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A
n armored frontlining human takes blow after
blow, and when she begins to weaken, she
becomes all the more savage - hitting harder,
striking faster, dying slower. A wounded dog is
lethal, but a wounded atavist is a bloody
nightmare. With caution halfway around the
world, she wounds her own arm, but the enemy
falls to the ground as he takes all the pain. Another foe comes
near, but inding her only stronger than she was previous.
An orc throws more than his all into each blow, hurting
himself in a magical effort to strengthen his blows, but knows
it's not enough. He stills and lets the alien forces take over his
mind, as his body coalesces into a single strip of lesh, and ive
hairs grow from his head, like tentacles, but sprout mouths
on the ends - arms thinning, skin stretching into wings, and
he takes light through the masses.
The ireball rounds the corners of the maze, the wizard's foul
ire chasing his would be killer down the hall, but a sacri icial
slight crippling of his arm gives him the power he needs to
dodge out of the iery current.
No matter their upbringing, race, culture, or even time
period, atavists are united by their ability to make use of their
own vitality in their weaponplay. There may have been
bloodlines at one point, but those are gone now.
Circumstantial Equivocators
The magic used (or abused) by atavists is sometimes
questionable at best, and when under close examination, can
often be found to be a type that is commonly disowned,
unsupported, and generally looked down on. However, this
usually is not true in all parts of the world - perhaps you have
had bad traveling experiences because of it, or you've never
been in a place where you've been shunned; perhaps the
opposite.
If you have hidden your powers, or put them to an unusual
cause, what effect has that had on how con ident your character
is? Would 'I was born like this' as a defense have held up
wherever you came from?
Creating an Atavist
The most important question to consider when creating your
atavist is the effect that their powers have had on them - and
how those effects and powers were treated by those around
you. Did you lose sets of friends due to fearful ignorance? Did
your family embrace and accept you for who you are, or did
they turn a blind eye to your powers and hope they - or maybe
you altogether - would disappear?
Atavists are known for their rigid health, physicality, and
aptitude for circumstantially evil magics. Certain sages and
other scholars would love to study you, or those with the same
motives and less morals may pose a danger to you; maybe they
already have. Do you wish you could hide or remove your
power? Or do you want to defeat the stereotype you're applied
to and be a hero?
After your journey begins as an atavist, it might happen upon
a new road. Are you a brutal warrior who wants to be attacked -
a jaded, wearied soldier who will never fall? Are you a hopeful
and strong warrior that has fallen to af lictions of the mind; the
in luence of strange beings, that are a cursed blessing? Or are
you a ruthless killer, lethal and weaponized, who will not stop
to get what they want?
Quick Build
You can make a atavist quickly by following these suggestions.
First, Constitution should be your highest ability score,
followed by Strength or Dexterity (if you want to focus on
melee or ranged weapons respectively). Second, choose the
Soldier background.
Bloodied Aspect
Greater Viscera Your color of atavism is one who thrives on a wounded
At 7th level, your body has taken on alabaster and bedrock physique, gaining adrenaline and power from being closer to
properties. Any instance of damage you take is reduced by 4 death. These atavists tend towards extreme masochism, and are
(except from rending), instead of 2, for your Hardened Viscera sometimes only truly happy when they can feel cuts, bruises,
feature. Additionally, Choose one of the following features. and blood pumping from their body alarmingly.
Plasma Elasticity. Your attention to expended blood is
unprecedented. Whenever damage is rolled against you (except Wounded Nature
from rending), your next rend dice are maximized if used Beginning at 3rd level when you choose this aspect, you gain a
within 1 minute. series of bene its as an atavist warrior, which strengthen as you
Greedy Render. You take hold of hits and roll with the become weaker, and re lexes take over. Choose one of the
punches. Whenever damage is rolled against you (except from following features, which remain active as long as you are
rending) by a hostile creature, your next immediate rend below your maximum hitpoints:
doesn't cost you hitpoints if used within 1 minute. Alacrity. You can hover in and out of a foe's arm reach,
Bastion Countenance. You bend and weave ichor to dance stepping in and out as easily as a lick of the hand. You can take
around enemies. When you are hit by an attack, you can rend the Disengage action as a bonus action.
yourself as a reaction creating a wall of blood. You gain a bonus Waste Not. You draw out power of a deceased creature to
to AC against that attack equal to your rend, potentially causing fuel your own. When a creature within 30 feet of you dies, your
the attack to miss. next rend doesn't require hitpoints if used within 1 minute.
Beating Re lexes. Your agility and hardiness are
Extra Attack unparalleled across people. You can rend to Strength and
Dexterity ability checks.
Beginning at 11th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. In addition, choose one of the following features. When you fall
below half your maximum hitpoints (rounded up), your chosen
Sanguine Sacraments feature activates for you and replaces your above feature, and
remains active as long as you are under that threshold:
Starting at 14th level, you begin to unravel hallowed secrets of Thickening Humors. Your spells are overloaded as your
the interwoven magic and body called a sacrament. Choose one bones crack and disjoint under the heavy hand of atavism. You
5th-level spell from the atavist spell list as this sacrament. can add your Constitution modi ier to the damage you deal with
You can cast this sacrament spell once without expending a any atavist spell.
spell slot. You must inish a long rest before you can do so again. Serrated Strike. Your blade's edge coats and sharpens in
At higher levels, you gain more atavist spells of your choice the blood spilled. If you roll the maximum value on a damage
that can be cast in this way: one 6th-level spell at 17th level, die, rend die, or this feature for a weapon's damage, you can
and one 7th-level spell at 20th level. You regain all uses of your add a d8 to the result.
Sanguine Sacraments when you inish a long rest. Flowing Veins. Your vessels open. When you rend yourself
and add the result to a weapon damage roll, the result is
Nigh Immortality doubled, thus you both take and apply double the rend result.
At 20th level, you are nearly impossible to kill. Your body ceases
to age, and if you die and at least one part of your body exists,
Maiming Aura
At 6th level, you and friendly creatures within 10 feet of you
such as a inger joint or an eye, your body can regrow from that
add your Constitution modi ier to their weapon damage rolls
part over the course of one day. At the end of that day, you will
when you are below half your maximum hitpoints.
return to life with 1 hit point. If you were killed due to the
At 18th level, the range of this aura increases to 30 feet.
disentegrate spell or a similar effect, or all of your body has
been burned or otherwise ruined, this feature has no effect.
Halfbound
At 10th level, you have advantage on a weapon attack roll once
per turn if you are below half your maximum hitpoints.
Hydrafly
Medium aberration, unaligned
Armor Class 14 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 20ft., fly 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 14 (+2) 3 (-2) 13 (+1) 9 (-1)
Saving Throws Wis +3
Skills Perception +5, Stealth +6
Senses darkvision 60 ft., passive Perception 15
Languages —
Challenge 1 (200 XP)
Touch of the Elders. The hydrafly can turn
incorporeal and move through other creatures
during its turn as part of its movement, but not
objects or walls. If its speed drops to 0, it cannot
Void Treader
Medium aberration, lawful evil
use this ability.
Flyby. The hydrafly doesn't provoke opportunity Armor Class 15
attacks when it flies out of an enemy's reach. Hit Points 84 (13d8 + 26)
Speed 15ft. fly 20 ft. (hover)
Multiple Heads. The hydrafly has 2d4 heads. It has
advantage on saving throws against the blinded and
deafened conditions. For each head the hydrafly has STR DEX CON INT WIS CHA
beyond one, it gets an extra reaction that can be
used only for opportunity attacks. 8 (-2) 16 (+3) 14 (+2) 14 (+2) 8 (-2) 8 (-2)
Whenever the hydrafly takes 4 or more damage in
a single turn, one of its heads dies. If all its heads Senses darkvision 60 ft, passive Perception 8
die, the hydrafly dies. Languages Deep Speech, telepathy 60 ft.
Challenge 2 (450 XP)
Actions
Elder Mind. Any creature that attempts to read the
Multiattack. The hydrafly snaps thrice. void treader's thoughts takes 2d10 psychic damage.
Snap. Melee Weapon Attack: +5 to hit, reach 10 ft., Thought Shield. The AC of the void treader includes
one target. Hit: 5 (1d4+3) slashing damage. its intelligence bonus.
Innate Spellcasting (Psionics). The void treaders's
innate spellcasting ability is intelligence (spell save
DC 12). The void treader can innately cast the
following spells, requiring no components:
At will: mage hand (the hand is invisible), minor
illusion.
1/day each: dissonant whispers.
Actions
Entangle. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 11 (3d4 + 3) bludgeoning
damage, if the target is a creature, it is grappled,
(escape DC 13).
Psychic Crush (Recharge 3-6). The void treader
targets two creatures within 60 feet of it. The
targets must make a DC 12 Intelligence saving
throw, taking 10 (3d6) psychic damage on a failed
save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 3 (-4) 10 (+0) 3 (-4) 19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 13 (+1) 18 (+4) 15 (+2) 17 (+3) 8 (-1) 18 (+4) 19 (+4) 17 (+3) 11 (+0) 16 (+3)
Saving Throws Con +4, Int +7, Wis +5 Saving Throws Dex +7, Con +7, Cha +6
Skills History +7, Perception +5 Skills Acrobatics +7, Perception +6, Stealth +7
Senses darkvision 120 ft., passive Perception 15 Damage Resistances bludgeoning, piercing, and
Languages Deep Speech, telepathy 120 ft. slashing from nonmagical weapons
Challenge 5 (1,800 XP) Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish, Goblin, Sylvan, Void
Amphibious. The aboleth can breathe air and water. Speech
Challenge 6 (2,300 XP)
Mucous Cloud. While underwater, the aboleth is
surrounded by a transformative mucus. A creature All-Around Vision. Attackers never gain advantage
that touches the aboleth or hits it with a melee on attacks or bonus damage against a mamura from
attack while within 5 feet of it must make a DC 14 the presence of nearby allies.
Constitution saving throw. On a failure, the creature
is diseased for 1 hour. The diseased creature can Magic Resistance. The mamura has advantage on
breathe only underwater. saving throws against spells and other magical
Probing Telepath. If a creature communicates effects.
telepathically with the aboleth, the aboleth learns Friend to Darkness. In darkness or dim light, the
the creature's greatest desires if the aboleth can see mamura has advantage on Stealth checks. It can
the creature. attempt to hide as a bonus action at the end of its
turn if it's in dim light or darkness.
Actions Distraction. Because of the mamura's alien and
Multiattack. The aboleth makes three tentacle forbidding aura, any spellcaster within 20 feet of the
attacks. mamura must make a successful DC 14 spellcasting
check before casting a spell; if the check fails, they
Tentacle. Melee Weapon Attack. +7 to hit, reach 5 lose their action but not the spell slot. They must
ft., one target. Hit: 11 (2d6+4) bludgeoning also make a successful DC 14 spellcasting check to
damage. If the target is a creature, it must succeed maintain concentration if they spend any part of
on a DC 14 Constitution saving throw or become their turn inside the aura.
diseased. The disease has no effect for 1 minute and Flyby. The mamura doesn't provoke an opportunity
can be removed by any magic that cures disease. attack when it flies out of an enemy's reach.
After 1 minute, the diseased creature's skin
becomes translucent and slimy, the creature can't
regain hit points unless it is underwater, and the Actions
disease can only be removed by heal or another Multiattack. The mamura makes three claw attacks
disease curing spell of 6th level or higher. When the and one whiptail sting attack.
creature is outside a body of water, it takes 6 (1d12)
acid damage every 10 minutes unless moisture is Claw. Melee Weapon Attack: +7 to hit, range 5 ft.,
applied to the skin before 10 minutes have passed. one target. Hit: 8 (1d8+4) slashing damage, and the
target must succeed on a DC 15 Constitution saving
throw or be poisoned for 1 round. The poison
duration is cumulative with multiple failed saving
throws.
Whiptail Stinger. Melee Weapon Attack: +7 to hit,
range 5 ft., one target. Hit: 8 (1d8 + 4) piercing
damage, and the target must succeed on a DC 15
Constitution saving throw or take 1d6 poison
damage. If the target is also poisoned by the
mamura's claws, it takes another 1d6 poison
damage at the start of each of its turns while the
poisoning remains in effect.