Displacer Beast Race

by ChromosomeChorus

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Displacer Beast

Taken from an unknown world by the unseelie court of the fey to be used as pets and hunting companions, displacer beasts are ferocious and deceptively intelligent creatures of feline appearance. Since their original abduction they have broken out of their captivity and would have hunted their original masters to extinction where it not for their bitter enemies the blink dogs, facing extinction at their jaws most of them fled the Feywild and have since become naturalized to the Material Plane where they thrive thanks to their natural hunting ability, displacement ability, and keen intellect some even going as far as learning to speak with and entreating with other sapient species, though many humanoids would be remiss to associate with such a fearsome predator their abilities cannot be denied and are an asset to any adventuring party willing to take the risk.

Displacer Beast Traits

You share these traits with other members of your kind.

Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.

Age. Displacer beasts mature quickly reaching adulthood at about 4 months after being born and can live to be up to a century old provided they don't succumb to violence.

Alignment. Displacer bests are disciplined and intelligent making most of them lawful, their natural predatory instincts means most of their number are evil.

Size. Adult displacer beasts measure anywhere from 6 to 7 feet long from the head to their tails and can be anywhere from 3 to 4 feet tall. Your size is Medium.

Speed. You have a base walking speed of 40 feet and you have a climbing speed equal to your walking speed.

Type. Your creature type is Monstrosity.

Darkvision. You can see in dim light as if it were bright light and in darkness as if it were dim light on a range of 60 feet. You can't discern colors in darkness, only shades of gray.

Beastial Build. You count as one size category larger when determining your carrying capacity and the weight you can push, drag, or lift as well as the size of creatures you can attempt to Grapple and Shove. You cannot wear armor or wield weapons made for humanoids, but you can wear armor made specifically for creatures of your physique, at the DMs discretion such items may cost double the normal amount of its humanoid counterpart. Additionally, you cannot perform complicated actions that require manual dexterity and fine motor skills using your paws such as operating tools.

Bite and Claws. Your bite and claws are natural weapons which you can use to make unarmed strikes, they deal 1d6 + your Strength modifier piercing damage for your bite and slashing damage for your claws, and you can use Dexterity for the attack and damage rolls with them.

Displacement. You have the ability to create magical illusions of yourself that overlap with your physical body. You can activate and suppress your displacement as a bonus action and while it is active attack rolls made against you have disadvantage. This trait ceases to function until the beginning of your next turn when you are hit by an attack, it also ceases to function while you are incapacitated, if your movement speed is reduced to 0, or if you don armor.

You cannot activate this trait while you are wearing armor.

Natural Armor. While you are not wearing armor your AC equals 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. .

Tentacles. You have two elongated and muscular tentacles protruding from your front shoulder blades which you can use to perform simple interactions with objects without requiring hands such as opening or closing a lid, opening or closing and unlocked door, or drawing and stowing items as well as holding them; you may also use your tentacles to perform one of the following specific actions: picking a lock or disabling a trap through the use of thieve's tools, performing Dexterity (Sleight of Hand) checks, or perform somatic components for spells. Additionally, your tentacles count as simple melee weapons with which you are proficient, they deal 1d4 + your Strength modifier bludgeoning damage + 1d4 piercing damage on a hit and are treated as having the finesse and reach properties.

Languages. You are able to speak and read Common, however due to your natural lack of hands you are unable to write any languages.

Art Credits

"Displacer Beast" by John Tedrick - "Forest" by Atlus

 

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