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Rapanip (3.5e Race)

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Author: the bluez in the dungeon (talk)
Date Created: 23/10/2022
Status: Complete
Editing: Clarity edits only please
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RapanipEdit

Humanoid turnips with the ability to make unholy monsters flee.

PersonalityEdit

Mischievious and cautious, rapanips are known tricksters who love sweets and candies as well as practical jokes and devilry. They are however, fiercely adverse to unholy creatures, evil spirits and forces of darkness, aiming to dispel them and remove them from the world.

Physical DescriptionEdit

As moving plants, they are small humanoids made as root vegetables, with turnips as heads and bloated bellies. Their faces are hollow carvings, resembling grotesque human features, with a will-o-wisp burning inside of them, in various, eerie, coloured light.

They are very fond of disguises, and so they like to wear almost any kind of garments, depending on what or who they want to imitate. There's a twist in this behaviour though, as they like to morph and bend in horrible ways their clothes.

RelationsEdit

Gnomes and halflings adore them, as well as any race that loves candies. They are despised by more serious people and those that are scared by their antics, but only undead and fiends loathe particularly them.

AlignmentEdit

Their puckish nature makes them naturally chaotic. Regarding malice and virtue, they have no particular tendency, as there are many rapanips that follow a path of righteousness, trying to protect the living from living dead and from malicious beings, while others exploit their scare factor to bring misery to others.

LandsEdit

They live in loose communities underground, emerging by night or during dark days to go hunting for victims, wheter living or not. They feed on fear and the suffering of evil spirits and so they need to either prank their unfortunate preyy or to fight monsters to live.

ReligionEdit

Some of them hold dear the worship of good deities, especially those averse the undead, or of deities of the dead, while other praise trickster gods, or tutelary spirits. Most of them seem to worship anyway a being known only as "the Great Gourd".

LanguageEdit

Because of their strong association with the dead, they speak Necril, but they often learn other extraplanar languages, such as Abyssal or Infernal.

NamesEdit

Their names are mostly in Necril, with some spooky nickname in Common added, that they choose on their own, as a way to make themselves more scary.

Racial TraitsEdit

Sapblood's traits
A sapblood creature possesses the following traits (unless otherwise noted in a creature’s entry): no low-light vision (unless specified, not immune to mind-affecting spells and abilities, but gains a +2 bonus against such effects, not immune to poison, sleep effects, polymorph, and stunning, but gains a +4 bonus against poisons and stunning effects, immune to paralysis. Susceptible to magic and effects that affect Plant creatures, like repel wood, but not to effects that affect plant objects (like warp wood). Sapblood creatures are proficient with their natural weapons, if they have any, whatever armor or weapon appears on their entry and with whatever weapon, armor and shield their classes give them proficiency with. They have light fortification.Sapblood creatures may eat and drink (and so benefit from consumables such as potions), but they can forgo heterotrophic nutrition by remaining in the sunlight (and, if their physiology allows them, rooting) for, at least, the same time other creatures need to rest (usually 8 hours per day). This allows them to avoid needing sleep and food, but they still need to drink water. Casters still need to rest to regain spell slots.
  • Plant (Sapblood): As humanoid turnips, rapanips have a duplicitious nature. 
  • Small: As a Small creature, a rapanip gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Rapanip base land speed is 20 feet.  
  • Low-Light Vision: A rapanip can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. 
  • Eerie Light (Su): Rapanips always shine like a candle, unless they choose to snuff their flame as a free action (another free action is required to reactivate it). An unconscious rapanip doesn't shed light. They may cast dancing lights as a supernatural ability two times per day. Once per day they may increase their light to that of a torch, as a swift action. This effect lasts as long as they maintain it with a swift action. The area illuminated outlines ethereal creatures, making them more vulnerable to attacks. Magic attacks hurt them as if they had ghost touch, while mundane attacks have a 50% chance of actually hitting, as if they were magical. In addition to this, undead and fiends (evil outsiders) in the light must pass a Will save (DC is 10 + half HD + Wisdom modifier) or be shaken as long as they stay in the light (bypassing immunities). A creature that passes the save can't be affected until the next morning. 
  • Jumpscare (Ex): Once per encounter a rapanip can use the jumpscare ability. 
  • Trick or Treat (Su): Once per day, as a standard action, a rapanip with any kind of bag, or similar holding item, may spill it, producing the effect of caltrops in an area, but the caltrops deal non-lethal damage and cause targets to slow due to sticky feet rather than injury. Cleaning one's feet with water or other means as a standard action removes the penalties involved. Only one set of caltrops can be deployed at a time. Alternatively, once per day, it can use a candy (even one from the bag) to duplicate the effect of goodberry on your candy, but the effect only lasts 24 hours, or it can make a trick and can hide a razor blade that deals 1d6 slashing damage on consumption and 1 bleed each round until a DC 15 Heal check is made, or any other amount of curing. The blade vanishes after 24 hours. It must choose between the trick or treat function as they draw from the same daily source. 
  • They gain a +2 to Disguise and Knowledge (religion) checks.
  • Automatic Languages: Common and Necril
  • Bonus Languages: Abyssal, Aklo, Axiom, Celestial, Infernal
  • Favored Class: Rogue
  • Level Adjustment: +0
  • Effective Character Level: 1

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