Owlman (5e Race)
Owlman
“ | We rats need t'watch out fer those seers. They got eyes round as saucers an' claws ter' nip the head right twixt yer shoulders. | ” |
Physical Description
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From The Black Gloves |
Contrary to the idea of an owl aarakocra, the owlmen are actually a horrific creature said to spawn from the nightmares of eldritch minds. They have humanoid bodies that few have ever examined naked, as they are usually in clothing that obscures their body save the head and hands. Their hands are long, wicked talons, and their head is large with an owl's face. However, the eyes are pitch black. The neck and wrists show plumage, but it is unknown if the creature's entire body is actually covered in feathers. Their feet seem to be normal human feet, as they wear normal shoes.
History
Owlmen have been spotted mainly within visions divined from dreams that border on the edge of nightmares. For a while they were thought to be nothing more than apparitions of the mind to be chased away. However, after a series of alleged physical encounters, the owlmen have been ascertained to be a real creature. They come out at all times of day, unlike real owls, and seem to apparate close to wherever their source dream occurs. Some say they are figments of nightmares bought to life by over-belief. Others believe them to be horrors the Plane of Air had spat out after some horrific spatial warp had occurred. Regardless, they are known to be omens of insanity, though they are not usually known to be overly violent. Rather, they watch from a distance, and the fear and anxiety builds under their unblinking gaze.
Society
Some believe the owlmen live in parliaments of dreams, which are hidden away in pockets throughout the world. When they are dreamed of, they are able to access a spacial warp which appears near the dreamer, allowing the dreamt owlman to appear nearby. Owlmen are generally very secretive and enigmatic. Some have been seen in traveling groups, but they always keep low profiles and prefer not to be discovered. If they choose to travel, it is mainly for reasons they will not disclose easily. They are highly perceptive to small quirks and twitches, as well as their surroundings. Some say they have a ravenous appetite for flesh. This puts lapine and rat races on edge around them the most.
Owlman Names
Owlmen names are very simple, usually enhancing the enigma surrounding them. Some are referred to by titles rather than names, both of which are androgynous.
Names: The Watcher, Owlene, Icera, Revenant, The Host
Owlmen Traits
Creepy owl people
Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.
Age. Owlmen reach adulthood around 23 years of age, and are observed to dissolve into feathery scales upon death at around 230 years.
Alignment. Despite their creepiness, they are not malicious. Most just stare neutrally.
Size. They are about the size of regular humans, but with bigger heads. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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 color in darkness, only shades of gray.
Dreamwalk. Owlmen only add to their enigma in that few terrains can stop them, as they seem to walk through or float like ghosts over obstacles. You can float a few feet above the ground while doing so you ignore most forms of difficult terrain. However, you can float no higher than 5 feet and when you are reduced to 0 hit points you stop hovering.
Claws. Though they prefer not to, owlmen have wicked talons that are very sharp and deadly as natural weapons. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier.
Scrutiny. Their unblinking eyes see all. You are proficient in the Perception and Insight skills.
Nightmare Eyes. You can induce paranoia in others with your discomforting gaze. As an action, you may train your vision on a creature within 30 feet of you that you can see. The creature must be able to see you and cannot be blinded. The target must succeed a Wisdom saving throw or become frightened for 1 minute. The DC for this saving throw is 8 + your Wisdom modifier + your proficiency bonus. You must finish a long rest before using this trait again.
Languages. You can speak, read, and write in Common.
Random Height and Weight
Base Height | Height Modifier* | Base Weight | Weight Modifier** |
---|---|---|---|
5′ 6″ | +2d10 | 143 lb. | × (1d4) lb. |
*Height = base height + height modifier |
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