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## Chimärean
##### ***"Consume, adapt, overcome."***
***-Chimaerean proverb***
The chimäreans are monstrous humanoids, the favoured children of Tzil`bukara, the mother of monsters, with the ability to adapt their bodies while growing and consuming other creatures. Most of the time they live on the islands created by their deceased mother with strong ties to their surrounding environment and defend their homes fiercely against invaders. When they are not defending their home against godborn or demon they prey upon special creatures to gain new abilities. ### Favoured Children of Tzil’bukara It was said that the Tzil`bukara, the mother of monsters was more powerful than a single god and could take on the form of any creature she has consumed once. Some of her offspring, like the shifters and changelings have inherited this ability too, being capable to change their shape and adapt their abilities but the chimäreans have adapted the phagomoprhosis of their mother. This ability enables the chimäreans to adapt their body based on their food source. Some use this ability to direct their own evolution because their children inherit these traits. After consuming a specific creature, parts of it are incorporated into the existing shape. In the beginning temporarily but by consuming more and more of the same creature the change becomes permanent. As a result the different members of the race look very differently and have different abilities and societies. Sometime the differences are so big that one cannot recognize two chimäreans as a member of the same race. \columnbreak
### Shil’ke’tah A chimärean usually thrives to fulfil the vision it has of itself by hunting and consuming the meat of specific creatures. That way it is capable to develop and enhance a set of abilities it desires to do so. This kind of self improvement is very important for chimäreans and a big part of their self expression and is called shil. Another big part of their identification is the knowledge of their abilities and weaknesses that define their role in their community. No role is ranked higher or lower than another because every role is important for the striving of the community. The acknowledgment of their own strength, weaknesses and role in society is called tah. Last but not least an important aspect is the will to use ones abilities to support the community and fill the role that one has acknowledged for one self. This can be quite hard as one could still desire another role even though it is not fitting is mind set or abilities. So the fulfilling of one’s role within society in accordance with its abilities is called shil'ke'ta, the greatest virtue an chimärean or creature can fulfil in their view. The shil'ke'tah is often necessary for the chimäreans to survive and strife in their homelands because the islands created by Tzil`bukara are some of the deadliest that exist. ### Hunting Gourmets The chimäreans have strong ties to the islands that have been created by Tzil`bukara and defend their homes against the godborn and demons. The only thing that causes them to go to other islands is the opportunity to gain access to the flesh of rare specimen. For these occasions they form great hunting parties that can have members of different tribes, species and even godborn that offer help. When the hunting party has formed it moves to the island it desires by traversing a portal, bridge or hire a ride by pirates. First creatures are hunted whose abilities are helpful for the main hunt and then the main target is hunted down. The hunters have the first right and can pick the parts they desire after the hunt is finished for risking their life and soul. After the first share they preserve the rest of the meat and move home as fast as possible. There they are welcomed with a great festival and the meat is shared with the rest of the community to celebrate the obtaining of new abilities for the tribe. \pagebreakNum ### Diverse Looks and Societies The islands created by the mother of monsters are very diverse, as is the wildlife populating them. As a result, the chimäreans inhabiting them have very different food sources and as a result look different from the ones inhabiting other islands. The ability to swim and breath under water could be necessary for a community that lives on an island with many swamps and have many traits of fish or amphibians while the ability to fly is necessary for those that live on an island that is broken into smaller parts that have the traits of birds and bats. Most of the chimäreans live in tribal communities, consisting of different families or clans that are led by a group of elders but some communities have adopted other forms of societies, probably inspired by their favoured food source. Some tribes consumed a lot of ants or other colony forming insects and have adopted their kind of society. They are led by one or more queens that give birth to the younglings. In this society the caste is chosen by birth and workers, soldiers and ministers and so on are given food so that they develop specific abilities to fit their caste in the beginning.
> ##### Different Shapes > > The basic chimäreans is a humanoid with one head, two arms and two legs, even though those properties have shifted and increased the amount of eyes, arms or legs or everything. > > When you create your chimärean think about the way it looks. What has it feeded on and how do the parents look? Which parts of animals are incorporated and in what way? Does your character look like a patchwork of different animals that do not fit, are the colours and forms matching? Speak with your dungeonmaster, your choice doesn’t affect the game statistics. >
### Chimärean Names Chimäreans have many names in their life, representing their adaptive nature. When they are born, they are usually given a call name that describes a feature by those who raise it and give themselves a name when they have decided about the role they want to have in the community. In addition to their name they have a nickname that often describes their favoured food or cooking style. Their surnames represent their current association, for example whether they are part of a hunting party at the moment, an adult part of a family or soldier part of a squad. Names are usually descriptive and are not depending on their gender, even though communities with contact to other races my adopt their naming conventions. **Call Names:** Green gills, rabbit head, bat wing, gourmand, dragon tail, red scales, sweet singer **Adult Names:** Cook, shaman, leader, guard, hunter, caretaker, soldier, officer **Surname:** Tribe: Wolf Catcher, Hunting Party: White Dragon Slayers, Squad: Winged Marauders \columnbreak
**Example Name:** Rabbit Head Hunter of tribe Rabbit Snacker of the hunting party Orc Blood Drinkers. When the hunting party has finished their hunt, he is no longer part of that group and only called Rabbit Head Hunter of tribe Rabbit Snacker. Long names are a sign of proud because they hint that one is a valuable member of its community. ### Chimärean Traits Your chimärean has a range of abilities that his ancestors have developed and gathered over the time and refined with their ability of phargomorphosis and directed evolution. **Ability Score Increase.** Increase one ability score of your choice by +1 and another one by +2. **Age.** Chimäreans mature much faster than humans, reaching adulthood at an age of 12 but live about the same length, even though some of them can live up to the age of 200 years. **Alignment.** Even though the mindsets of the chimärean seem to differ greatly for outsiders, when they compare the tribe like cultures with the insect like colonies, they are based on the same basis. Each chimärean has a strong sense of self expression and desire of improvement and knows what it can do and not, combined with a strong sense to protect and support those they care for. Due to this they are capable to work well in groups even though they tend to a chaotic alignment. \pagebreakNum **Size.** The size of the chimäreans varies greatly. Some range between 3 and 5 ft. while others tower over others with a height of 7 ft. and weight ranging from 60 lbs. Up to 400 lbs. Your size is Medium or Small, you decide so when you choose this race. **Speed.** Your normal movement speed is 30 feet. **Monstrosity.** Your creature type is monstrosity in addition to humanoid. **Languages.** You can speak, read and write Common and Molwar. Molwar is a language characterized by a fast change between high and slow pitching sounds and written as knots. The amount of knots and distance between those characterize specific sound combinations. **Phagomorphosis.** As part of a long rest you can consume meat of a specific kind of creature to gain some of its abilities for a certain amount of time (The amount of meat required is determined by your DM). This can alter your look, for example after the consumption of wolf meat you could adopt its nose or ears until you lose the abilities gained by consuming its meat. Depending on the type of creature you have consumed you gain one of the following abilities: * **Abberation.** You gain resistance against psychic damage while this ability is active and can send telepathic messages to willing creatures within 30 ft. of you but not receive. * **Beast.** When you use this ability choose hearing, smell, sight or touch. While this ability is active you have advantage on Wisdom (perception) checks, that rely on that sense. * **Celestial.** While this ability is active, you gain resistance against radiant damage and advantage on Wisdom (insight) checks to detect lies. * **Dragon.** You gain resistance against the damage type associated with its colour based on the dragon born table while the ability is active. Wyvern meat grants you resistance against poison damage. * **Fey.** While this ability is active you cannot be put magically to sleep and have advantage on saving throws against being charmed and frightened conditions. * **Fiend.** While this ability is active, your darkvision is increased by 30 ft. and you can see up to 30 ft. in magical darkness. * **Giant.** While this ability is active, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. * **Humanoid.** While this ability is active, you gain proficiency in a skill of your choice. * **Monstrosity.** While this ability is active, you have advantage on Charisma (intimidation) ability checks. * **Undead.** While this ability is active, you gain resistance against necrotic damage and advantage on death saving throws. You can only benefit from one benefit at a time and the effect lasts until you start your next long rest. \columnbreak **Metamorphosis.** Your body adopts to your will, as you require it. At the end of a long rest you can choose one of the metamorphosis listed below. When you choose another feature than you already have, your first one will be replaced. * **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 colour in darkness, only shades of gray. * **Nimble Climber.** You gain a climb speed equal to your walking speed. * **Water Adaption.** You can breathe air and water, and you gain a swim speed equal to your walking speed. * **Watcher.** While you are awake you cannot be surprised. * **Runner.** You can use the dash action as a bonus action. * **Fast Hands.** You can use the use an object action as a bonus action. * **Natural Weapons.** As a bonus action you can grow a natural weapon of your choice that counts as an unarmed strike and that deals 1d6 + your Strength modifier damage. When you grow your weapon, you decide whether it deals bludgeoning, piercing or slashing damage. You can use a bonus action to change the damage type of your natural weapon to bludgeoning, piercing or slashing. The weapon lasts until you fall unconscious or retract it as a bonus action. * **Wings.** As a bonus action you can sprout a pair of wings to gain a flying speed equal to your walking speed. These wings last up to one minute, until you retract them as a bonus action or you fall unconscious. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest. While your wings are active you can expand the remaining time as a free action by using one of the remaining uses. * **Natural Armour.** When you aren't wearing armour, your AC is 13 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour. * **Natural Shell.** While you are not wearing armour, your natural protection provides you with a fixed AC of 17 (your Dexterity doesn’t affect this number). A shield's benefits apply as normal while you use your natural shell. * **Telepathy.** You can communicate with a number of willing creatures up to your proficiency modifier within 100 ft. of you that you can see or sense otherwise.
> ##### References > > * Race created by Etschbeijer > * Document created with GMBinder > * [1st Picture | Red-Sinistra](https://www.deviantart.com/red-sinistra/art/Creature-Concept-Moth-Hybrid-683315752) > * [2nd Picture | Max Berthelot](https://www.artstation.com/artwork/8k9WE) > \pagebreakNum ## Racial Feat A racial feat to enhance the gameplay expirience with the race is represented here. ### Improved Metamorphosis Your knowledge and expirience give you further control over your body, enabling it to add additional changes while resting. *Prerequisite. Chimärean* * Increase one ability score of your choice by +1, to a maximum of 20. * When you finish a long rest you can choose one additional metamorphosis from the listed metamorphoses of the Chimärean race. You cannot choose the same methamoprhosis multiple times. * You can choose this feat multiple times.