Hinoenma
Hinoenma
“Some say a Hinoenma’s kiss feels like pure ecstasy—until they realize it’s the kiss of death.”
Hinoenma are demon-women of beauty and hunger, known for their ability to seduce mortals and drain their vitality. Often moving among societies unnoticed, they charm their way into the hearts of their prey before leaving them weakened, obsessed, or worse. Though they appear elegant and graceful, these beings are as dangerous as they are beautiful, often drawn to mortal energy like moths to flame.
ability score increase:
+2 Charisma, +1 Dexterity or Constitution
age:
Immortal
alignment:
Chaotic Evil
Size:
Medium
speed:
30ft
Languages:
Japanese
race features:
Darkvision Demon Wings. You have light, magical wings or an ethereal aura that lifts you gently. As a bonus action, you can hover or fly up to 10 feet during your turn without provoking opportunity attacks. However, if you end your movement in the air, you immediately descend safely to the ground. You cannot fly higher than 10 feet above the ground, and the ability resets after a short or long rest. Dark Allure. You gain proficiency in Deception and Persuasion. Additionally, when interacting with charmed creatures, you have advantage on Charisma (Persuasion) checks. Bewitchment. Once per long rest as an action, you can target one creature within 30 feet that can hear and understand you. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become charmed by you for 1 minute. While charmed, the target has disadvantage on Wisdom (Insight) and Intelligence (Investigation) checks made to discern your intentions. The creature will not attack you for the duration and gains disadvantage of saving throws against non-attack based spells you cast. Once a creature is bewitched you can apply one of the following effects per turn for the duration:Kiss of Death (Bonus Action). When you successfully charm a creature using Bewitching Presence or another charm effect, you can sap their vitality. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 1d6 x proficiency necrotic damage and grant you temporary hit points equal to half the damage dealt.
Kiss of Oblivion (Bonus Action). You can kiss a charmed creature within 5 feet of you. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + Charisma modifier) or become stunned until the end of its next turn. When you use this ability the target has the opportunity to reroll their save to break Bewitchment.
Soul Drain (Bonus Action). While a creature is charmed by your Bewitching Presence, you can use an action to draw out a fragment of its soul. The target must succeed on a Wisdom saving throw or lose one of its known abilities (a spell, feature, or trait) for 1 minute. You gain temporary proficiency in the stolen ability for the duration. You can use this ability once per long rest.
Soulmate. As an Action, while a creature is charmed by your Bewitching Presence, you can create a temporary bond between you and the target as an action. For the next minute, any damage you take is split evenly between you and the charmed creature (rounded down). You can use this ability once per short rest.
Puppet Strings. As an action, you can force a creature charmed by your Bewitching Presence to perform a single action of your choice on its next turn (such as attacking an ally or moving into danger). The creature can resist with a Charisma saving throw. This ability can be used once per long rest.
Special Feat: Seducer - Hinoenma
Darkvision Demon Wings. You have light, magical wings or an ethereal aura that lifts you gently. As a bonus action, you can hover or fly up to 10 feet during your turn without provoking opportunity attacks. However, if you end your movement in the air, you immediately descend safely to the ground. You cannot fly higher than 10 feet above the ground, and the ability resets after a short or long rest. Dark Allure. You gain proficiency in Deception and Persuasion. Additionally, when interacting with charmed creatures, you have advantage on Charisma (Persuasion) checks. Bewitchment. Once per long rest as an action, you can target one creature within 30 feet that can hear and understand you. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become charmed by you for 1 minute. While charmed, the target has disadvantage on Wisdom (Insight) and Intelligence (Investigation) checks made to discern your intentions. The creature will not attack you for the duration and gains disadvantage of saving throws against non-attack based spells you cast. Once a creature is bewitched you can apply one of the following effects per turn for the duration:
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