Deviantheart
2016-04-09, 12:37 AM
I had posted this on Dnd wiki, and wanted to make a copy of it here for further feedback, and in case if I need emergency back up.
I will not be posting the image, due to that most Alraune pictures are very revealing, and the one I used was no exception.
Alraune
Beware the forests young lad, for you may never return once the Alraune find you.
Physical Description
The Alraune are beautiful men and women in enormous flowers with huge petals. The bulb carrying this flower have a large quantity of vines growing out of them used for movement and to absorb food from the ground. They are shades of green, and have leaves and flowers that grow out of their humanoid form. Their human body looks something akin to an elf or a human.
History
The Alraune were created by the blood and bodies left after many wars from the humanoids. Magic reverberated in the air, and eventually forced the plants to absorb the life essences of humans, and infuse them in their seeds. after many months, these seeds spread, and out of them the first Alraune were born. They were beautiful men and women inside large flowers, and after years of survival by collecting sunlight and food, they learned that the humanoids were also useful for the spreading of their young, and made useful subjects.
Society
The Alraune do not have organized societies, but are still very social creatures. While they are a rare race to see being so young, you can commonly find them in clearings open to the sun in groups of six or eight. Rarely are they seen in human civilization.
Alraune Names
The Alraune are not born with names, but borrow ones from gnomes, elves, or even flowers of the forest.
Male: Glaemir, Bryn, Columbine, Del, Eldon, Erky, etc
Female: Breena, Carlin, Drusilia, Enna, Keyleth, Rose, Etc
Alraune Traits
Ability Score Increase. Your Constitution or wisdom increases by 1, and your charisma by 1.
Age. The Alraune are magical in nature, and age slowly. They mature after about 2-3 years, and die at around age 750. They look like a young adult throughout all of their life after maturity, however.
Alignment. The Alraune are of the forest, and therefore lean towards chaotic.
Size. Your size is medium.
Speed. Your base walking speed is 25 feet.
Floral Body. You are vulnerable to fire damage. You do not eat foods like normal. you must spend 30 minutes absorbing nutrients from soil once per day to benefit from a day's food and drink requirements, provided the soil is wet enough. In addition, you do not need to sleep, but need to be under the sun for 4 hours a day to benefit from a long rest. Can only benefit from a long rest this way once per day.
Alraune Nectar. The Alraune produce a powerful nectar with an innate aphrodisiac and stamina enhancer. Once per long rest, you may make all adjacent enemies make a charisma saving throw vs 8 + proficiency bonus + Charisma Modifier. If failed, the enemies are charmed, and seduced by the Alraune. Enemies are no longer under the effect if they take damage, and may remake the saving throw if the DM sees fit at the end of each of their turns.
(Note: Seduced is more-so flavor text than a status effect)
Floral Knowledge . You are from the forest and have an innate knowledge of the wilderness. You are proficient in the Nature skill.
Languages. You understand and can speak Common, Sylvan, and Elven.
Subrace. The two main kinds of Alraune are the Sunflower and Rose Alraune. Choose one of these subraces.
Sunflower Alraune
Ability Score Increase. Your Strength or Constitution increases by 1.
Sun-power. You may activate this once per long rest when exposed to the sun. You regenerate your constitution modifier at the end of your turn for 1d4 rounds.
Brave. You are resistant to being frightened.
Grabbing Vines. You may make a strike with one of your vine legs, dealing 1d4 bludgeoning damage. You can then make a free athletics check as an attempt to grapple the target. This does not use your hands, and therefore may still use two handed weapons properly. Finesse weapon. At level 6, this is treated as a magical weapon.
Rose Alraune
Ability Score Increase. Your Charisma or Wisdom increases by 1.
Perfect Flower. You have a beautiful appearance, and a voice to match it. You gain proficiency to persuasion, or expertise if already proficient.
Thorny Vines. You have a natural weapon that deals 1d4 piercing damage, and an additional 1d4 poison damage at level 6 and treated as a magical weapon. Finesse weapon.
Powerful Nectar. The Rose Alraune's nectar is very potent, and hard to resist. Enemies under the effects of the Alraune nectar have disadvantage to resist it.
I will not be posting the image, due to that most Alraune pictures are very revealing, and the one I used was no exception.
Alraune
Beware the forests young lad, for you may never return once the Alraune find you.
Physical Description
The Alraune are beautiful men and women in enormous flowers with huge petals. The bulb carrying this flower have a large quantity of vines growing out of them used for movement and to absorb food from the ground. They are shades of green, and have leaves and flowers that grow out of their humanoid form. Their human body looks something akin to an elf or a human.
History
The Alraune were created by the blood and bodies left after many wars from the humanoids. Magic reverberated in the air, and eventually forced the plants to absorb the life essences of humans, and infuse them in their seeds. after many months, these seeds spread, and out of them the first Alraune were born. They were beautiful men and women inside large flowers, and after years of survival by collecting sunlight and food, they learned that the humanoids were also useful for the spreading of their young, and made useful subjects.
Society
The Alraune do not have organized societies, but are still very social creatures. While they are a rare race to see being so young, you can commonly find them in clearings open to the sun in groups of six or eight. Rarely are they seen in human civilization.
Alraune Names
The Alraune are not born with names, but borrow ones from gnomes, elves, or even flowers of the forest.
Male: Glaemir, Bryn, Columbine, Del, Eldon, Erky, etc
Female: Breena, Carlin, Drusilia, Enna, Keyleth, Rose, Etc
Alraune Traits
Ability Score Increase. Your Constitution or wisdom increases by 1, and your charisma by 1.
Age. The Alraune are magical in nature, and age slowly. They mature after about 2-3 years, and die at around age 750. They look like a young adult throughout all of their life after maturity, however.
Alignment. The Alraune are of the forest, and therefore lean towards chaotic.
Size. Your size is medium.
Speed. Your base walking speed is 25 feet.
Floral Body. You are vulnerable to fire damage. You do not eat foods like normal. you must spend 30 minutes absorbing nutrients from soil once per day to benefit from a day's food and drink requirements, provided the soil is wet enough. In addition, you do not need to sleep, but need to be under the sun for 4 hours a day to benefit from a long rest. Can only benefit from a long rest this way once per day.
Alraune Nectar. The Alraune produce a powerful nectar with an innate aphrodisiac and stamina enhancer. Once per long rest, you may make all adjacent enemies make a charisma saving throw vs 8 + proficiency bonus + Charisma Modifier. If failed, the enemies are charmed, and seduced by the Alraune. Enemies are no longer under the effect if they take damage, and may remake the saving throw if the DM sees fit at the end of each of their turns.
(Note: Seduced is more-so flavor text than a status effect)
Floral Knowledge . You are from the forest and have an innate knowledge of the wilderness. You are proficient in the Nature skill.
Languages. You understand and can speak Common, Sylvan, and Elven.
Subrace. The two main kinds of Alraune are the Sunflower and Rose Alraune. Choose one of these subraces.
Sunflower Alraune
Ability Score Increase. Your Strength or Constitution increases by 1.
Sun-power. You may activate this once per long rest when exposed to the sun. You regenerate your constitution modifier at the end of your turn for 1d4 rounds.
Brave. You are resistant to being frightened.
Grabbing Vines. You may make a strike with one of your vine legs, dealing 1d4 bludgeoning damage. You can then make a free athletics check as an attempt to grapple the target. This does not use your hands, and therefore may still use two handed weapons properly. Finesse weapon. At level 6, this is treated as a magical weapon.
Rose Alraune
Ability Score Increase. Your Charisma or Wisdom increases by 1.
Perfect Flower. You have a beautiful appearance, and a voice to match it. You gain proficiency to persuasion, or expertise if already proficient.
Thorny Vines. You have a natural weapon that deals 1d4 piercing damage, and an additional 1d4 poison damage at level 6 and treated as a magical weapon. Finesse weapon.
Powerful Nectar. The Rose Alraune's nectar is very potent, and hard to resist. Enemies under the effects of the Alraune nectar have disadvantage to resist it.