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Transformations

This page collects the currently known official and homebrew transformations available to characters on the server.

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Aberrant Horror

Type: Official

Source: D&D Beyond

Aberrant Horrors are the result of a Humanoid becoming an Aberration. Able to break free from the physical restrictions imposed upon them by the natural laws of the world, they shift the components of their form at a whim. This makes Aberrant Horrors terrifying to behold, especially in battle. Many adversaries are caught off-guard when a seemingly defenseless opponent suddenly sprouts rows of gruesome spines.

Fey

Type: Official

Source: D&D Beyond

The Fey of Grim Hollow are mercurial and malleable beings of great power and even greater danger. No two Fey are quite alike, but their ties to the natural world and the Realm of Faerie are universal. Mortals cannot comprehend the level of true freedom the faerie people feel. To know such freedom is to change entirely and to care not for the change such freedom brings to others.

Fiend

Type: Official

Source: D&D Beyond

Many tales are told in Etharis of the evil of fiends. Folks fear meeting a stranger at the crossroads, lest they be tempted towards the wickedness resting in their own heart. A champion rises from a battlefield of broken bodies, a blood tithe paid for their glory. A fortune is gained by draining wealth from the needy. Fiends are the brokers of bargains that reward only the ruthless, selfish, jealous, and cruel. The true horror is that many Fiends began as mortals who surrendered to that seed of evil nested in their heart.

Hag

Type: Official

Source: D&D Beyond

Hags of Grim Hollow take many shapes and forms, and their powers and goals are as diverse as any other creature who has connections to the Realm of Faerie. What is true of them all, however, is that they are as fickle as they are dangerous, and they often serve a special form of justice based on their own strange and sometimes contradictory codes of behavior. Hags revel in despoiling purity, whether it resides in nature or a mortal's soul. While those that do not respect a Hag can find themselves in a stew or forced into service, Hags can be persuaded to forge dark bargains with those who offer polite deference.

Hags often have knowledge, power, and skills that are much sought after in Grim Hollow. Dealing with them to gain their help, however, often comes at the steepest of prices. Many have lost body, mind, and soul to a Hag's deal. Others become Hags as payment for a curse or bargain.

Lich

Type: Official

Source: D&D Beyond

A Lich is to their domain what a king is to their kingdom: undisputed, absolute power. Resting upon a throne of raw, world-rending potential, a Lich comes as close to a god as any mortal could imagine. However, this awe-inspiring power comes at a dear price. Some Liches favor arcane or divine magic, becoming peerless Hierophants. Some are warriors, called Memori Liches, who steal the life force of their vanquished foes to make themselves nigh immortal.

Immune to the effects of age but not time, a Lich is destined to exist without living for eternity. While this drives some Liches mad and others to the extremes of pure evil, it also makes them more acute in some areas and weakened in others. Time itself takes their faculties from them until they are a mockery of their past selves.

Lycanthrope

Type: Official

Source: D&D Beyond

Lycanthropes may appear to be ordinary humanoids, but behind the veneer of humanity there is a pivotal struggle between beast and man. For most, it is a matter of time before they lose this fight and transform into a monstrous hybrid, half-animal and half-humanoid. Most Lycanthropes recall very little of their time transformed, often waking in a strange location, covered in blood and tattered clothes. However, as some Lycanthropes grow, they learn to balance both natures, using their curse as a gift.

Ooze

Type: Official

Source: D&D Beyond

An adventurer falls into a pit, causing his companions to rush forth. The slime at the bottom of the pit coalesces around the poor rogue, seeping past the edges of his armor. The allies pull the rogue out and burn away the corrosive slime, but the rogue faints. When he awakens, he feels better. And he is half the size he was.

The horror of the unknown in Grim Hollow is strong, and people perhaps know the least about the disgusting and mysterious Oozes. Only one thing might be as terrifying as being slowly killed by an Ooze: becoming one. You become the slime-covered monster of nightmares. And they want to kill you.

Primordial

Type: Official

Source: D&D Beyond

Primordials are created when a creature absorbs a spark of primordial chaos. Primordial forces are the purest building blocks of creation, and a fostered spark quickly grows to an all-consuming flame. Mastering the elements requires unlearning the limitations of mortality, a process that spurs rapid transformation.

Seraph

Type: Official

Source: D&D Beyond

Seraphs are mortals transformed into Celestial representations of a virtue or ideal. Exalted by a higher power, Seraphs are selected by divine beings after long and patient observation, confirming that the mortal displays pure character. Seraphs are selected from noble martyrs, tireless crusaders, or other exemplary individuals prepared to become the physical manifestation of righteousness.

Shadowsteel Ghoul

Type: Official

Source: D&D Beyond

In Etharis, sometimes the metal of the earth itself carries an enormous, vile power. Such is the case with Shadowsteel, a material that has absorbed corrupt power. This makes the substance perfect for warping the magic that passes through it, making it perfect for cursing or enhancing spells.

Cursing an enemy, however, requires an enormous amount of work and personal power. These efforts, though enhanced when passing through Shadowsteel, take a toll upon the magic-wielders handling it. By using it, spellcasters and ritualists bind their soul, a bit at a time, to the energies of the fell metal. Those who use Shadowsteel often feel its effects as they move closer and closer to undeath.

Specter

Type: Official

Source: D&D Beyond

A living person becomes a Specter through death, by contacting the realm of the dead, or through magic that breaks the body's ties to the material world. This Transformation tears at the substance of body and mind, until what is left is a spiritual shadow.

Specters have a tenuous grasp on reality, and some fade into oblivion while others become monsters that sow the same. Few cursed with this Transformation have the fortitude to remain whole.

Vampire

Type: Official

Source: D&D Beyond

Vampires are creatures of accursed blood and tragic existence. Exquisite food, a warm summer breeze, and growing old surrounded by loved ones: these are luxuries a Vampire will never experience. Unable to enjoy many of life's pleasures as they once knew them, Vampires often become bitter creatures, filled with hate for everything they once loved.

Hedge Witch

Type: Homebrew

Source: D&D Beyond

A Hedge Witch is one who has lingered too long at the borders of the world. Through rite, habit, and quiet bargains, they learn the old ways, not the magic of towers or temples, but the stubborn power that clings to thresholds, seasons, and names. As the transformation deepens, they become a living vessel for folk magic: charms bind tighter, rituals carry weight, and the land itself begins to listen. Villagers seek them in times of need and avoid them in times of fear, for their blessings are never without consequence. To walk this path is to accept that tradition is both shield and chain, and that some doors, once opened, cannot be closed.

Dragon

Type: Homebrew

Source: D&D Beyond

Dragons are feared as hoarders and tyrants, yet revered as ancient beings of immense intellect and will. To undergo a Dragon Transformation is to take on both their power and their nature: scales creep across your skin, your presence grows heavier, and pride and hunger stir within your heart. With each stage, you become more like them in form and temperament, gaining strength at the risk of greed, isolation, and the slow, intoxicating pull of draconic dominance.

Emissary of Darkness

Type: Homebrew

Source: D&D Beyond

Emissaries of Darkness are those who have, willingly or not, entered the service of a greater patron of shadow: Warlocks bound to hags of the Shadowfell, clerics of distant gods, or killers who have always belonged more to alleyways than to open sky. Something has claimed you. Shadows linger at your heels, light falters in your presence, candles dim as you pass, and voices hush without knowing why. The darkness no longer merely surrounds you; it follows you, and with each stage of your transformation, the line between standing in shadow and being shadow grows ever thinner.

Harbinger of the Void

Type: Homebrew

Source: D&D Beyond

The night sky twists unnaturally as a figure emerges, suspended between shadow and nothingness. Citizens recoil, their screams swallowed by a silence that presses like water against the lungs. Tendrils of darkness ripple outward from the figure, consuming the light, bending reality with each undulation. The streets themselves seem to shiver, as if recoiling from a presence that should not exist.

The Harbinger tilts its head, revealing a face that is both familiar and impossibly alien. Whispers of impossible geometries echo in the minds of those nearby, driving some to clutch their heads, others to flee in maddened awe. Its voice, a rasping harmony of countless voices, carries across the void.

Harbingers of the Void are born when a mortal mind fractures under the weight of true cosmic revelation. Their essence entwines with the Abyss, a darkness that is both infinite and alive. As the transformation completes, flesh contorts and fades into shadow, consciousness stretches into the madness of the void, and the former self becomes an instrument of unknowable intent. To wield the void is to abandon the self entirely, and in that abandonment, one becomes both predator and plague.