User:Balmz/shambling folk

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Author: balmz (talk)
Date Created: sept 17 2018
Status: tbc
Editing: Clarity edits only please
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Shambling Folk[edit]

Summary:A strange variant of shambling mounds that are playable

Personality[edit]

Shambling Folk are independent minded nomadic folk. They do understand the idea of society and civilization but find it strange. They tend to be passive and soft spoken folk. Most shambling folk tend to be wanderers in their homes.

Physical Description[edit]

Believed to be a rare offshoot or distant cousin to shambling mounds, shambling folk are made of a mix of vines, tendrils, moss like flesh in the rough shape of a quadruped humanoid. They range from 4 to 5 feet tall and 3 feet girth. Shambling folk are both male and female but they seek other of their kind to reproduce and improve breeding stock. They reproduce by merging parts of themselves and other shambling folk into a special mound. The parents guard the mound until new folk arise from the mound 1d6 days later after which they protect the newborns for 1 week after which the new folk can take care of themselves and the parents depart.

Relations[edit]

Most races find the shambling folk odd and generally leave them alone. Shambling folk usually only interact with people they come across during their wandering. Druids, rangers and other nature minded folk have no issue with them.


Alignment[edit]

Shambling folk can be any alignment but tend toward any neutral alignment

Lands[edit]

Shambling folk are native temperate forests, marshes, meadows, conifer forests.

Religion[edit]

They tend toward secular beliefs, nature or plant deities.

Language[edit]

They speak Common and Sylvan. Their voices sound like plants rustling when they speak.

Names[edit]

Shambling Folk tend to use nature based names or accept nicknames if interacting with other peoples.

Racial Traits[edit]

  • +2 Constitution, +2 Wisdom: Their strong bodies give them good health and their strange nature gives them some wisdom.
  • Plant: Shambling Folk are a strange conglomeration of vines, tendrils and moss like flesh in the rough shape of a humanoid. They lack fire and electric resistances and immunity that shambling mounds have. 
  • Medium: As a Medium creature, a shambling folk has no special bonuses or penalties due to its size.
  • Shambling Folk base land speed is 20 feet feet.  
  • Low-Light Vision: A shambling folk 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. 
  • Bizarre Mind and Body (Ex): Shambling folk gain a 4+ bonus to saves involving mind affecting effects, sleep effects, stunning, paralysis and polymorph and poisons except as listed below. They are not immune to these effects. 
  • Logical plant weaknesses: Shambling folk take double damage from fire attacks, 50% more damage from slashing weapons. 
  • Pest Baned: Against poisons, mind effects, stunning, paralysis and sleep effects from vermin and insectoid races, vermin like aberrations or general creepy crawlies the shambling folk take a -4 penalty on saves to resist their effects. 
  • Plant fortification: A shambling folk has a 50% chance of a critical hit being negated except for these exceptions: slashing and fire damage ignore the critical hit negation. Shambling Folk have critical hit immunity ignored from vermin and insectoid humanoids, vermin like aberrations or general creepy crawlies attacks. If attacked by these foes with natural weapons the threat range is extended by 3 and the critical multiplier increases by 2. This stacks with any bonuses the foe may have. 
  • Nature Magic Effects (Ex): Shambling folk can be affected by certain magic effects as if they were plants and in a few different ways as listed. 
  • Plant Roots and Synthesis: Shambling folk can eat and drink like other races but they can also draw nourishment from the earth. A shambling folk can rest for 8 hours and send parts of themselves into the ground to draw liquids and nutrients. This requires them to be rooted for 8 hours and acts as a day's worth of food. Depending on the ground type they may not be able to do this. They also if denied light for more then 2 days take a -1 to all rolls, saving throws and checks until they get at least 4 hours of sunlight.
  • Automatic Languages: common, sylvan
  • Bonus Languages: None
  • Favored Class: Any
  • Level Adjustment: +0
  • Effective Character Level: 1


Plant Magic Effects[edit]

  • Entangle: Must make a fortitude saving throw or be contorted painfully taking 1d6 damage per caster level and taking 1d6 dexterity damage. The Shambling folk takes a -4 penalty to the save.
  • Plant Growth: Acts as an enlarge person spell.
  • Diminish Plants: Acts as a reduce person spell
  • Animate Plants: Must make a fortitude save or be treated as if effected by dominate person spell. The Shambling folk takes a -4 penalty to the save.

Vital Statistics[edit]

Table: Shambling Folk Random Starting Ages
Adulthood Simple Moderate Complex
7 years years ++1d2 ++1d4 ++2d3

{{3.5e Racial Aging Effects |name=Shambling Folk |middle=35 |old=50 |venerable=75 |maximum=+3d12

Table: Shambling Mound Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4'1" ++2d6 175 lb. lb. × (× (1d2) lb.) lb.
Female 4'1" ++2d6 175 lb. lb. × (× (1d2) lb.) lb.



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