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5E PEACH: A Humanoid Mass of Worms


Garbage Bear
So... I couldn't stop thinking about this once I started.
Have a litte PC race nightmare fuel

A Diet of Worms
You are a colony of tiny wormlike creatures than take the general shape of a humanoid being. Among your mass, there is one worm much larger than the rest, the ot’guyn, translated as “queen worm”. Your ot’guyn is the core of your being, every other worm in your colony could be lost and you would still be you, albeit of greatly reduced abilities.
While your ot’guyn is the source of the colony, it is not really a brain, your cognitive abilities are distributed across the colony. Most ot’iygin have a number of dor’guyn, “subqueens” that handle reproduction and regeneration for areas of the body.
You are defined by what you can do as a colony, not the abilities of any one worm. Cooperation and coordination are key to taking a humanoid shape and functioning as such in the world. You are nothing without the council.
Relations with Others
Most humanoid races find a writhing mass of worms in the shape of a person terrifying, and as a result, ot’iygin take every effort to conceal their nature. Clothing is usually full body, even covering the head, and completed with a mask of a humanoid face.
Ot’iygin Names
Being unable to speak, ot’iygin are usually given names by other races, usually as nicknames that stick.

Ot’iygin Traits
Your ot’iygin character has several natural abilities that result from its plural nature.

Ability Score Increases. Your Constitutition score increases by 2.

Age. While nearly every part of the the colony can regenerate idefinitely, the total lifespan is usually limited by that of the ot’guyn, which tend to live 30-40 years. In rare circumstances, a dor’guyn is able to take over after the death of the original ot’guyn; done repeatedly this would allow the colony to survive indefinitely.

Size. Your size is Medium. If you take damage from a single effect greater than your Hit Point Maximum, your size is reduced to Small until you have completed 3 long rests and your colony has regenerated its numbers, while you are Small, you weight 1/3 of your normal weight.

Speed. 25 feet

Change Shape. You can rearrange your body to take different shapes. You might adjust your measurements to fit yourself in a set of armour or a boot, or simply to appear taller or shorter. You can also change shape more drastically, changing body shape from bipedal to quadrupedal.

Changing your form in this way takes 1 minute if you maintain the same body shape or 10 minutes if you change your body shape. Your game statistics remain unchanged regardless of what shape your take.

You choose whether your equipment falls to the ground in your space, is engulfed by your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the new form’s shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or be engulfed by your body. Equipment that is engulfed has no effect until you leave that form and disgorge it.

When you take 10 minutes to alter your shape, you can also gain an appropriate benefit while you remain in that shape:

Agile Form. You gain a climbing speed of 25 feet as long as you are not encumbered.

Streamlined Form. You gain a swim speed of 25 feet but your walking speed is reduced to 5 feet. You must still breathe air as normal.

Sinuous Form. You can pass through openings as small as 6 inches square. Any engulfed equipment that can't fit through will have to fall to the ground.

Dense Form. Any speed you have is reduced to 0 feet, you gain a +10 bonus to AC, and the only action you can take is to begin changing your shape again.

Returning to your normal (humanoid) shape takes 10 minutes.

Nothing Critical. You have resistance to nonmagical piercing damage.

Shocking Visage. If you reveal your unmasked face as part of a Charisma (Intimidation) check, you have advantage on that check and any other Charisma (Intimidation) checks made for the next minute. You also have disadvantage on all other Charisma checks against creatures that saw your face for the next hour. This trait has no effect on undead or constructs.

Voiceless. You do no have a humanoid mouth, throat or lungs, so you cannot speak any language aloud. You can cast spells that require verbal components by creating hissing, buzzing, and rattling from your mass of worms. You can communicate simple ideas to other ot’iygin using these same hissting, buzzing, and rattling noises.

Languages. You can understand, read, and write Common and Undercommon. You can sign Fifth, a hand-signed language used by Underdark races, usually those with need to conceal communication from mind flayers.

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