Hoping for feedback on my version of a Flerken for 5e D&D. I added a 'd' to the end of the name in case I should not be using the name flerken. FLERKEND <a href="https://www.dandwiki.com/wiki/Flerken_(5e_Race)" rel="nofollow">https://www.dandwiki.com/wiki/Flerken_(5e_Race)</a> Tiny beast,
unaligned suitable
for Forgotten Realms setting Level 1 Flerkend STR 14 (+2/+3) (strength mod plus
bonus strength mod from 1 tentacle/bonus if slap 2 tentacles into one) DEX 12 (+1) CON 12 (+1) INT 10 (0) WIS 12 (+1) CHA 14 (+2) HD 1d8 averaged up Armor Class base of
14 + con mod = AC 15 for levels 1-3. Hit Points 8, and
average number is used to progress for all other levels, as per the purpose of
this creation. Flerkends (plural)
appear to be normal every-day cats on the outside, come in a variety of colors.
The only way to tell it is a Flurkend (singular) is by their paws: no matter
what the color of fur, the paws of all Flerkends are all orange. But Flerkend
are not felines; they may not even be mammals. Flerkends reproduce by laying up
to 117 eggs, and only a handful of the most primitive mammals lay eggs, so it
is unsure what category to fit the Flurkend in. Flerkend are also quite toxic,
and even relatively mild wounds can result in loss of an eye or other body part. On the inside, they
are an interdimensional space containing many items they wish to store. This
space also possess many tentacles that can extend from the Flerkend’s mouth,
which can result in many valuable things (or beings?) going missing. Their insides
also allows them to dimension travel. Flerkends start with one tentacle, and
gain an extra one every level. The first two are just tentacles that can do
complex actions, and the rest have a mouth at the end of each tentacle, no
eyes, ears, nose. All tentacles have sensitive little hairs on them that sense
various things. Think about Deep
Space Nine and Dax’s symbiant organism inside. Only, instead of a spine kind of
look, it’s a bag that is not made of fabric or leather, more muscle and energy
force, that resides in the Flerkend’s body near the stomach area. A
Trill symbiont was a sentient vermiform lifeform from the planet Trill. They
primarily lived symbiotically inside hosts known as the Trill, a humanoid
species, also native to the planet. Through the experience gained from multiple
hosts, many symbionts gained distinguished reputations from other species as
Trill. They were long-lived compared to most humanoid species, and could easily
live beyond 550 years. Flerkends are
sentient beings who do not possess the power of speech, but do have telepathy.
Flerkends can have all kinds of names, anything you would name a cat is the
usual. Physical
Characteristics Body Type: Feline Hair: varied, but
all have orange paws. (It was important to me to be able to clearly tell when a
cat is a cat or if it is clearly a Flerkend.) Size: tiny, like
the size of a house cat, and appears like a house cat Number of Limbs: 4 Number of Fingers: 5 Number of Toes: 5 Weaknesses Defensive and
offensive aspects are mostly accessed through the oral cavity. If somehow
muzzled, a Flerkend is as helpless as an Earth cat, barring the Flerkend’s
toxic claws. Habitat Population.
Basically chillaxes (chills-out and relaxes) and soaks up the pampering from
other races, lays up to 117 eggs at various points of its life, and defends
them until hatched and repeat. Some are passive Flerkends, happy to live and
let live, others have aggressive tendencies and so are happy to lend a hand
when they feel like it when in the company of the creatures that find
themselves in difficult situations. Some races have tried to make attack cats
of the Flerkend, but eventually they understand they cannot MAKE a Flerkend do
anything the Flerkend does not want, much like their felines they have the form
of. Skills Athletics 3 Passive Perception 13 Acrobatics 2 Stealth +4 Perception 3 Traits Tiny beast, size of
a house cat. Ability Score
Increase. The flerkend’s
Constitution score Increases by 2, the Dexterity score Increases by 2, and the
Strength score DECREASES by 2. As normal, you can't increase an ability score
above 20 using this feature. Age. These cats
(Flerkends) have the same life span and maturity rate of a human. Alignment. These creatures are
usually True Neutral, all they really want is to lay their eggs, and survive. Speed : 40 feet Climb : 20 feet Darkvision : 60 feet Keen Smell : The Flerkend has
advantage on Wisdom (Perception) checks that rely on smell. Internal Bag
Dimension Holder . (was called ‘Stomach’, not ‘Bag’, but I choose to change that) Use your
Constitution to calculate carry weight (Con ability score x 15 = lbs) plus the
weight of tentacles, that is Con mod + weight of tentacles, so that the weight
of the tentacles does not use up weight space. You store your items in your
internal pocket dimension, you just shove them into your expanding mouth to
carry them. If you hit your max carry weight you regurgitate all your internal
items strait in a 15ft. line. Can access and store a great many things to draw
upon at will. If one survives being swallowed by a Flerkend and is able to find
their way back, the exit point can be from any Flerkend anywhere. The Flerkend starts
with the following items in it’s Internal Bag Dimenion Holder: window portal
(4x4 feet, 5 lbs), 1 tentacle without a mouth (15 feet long, 2 ½ inch diameter,
10 lbs) Mouth Tentacles . You have abyssal tentacles
in your Internal Bag Dimension Holder. The number of tentacles you have is
equal to your total character level. Each tentacle has a +1 Strength modifier.
You can combine your tentacles into one, for each tentacle you combine you gain
another +1 for Strength on that tentacle. It takes a Full action to pull out
1 tentacle out of the mouth. The flerkend have two main tentacles, these
two are the only ones that can perform complex actions (Such as hold weapons,
cast spells, etc.). Example: if using 2 tentacles separately,
then get STR mod of +2, if using both tentacles together as one tentacle, then
get STR mod of +3 If using 3
tentacles separately, then get STR mod of +3, if using all 3 tentacles together
as one tentacle, then get STR mod of +4 If using 4
tentacles separately, then get STR mod of +4, if using all 4 tentacles together
as one tentacle, then get STR mod of +5 The first two
tentacles that the Flerkend gets does not have mouths, as they are specifically
for performing complex tasks. Tasks like casting a spell, holding a weapon or
shield or some such thing, or doing an action. All the other tentacles have
mouths at end of tentacles, and do not have eyes/nose/ears, simply mouths with
sharp pointy teeth at end of tentacle, and have sensitive little hairs all over.
Mouthed tentacles can still pick up items, even if it is with the gentle use of
the mouth. The tongues of the mouthed tentacles are purple, about 3 inches
long, and do not venture forth past the teeth much, so as not to get bit off.
The teeth are yellow. Tentical
Retaliation . If the flerkend’s
tentacles are out for more than 1 hour at a time, the dimension inside of the
flerkend gets upset. It ejects it's self from the flerkend’s stomach,
materializing into an Elder Brain that has taken all the equipment that was
inside of the flerkend. It is aggressive towards, everyone, It can only go back
inside of the flerkend if the flerkend beats it, then eats it or somehow ‘talk’
it into coming back. Dimensional Travel : The Flerkend has
access to an Interplanar Travel Portal item (a window that is 4 feet by
4 feet) inside itself, leading to a Transitive Plane. If one survives being
swallowed by a Flerkend and is able to find their way back, the exit point can
be from any Flerkend anywhere. Beyond the Material
Plane (real/mortal world), the various Planes of Existence are realms of myth
and Mystery. They’re not simply other worlds, but different qualities of being,
formed and governed by spiritual and elemental principles abstracted from the
ordinary world. Different Planes: Transitive, Ethereal, Astral, Inner, Outer,
Demi. There are two ways
to get to these places. One is through various spells, another is through
various portals. Portals : <a href="https://www.dndbeyond.com/spells/plane-shift" rel="nofollow">https://www.dndbeyond.com/spells/plane-shift</a> A portal is a general term for a stationary
interplanar connection that links a specific location on one plane to a
specific location on another. Some Portals are like doorways, a clear window,
or a fog-- shrouded Passage, and simply stepping through it Effects the
interplanar Travel. Others are locations— circles of standing stones, soaring
towers, sailing ships, or even whole towns—that exist in multiple planes at
once or flicker from one plane to another in turn. Some are vortices, typically
joining an Elemental Plane with a very similar location on the Material Plane,
such as the heart of a volcano (leading to the Plane of Fire) or the depths of
the ocean (to the Plane of Water). Toxicity Claws: A scratch from a
Flerkend causes severe tissue damage to humanoids, as a half-orc found out when
a claw swipe from a Flerkend to his left eye resulted in scarring and permanent
loss of function. If scratched on/near eye, eye no longer functions. If
scratched on face, ear/nose/lip/hair could fall off. If scratched on hand,
pinky finger comes off. If scratched on foot, little toe comes off. If
scratched on anywhere else, large, ugly tissue wells up and never goes away.
Even if you shave off scar tissue, the base of it is still there. Flerkend Intellect : Able to understand
cognitive conversation. Communicates telepathically, so cannot respond
verbally. Some mistake the Flerkend as unintelligent, as some do not get any
response or any sign of recognition from the Flerkend. Please be aware the
Flerkend does pay attention from time to time, and WILL respond IF it chooses,
WHEN it chooses, if at all. In a Flerkends’ mind, so many races worry and have
a fit about so much going on in the world, when what they really ought to worry
about is if they have a place to sleep in safety, if they have food for the
day, and a way to stay warm and safe while awake. A Flerkend cannot really be
bothered about too much shinanigans from other races. Overwhelming
Cuteness: Some people can’t seem to help themselves, they take a liking to
them, bring them into their homes and pamper them. Some think it’s because of
outward appearance, but what they don’t know is the happy feeling they feel
when they look at the Flerkend is simply what the Flerkend is feeling and
projecting through unconscious telepathic thought. Telepathy: (monster
manual) <a href="https://roll20.net/compendium/dnd5e/Monsters#content" rel="nofollow">https://roll20.net/compendium/dnd5e/Monsters#content</a> The Flerkend can
communicate simple ideas, emotions, and images telepathically with any creature
within 100 ft. of it that can understand at least one language. The contacted
creature doesn’t need to share a language with the monster to communicate in
this way with it, but it must be able to understand at least one language. A
creature without telepathy can receive and respond to telepathic messages but
can’t initiate or terminate a telepathic conversation. A telepathic
monster doesn’t need to see a contacted creature and can end the telepathic
contact at any time. The contact is broken as soon as the two creatures are no
longer within range of each other or if the telepathic monster contacts a
different creature within range. A telepathic monster can initiate or terminate
a telepathic conversation without using an action, but while the monster is
incapacitated, it can’t initiate telepathic contact, and any current contact is
terminated. A creature within
the area of an antimagic field or in any other location where magic doesn’t
function can’t send or receive telepathic messages. Languages . You can
communicate in and read Common, Abyssal. If the Flerkend’s Intelligence is over
12, then can have one other language of choice. Toxic Claws : Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Level 1-10 Hit: 4 slashing damage,
Level 11-20: 9 slashing damage. Plus chance of nastyness 1d100 = 1-20 lose
limb/pinky finger/baby toe/nose/hair/eye/teeth.
21-50 = nothing happens 51-80 =
large swell of a scar develops. 81-100 = loose 1 constitution Flerkend Tentacles:
15-foot-long
tentacle extends from Internal Bag Dimension Holder, and out of mouth, towards
target. The tentacle behaves the same as the Gutsnake spell, as listed below. <a href="https://dndtools.net/spells/spell-compendium--86/gutsnake--4563/" rel="nofollow">https://dndtools.net/spells/spell-compendium--86/gutsnake--4563/</a> Gutsnake wizard/sorceress spell : A 15-foot-long
tentacle sprouts from the Flerkend’s stomach. The tentacle has no eyes, but it
ends in a set of snapping reptilian jaws. The tentacle created by the gutsnake spell is equivalent to a
giant constrictor snake (MM 280) except that it is completely obedient to the
Flerkend and moves as the flerkend commands. The snake has hit points equal to
the flerkend’s full normal total. Attacks against the snake cause the flerkend
no discomfort and does not disrupt the flerkend’s spellcasting. If the tentacle
is “killed,” the tentacle disappears without causing harm to the flerkend. The
tentacle does not interfere with spellcasting in any way. Once each round as a
free action, the flerkend can have the tentacle attack a creature up to 10 feet
away with its bite attack, and if it successfully hits, the tentacle can use
the snake’s improved grab ability to deal damage through constriction. In each round when the gutsnake is constricting a target, the
flerkend cannot move more than 5 feet away from that target, unless the
gutsnake makes a successful grapple check to carry the opponent with the
flerkend when the flerkend moves (see PH 155 for grappling rules). This is the
only way in which the tentacle restricts movement. While the snake is present, the flerkend can use its Balance and
Climb skill modifiers instead of the flerkend’s own, and the flerkend gains a
climb speed of 20 feet. On a successful grapple, the tentacle can bring the target over
to the flerkend and the flerkend can swallow the target or item. Improved Grab (Ex) <a href="https://www.d20srd.org/srd/monsters/squid.htm" rel="nofollow">https://www.d20srd.org/srd/monsters/squid.htm</a> To use this ability, a squid (flerkend) must hit an opponent of
any size with its arms attack. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity. If it wins the grapple
check, it establishes a hold and automatically deals bite damage. *A squid has
a +4 racial bonus on grapple checks. With the tentacles,
the Flurkend can choose to: -swallow creature
and keep it in the Internal Bag Dimension Holder if there is enough room
(weight wise) -swallow creature,
push it through the interdimensional portal window and drop the creature there -trip creatures -restrain creatures -strangle
creatures, and much, much more.
FLERKEN’S PROGRESSION
TABLE
Prof C A R R Y C A P A
C I T Y 10
lbs per tentacle Lvl Bonus STR STR
MOD DEX CON max minus
tentacle/window CON Mod Max Carry #ofTentacles Avg Hps
1 2 14 (+2) +3 (1 tentacle +2) 12
(+1) 12 (+1) 175 lbs 180 lbs 190 lbs 1 9 2 2 +4 175 lbs 180
lbs 200 lbs 2 15 3 2 +5 175 lbs 180
lbs 210 lbs 3 21 4 2 12 (+1) +5 (4 tentacles +1) 14
(+2) 14 (+2) 205 lbs 210 lbs 250 lbs 4 31 5 3 +6 205 lbs 210
lbs 260 lbs 5 38 6 3 +7 205 lbs 210
lbs 270 lbs 6 45 7 3 +8 205 lbs 210
lbs 280 lbs 7 52 8 3 10 (0) +8 (8 tentacles +0) 16
(+3) 16 (+3) 235 lbs 240 lbs 320 lbs 8 67 9 4 +9 235 lbs 240
lbs 330 lbs 9 75 10 4 +10 235 lbs 240
lbs 340 lbs 10 83 11 4 +11 235 lbs 240
lbs 350 lbs 11 91 12 4 8 (-1) +11 (12 tentacles-1) 18
(+4) 18 (+4) 265 lbs 270 lbs 390 lbs 12 111 13 5 +12 265 lbs 270
lbs 400 lbs 13 120 14 5 +13 265 lbs 270
lbs 410 lbs 14 129 15 5 +14 265 lbs 270
lbs 420 lbs 15 138 16 5 6 (-2) +14 (16 tentacles-2) 20
(+5) 20 (+5) 295 lbs 300 lbs 460 lbs 16 163 17 6 +15 295 lbs 300
lbs 470 lbs or 460 17 or 16 173 18 6 +16 295 lbs 300
lbs 480 lbs or 460 18 or 16 183 19 6 +17 295 lbs 300
lbs 490 lbs or 460 19 or 16 193 20 6 4 (-3) +17 (20 tentacles-3) 20
(+5) 20 (+5) 295 lbs 300 lbs 500 lbs
or 460 20
or 16 203
Ability Score
Increase. Your Constitution score Increases by 2, your Dexterity score
Increases by 2, and you Strength score DECREASES by 2 As normal, you can't
increase an ability score above 20 using this feature. The decrease in Strength
helps to over come the too many +1 strengths accumulated by the numerous
tentacles.
Flerken begins with
carrying 5 lbd dimesion portal window and 1 tentacle 10 lbs.
Random Height and
Weight Base Height Height Modifier* Base Weight Weight
Modifier** 0′ 1d6″ +6in. 1d8+1 lb. ×
1 lb. *Height = base
height + height modifier **Weight
= base weight + (height modifier × weight modifier) <a href="https://marvel.fandom.com/wiki/Flerken" rel="nofollow">https://marvel.fandom.com/wiki/Flerken</a> Used my ideas using some content as a base from: <a href="https://www.dandwiki.com/wiki/Flerken_(5e_Race)" rel="nofollow">https://www.dandwiki.com/wiki/Flerken_(5e_Race)</a> <a href="https://roll20.net/compendium/dnd5e/Cat#content" rel="nofollow">https://roll20.net/compendium/dnd5e/Cat#content</a> <a href="https://www.d20srd.org/srd/monsters/squid.htm" rel="nofollow">https://www.d20srd.org/srd/monsters/squid.htm</a> <a href="http://www.d20radio.com/main/flerken-genesys/" rel="nofollow">http://www.d20radio.com/main/flerken-genesys/</a> monster compendium 3.5 <a href="https://dtdnd.neocities.org/books/player/Spell%20Compendium.pdf" rel="nofollow">https://dtdnd.neocities.org/books/player/Spell%20Compendium.pdf</a>
A huge thank you
to the people from these websites who gave me a great starting point to jump
off of. I simply added a letter to the end of Flerken in case the originator
might start thinking of trademarking it or something, so I hope to not be
infringing on the name by changing it. If it’s okay to stick with “Flerken”
then I think that would be awesome to stick with.