence. The Parasite upon possession gainsNecrotic Resistance. However, all spells and abilities affectingthe Undead also affect The Parasite.

Sunlight Sensitivity Parasites have disadvantage on attackrolls and on Wisdom (Perception) checks that rely on sightwhen it, the target of its attack, or whatever it is trying toperceive is in direct sunlight.

6PART 6 | Infandous Homebrew

Aqua Parasite(Juvenile)Tiny beast, unaligned

Armor Class 12Hit Points 1(1d4)Swim 80ft.

STR DEX CON INT WIS CHA

3 (-4) 14 (+2) 11 (+0) 2 (-4) 12 (+1) 2 (-4)

Damage Vulnerabilities: piercing, acidCondition Immunities: disease, exhaustionSkills: Swim +8, Stealth +4Senses: Darkvision 60ft, Passive Perception 11Languages --Challenge 1/8 (25 XP)

Camouflage. The Parasite has advantage onDexterity (Stealth) checks made to hide in forestand cave terrain.

Speed Swim. The Parasite can always choose to take10 on a Swim check, even if distracted orendangered when swimming. Such a creature canuse the run action while swimming, provided that itswims in a straight line.

ActionsBite. Melee Weapon Attack: +2 to hit, reach 5ft.,one target. Hit: 5 (1d6 + 2) piercing damage.

Paralysis: Bite Hit. DC 12. The target must make aFortitude save or be paralyzed for 1d4+1 rounds.Elves are immune to Paralysis.

Aqua Parasite (Prime)Tiny beast, unaligned

Armor Class 13Hit Points 7 (3d4)Swim 80ft.

STR DEX CON INT WIS CHA

3 (-4) 16 (+3) 11 (+0) 5 (-3) 12 (+1) 1 (-5)

Damage Vulnerabilities: piercing, acidCondition Immunities: disease, exhaustionSkills: Swim +8, Stealth +4Senses: Darkvision 60ft, Passive Perception 11Languages --Challenge 1/2 (100 XP)

Camouflage. The Parasite has advantage onDexterity (Stealth) checks made to hide in forestand cave terrain.

Speed Swim. The Parasite can always choose to take10 on a Swim check, even if distracted orendangered when swimming. Such a creature canuse the run action while swimming, provided that itswims in a straight line.

Keen Sense. Parasites have advantage on Wisdom(Perception) checks that rely on sight or smell.

ActionsBite. Melee Weapon Attack: +2 to hit, reach 5ft.,one target. Hit: 5 (1d6 + 2) piercing damage.

Paralysis: Bite Hit. DC 12. The target must make aFortitude save or be paralyzed for 1d4+1 rounds.Elves are immune to Paralysis.

Page 7: The Ultimate Parasite Compendium: An Infandous Homebrew

Special Thanks to:/u/AmethystValkyrie/u/Okami_G/u/Sajro/u/Regerem/u/SaintJustisce@SymbioticSnake@Snarkynerfherder89@Silversketcher@anons from /tg/@Disse86 -https://www.youtube.com/user/disse86(Sorry your sig was cropped!)

Thanks so much for your input into myhomebrew race. I couldn't have done itwithout you guys and the rest of thereddit and /tg/ community!

7PART 7 | Infandous Homebrew