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Heliana's Guide to Monster Hunting

Ombrask

ability score increase: Your Dexterity score increases by 2, and one other ability score based on your former race increases by 1, as described in the table below
age: Ombrasks live as long as the race from which they originated.
Size: Medium
speed: 30 ft.
Languages: You can read and write Common and Undercommon, but can speak only using your Voice Thief feature.
race features:
Ability Score Increase.
Ombrask Former Race Boons
Former Race Ability Increased
Cnidaran +1 Con
Cyclopian +1 Int
Dwarf +1 Con
Elf +1 Wis
Half-Orc or Dragonborn +1 Str
Gnome +1 Int
Gobboc +1 Wis or Cha
Golynn +1 Con
Half-Elf, Halfling, or Tiefling +1 Cha
Human +1 any ability except Dex
Oozekin +1 Con
Opteran +1 Cha
Rakin +1 Int, Wis, Cha, or Con*
*Choose one that the rakin subrace had a choice of.   Ask your DM for the Ability Increased if not on list.   Size. Ombrasks retain the general shape of their former race. Your size is either Medium or Small, based on your former race.   Darkvision. Accustomed to life on the Shadow Plane, you have superior vision in dark and dim conditions. 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 grey.   Fade Away. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for this spell. You can also cast this spell using any spell slots you have of the appropriate level.   Lightbender. Light naturally sculpts around your skin. You have advantage on saving throws against being blinded, and you have resistance to radiant damage.   Trackless. The Shadow Plane is a dangerous place and ombrasks quickly learn to move in the shadows, leaving scarce tracks in their wake. You have proficiency in the Stealth skill.   Voice Thief. While an ombrask can potentially understand any number of languages, it is a naturally mute creature. When a creature that can speak dies within 30 feet of you, you can use your reaction to absorb a piece of its psyche. After you have used this reaction, you can’t do so again until you finish a long rest.   After you have absorbed a psyche, you can perfectly mimic the creature’s voice, cadence, and speech patterns indefinitely. You can hold a number of pieces of psyche (and mimic a number of voices) equal to your proficiency bonus. If absorbing a new piece of psyche would put you over this limit, you must choose one psyche to be replaced.

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That.One.Guy.

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