TEXT: 3/16/2019
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  Namr
  Namr
  An Imp race of unassuming size, immovable strength, and chaotic shenanigans.
  An Imp race of unassuming size, immovable strength, and chaotic shenanigans.
  By Christopher Zito
  
  3/16/2019
  The Homebrewery - NaturalCrit
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  Getting Under a Fiend’s Skin
  Getting Under a Fiend’s Skin
  Fiends come in all shapes and sizes and vary in powers great
  and small, but what plagues Fiends in the pits of Hell? One
  would assume powerful competing devils, demons, or even
  the angels of the heavenly planes themselves would be the
  bane of Fiends, but this is not the case. For from dark small
  crevasses of the underworld sprung forth small Imp like
  Fiends that feed of the misery of their kin. The Namr are a
  strange race that have no clear origin point, as they just
  seemed to crawl out of the shadows. A popular theory
  amongst the Fiends of the underworlds is that the Namr are
  said to be pure molten rock made flesh of the very caverns
  they crawled out from. The Namr are so overwhelming in
  numbers they have been known to invade townships, castles,
  and other civilizations within Hell to play tricks, heckle, and
  overall just be a massive annoyance. The Namr feed off all
  emotions from any creature that fall victim to or observes
  their antics, this emotion syphoning does not harm the victim
  and grants nourishment. Even though Namr can syphon
  emotion from victims or bystanders, they are capable of
  nourishment from food and drink just as any other Fiend. As
  the Namr rose in numbers and began to overtake civilizations
  with their presence, some Fiends began to strike deals with
  the Imps and weaponized their overenthusiastic tendencies
  to cause mayhem. Larger Fiends would have them spy on
  competing Fiends, send them out into wars to sabotage
  enemy camps, and even be messengers to converse with
  mortals in the Material Planes to sway young mages to form
  pacts with their emotional paymasters.
  The Price for Pranking
  The Price for Pranking
  The Namr are born of seemingly nothingness and shadows in
  the pits of Hell, however sometimes the Namr wonder if their
  japes can go further beyond a plane of misery, war, and evil.
  Namr in Hell have near invulnerability to physical pain or
  trauma in Hell, thus their demeanor for causing chaos
  amongst the denizens of Hell is met with little regard for
  consequence. When a Namr travels to any Realm outside of
  Hell, unbeknownst to them their physical indestructibility is
  removed as it was a gift bestowed to them for being made
  from the infernal realms. Though most Namr who reside in
  the Outer Planes still have superior physical strength and
  fortitude, they seldom notice their loss and continue to pester
  the Material Planes, much to their dismay as their dwarfed
  abilities can leave them open for an early demise. Namr will
  quickly discover that they no longer just appear from the
  shadows as they did in the pits of Hell, and through observing
  and mimicking the actions of their Material Plane dwelling
  kin, the Tiefling, the Namr learned how to form bonds,
  families, and conform to societies to procreate their species
  from the brink of extinction.
  Mischief in the Material Worlds
  Mischief in the Material Worlds
  The Namr still syphon off emotions of others even in an alien
  plane of existence, as such they are quick to adapting to other
  societies cultures and customs to find the best ways of
  getting an emotion rise from them. While some will hide in
  the underbellies of towns or cities to continue their pranks
  within the limits of their new homes, the call for new
  emotions and mischief can be too overwhelming for Namr to
  stay put for long. Namr will seek comfort and companionship
  in adventuring parties to satiate their desire for emotions to
  syphon and be rewarded for their tricks and nefarious
  actions. Namr will also form social packs and travel together
  to seek out ways to syphon with their kin, as such Namr
  vagabond communities of 20-50 per pack can form. These
  packs of Namr often come in the form of circus troupes,
  highwaymen, or traveling merchants as entertainment,
  thievery and commerce can be ways to syphon energy from
  others. By banding together can they discover new ways to
  have fun annoying mortals, satisfy their hunger and maybe
  even find a place to call home while doing so.
  The Markings of Miniature Mayhem
  The Markings of Miniature Mayhem
  The Namr come in various shapes however a Namr is known
  for its signature physical markings. The Namr stand 2’5 to 4
  feet tall sporting a fine black leather coat, males are more
  angular while females are more curvy as with any humanoid
  gender archetypes. Their ears are bulbous and can extend
  outward of ‘10 inches into a “Flop” like fashion or be as close
  to the head, a feature known as “Plumpear”. Their eyes are
  large and characteristic sporting a variety of bright colored
  iris’ and their tails always sport a spade like tip at the end.
  The Namr’s underbelly markings that cover their face and
  reach down to their bellies are the easiest way to tell one
  apart from the other, as the markings can come in various
  etchings and different greyscale tones of color. Another way
  to discern Namr is by their horns, their horns can range from
  small nub like protrusions or long and complex growth
  patterns. Their horns are very weak and can break easily
  through physical contact, however they grown back just as
  fast as they are lost after twenty-four hours, as does their tails
  should it be removed.
  Namr Names
  Namr Names
  Namr names are often just curses, derogatory adjectives, or
  just mischievous actions in Infernal text. Namr of the pits of
  Hell give themselves titles of their greatest chaotic actions or
  a short phrase that personifies their greatest prank. Namr
  will do the same for the Material Planes, but will adopt these
  short phrases as pen names to add to the start or end of their
  "Material Name". Namr will often insist that they be referred
  to their pen name, and their Material Name only to be used if
  a situation is dire and requires their full unbridled attention.
  For example if a female Namr's greatest prank was
  spreading ball bearings and tripping a guard, she could be
  known as "'Knight Fall' Abby" or "Abby 'Tumbles'".
  Namr Pen Names. Ankle Biter, Arison, Break-In, Bone
  Break, Bruises, Crasher, Cuts, Hurt, Ignite, Inky, Knives,
  Japes, Mud, Manic, Money Grubber, Robber, Silly, Stiches,
  Stabs, Trippy
  
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  Namr Traits
  Namr Traits
  Your Namr character will be have the following features to
  best watch their victims fall prey to their unassuming
  strength.
  Ability Score Increase. Your Strength score increases by
  2, and your Constitution score increases by 1.
  Ability Score Decrease. Due to your cock-sure attitude
  and confidence in your physical stature, your Wisdom is
  decreased by 2.
  Age. Outside of magical might or picking fights they cannot
  win, the normal life expectancy of the Namr is 150 years.
  Alignment. The Namr are conniving and mischievous. Due
  to their absurdly hardy physical forms they will instigate
  fights for fun, taking delight in their victim's struggle to
  retaliate. As such Namr must always be Chaotic, there is
  almost never a Lawful Namr.
  Size. Namr are are Small varying from 2'5 - 4'5 feet tall.
  Speed. Your base walking speed is 30 feet.
  Psychevore You can devour emotions from others once
  per day, this action is visually represented by you inhaling
  psychic energy that pours from the victim's face. This fully
  nourishes you as if you have eaten food. The creature must be
  capable of conveying emotion, willing to let you feed and
  must convey the emotion for you to eat. When you eat an
  emotion the creature cannot use that emotion for 24 hours.
  Natural Armor. While not wearing any armor, your AC is
  13 + Con Modifier.
  Unassuming Weight. While you are small, you count as a
  Large size category creature for the purposes of carrying
  capacity, pushing, pulling, and weight. A Namr's weight can
  range between 350-450 pounds, however they can reduce
  their weight to a Small Size Category of 60-100 pounds so
  long as they are willing. This weight shifting ability does not
  physically add or reduce weight, but rather it applies shifts in
  the Namr's density. When a Namr raises it's weight, it loses
  the penalty to Heavy Weapons as a Small sized Creature. In
  combat, the Namr can use a move action to raise or reduce
  their weight. If they are on top of a creature or if a creature is
  holding onto the Namr and the Namr raises their weight, the
  creature must make a Str Check vs DC 8 + Prof + Con or be
  knocked prone. This does not work on creatures with a Size
  Category of Large or greater.
  Weapon Proficiency. Namr have proficiency in any
  weapon that has the Heavy keyword.
  Fiendish Resistance. Namr have resistance to Fire.
  Deceiving Nature. Namr have proficiency in Intimidation
  and Deception.
  Languages. Namr can read, write and speak Infernal and
  only speak Common.
  Feral Namr
  Feral Namr
  While the Namr that travel to the surface are abit more
  'easier' to handle, the Namr adventurers encounter in the
  infernal realms are much worse. Unless adventurers can
  strike a deal that best tickles a Namr's fancy for emotional
  feasting or less than minor pranks, engaging Namr in combat
  is a near suicidal venture. Feral Namr are much more savage
  in their antics, often their pranks entail torture, barbaric
  traps, and bloodshed. The reason for this enhanced chaos is
  all for watching their victims rithe in torment, as misery is
  Feral Namr's favorite emotion to feast upon in Hell.
  Feral Namr when facing down a returning kin from the
  surface, will act far more civilized towards them, however
  unbeknownst to Ferals, their kind from the Material
  Plane(also known as "Material Namr"), do not retrieve their
  Feral kind's invulnerability upon returning to the infernal
  planes. Material Namr should do their best to keep this
  information very secretive, should the Feral's learn of their
  dwarfed resilience, Ferals will use this information to play
  malicious tricks on their "lesser" kind more fiercely twords
  them. Material Namr unlucky to survive the hazing onslaught
  by their evil counterparts, will be dragged back into the
  shadows where they originated from. In time they will lose
  their sense of morality and memory of their time on the
  surface and be reborn as a Feral Namr. Even if a Material
  Namr is reduced to a feral state, they still will not have the
  same resilience as the Feral's who converted them. Due to
  the conversion they will be unaware of this and believe they
  are just as sturdy as the other Ferals and most likely meet an
  unfortunate demise if not by a larger fiend, but by the Ferals
  that converted them.
  Playing a Feral Namr
  Playing a Feral Namr
  If you are playing a Namr who has never traveled to any other
  Realm outside of the Nine Hells, your Namr can be considered
  Feral. Feral Namr have a much more powerful version of their
  Ability Score Decrease
  Ability Score Decrease, Natural Armor
  Natural Armor and Fiendish Resistance
  Fiendish Resistance
  features that you may opt to take in exchange for their
  Material counterparts, however it would be wise to consult
  your DM if they would allow this feature exchange.
  Feral Namr Variants
  Feral Namr Variants
  You may exchange your existing features of the same name for
  the following variants.
  Ability Score Decrease.
  Ability Score Decrease. Due to your complete disregard for
  consequence, your Wisdom is decreased by 4.
  Natural Armor.
  Natural Armor. While not wearing any armor, your AC is 13 +
  Dex + Con.
  Fiendish Resistance. 
  Fiendish Resistance. Feral Namr are Immune to Fire
  
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  Feral Namr
  Feral Namr
  Small Fiend, Chaotic Evil
  Armor Class
  Armor Class 21
  Hit Points
  Hit Points 50(5d12 + 4)
  Speed
  Speed 35ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  20 (+5) 16 (+3) 16 (+3) 8 (-1) 6 (-2) 12 (+1)
  Damage Immunities
  Damage Immunities Fire, Necrotic
  Senses
  Senses passive Perception 10
  Languages
  Languages Infernal
  Challenge
  Challenge 10 (5450 XP)
  Unassuming Weight.
  Unassuming Weight. This creature count as a Large
  size category creature for the purposes of
  grappling. A Feral Namr's weight can range between
  350-450 pounds, however they can reduce their
  weight to 60-100 pounds so long as they are
  willing.
  Emotion Bargain.
  Emotion Bargain. Feral Namr will respond favorably
  to granting them a taste of one's emotions. The
  creature must make a Persuasion, Intimidation, or
  Performance check vs a DC 13, if failed the Feral
  Namr will deal 2d6 + 4 Force Damage and drain the
  emotion the creature tried to convey permanently.
  If they succeed they must then make a Charisma
  Saving Throw vs DC 16, if they succeed they take
  half of 2d6 + 4 Force Damage, lose the ability to
  express the conveyed emotion for 24 hours, and
  the Feral Namr will become a willing servant for 24
  hours. If failed the Feral Namr will deal 2d6 + 4
  Force Damage, the creature loses the ability to
  express the conveyed emotion permanently and
  the Feral Namr will ask to feed on another emotion
  until the creature succeeds the Chraisma Saving
  Throw or combat is initated. Lost emotions can
  only be returned via the spell Remove Curse
  Remove Curse.
  Actions
  Weight Shift.
  Weight Shift. Move Action: The Feral Namr can use
  a move action to raise or reduce their weight. If the
  Feral Namr raises it's weight it cannot be physically
  pushed or pulled.
  Weighted Weapon Attack.
  Weighted Weapon Attack. Melee Weapon Attack:
  +10 to hit, reach 5ft., one target. Hit 8 (2d6 + 4)
  Drink Misery.
  Drink Misery. Reaction: If a Feral Namr successfully
  hits a target with an attack, or witnesses any
  creature within 60 ft recieving damage, they can
  drink the emotion of anguish the creature creates.
  The Feral Namr recovers 2d6 + 4 hit points.
  Weight Crush.
  Weight Crush. Grapple Attack: The Feral Namr will
  attempt to latch onto a creature with a grapple
  check, if they succeed they will then raises their
  weight, the creature must make a Str Check vs DC
  15 or be knocked prone. This does not work on
  creatures with a Size Category of Large or greater.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Christopher Zito - The Namr.pdf