Amalgam Race Details
As a mother tucks her child into their bed covers for the evening, she warns of an infamous creature: a being of stitched limbs and mismatched eyes. It is a monster that crawls through the windows of children's' rooms to steal them away into the night. Leaving her child with this frightening thought, the mother snuffs the candle on the nightstand, and as the light quickly vanishes a terrible silhouette is cast across the window.
Awakening bound to a table, a life reborn gazes into the crazed eyes of an old tinker. The straps that bind her are pulled taught against her wooden joints, and terror fills her as she tries desperately to remember her past, only to be met with a single thought. A command echoes in her mind.obey.
Amalgams: the result of some wizard's twisted imagination, a necromancer's desperate attempt to bring back a loved one, or a puppet built by a lonely tinker. Amalgams are humanoid constructs, creatures of the night, though not typically by choice. Made of a patchwork of flesh and sinew, Wood and bone, or even thread and stuffing. Theirs is an unfortunate existence, a life crudely brought into being and cast into a world of fear and loneliness.
Due to their constructed nature Amalgams come in many shapes and sizes, though typically they mirror the measurements of their creator race. Usually they range in height anywhere between 5 to 7 feet tall, and weigh anything from 90 to 270 pounds. These unnatural creatures are typically built in a “fully grown body,” though they need time to mature mentally. Amalgams usually reach full maturity in 3 to 4 years and if left uncared for, their animating magic wears off in about 70 years and their body destabilizes.
Like many other constructed beings, Amalgams are usually built for a specific purpose, however their functions tend to be broader than simple golems, and their motor skills and cognizant abilities greater than most undead. Some are built for manual labor, some for housekeeping, but most are made to serve. If one possesses the knowledge and resources, an amalgam can quite possibly modify their own body to their whim.
Fear and Loathing
Amalgams are typically feared by the populace and as a result, are thrust into seclusion. Some deal with this better than others, though all are universally despised by those of any holy affiliation. Their plight ensures that Amalgams can never live comfortably in normal society. Many take to hiding in the alleys of cities or out in the countryside, some are captured and paraded as an attraction, and fewer still take to adventure.
Creeping Among Shadows
Very few Amalgams survive outside the reach of their creators but those that do, manage to do so by hiding among the shadows. Nooks and crannies are often the closest thing to home that Amalgams have, and because of this they do not typically stay in any given spot for too long. Though they do not need sleep, Amalgams do tire from running and eventually need to feed to refuel. As such they can be found rummaging through old trash to find whatever scraps of organic material may remain.
Amalgam Names and Models
Amalgams may vary in appearance and composition depending on their construction. The most common variety are made of a quilt of flesh and bone, fueled by necromantic magics, however there are variants. Amalgams must be made from other living, or once living, materials such as wood, or even wool and stuffing made of some organic components. Amalgams are often named by their creators and are usually given names that are common for that person's culture. Sometimes they are given a more impersonal name, such as a series of numbers or a simple designation. In some cases Amalgams revoke their given name as a sign of rebellion and take on their own.
Male Amalgam Names: Servant 01, Humphrey, Edgar, B-423, etc.
Female Amalgam Names: Anna, Evanna, Project, Gamma-32, etc.
Backgrounds that are appropriate for Amalgams include the Haunted One, Hermit, Urchin or in some cases Gladiator.
They are often solitary creatures only ever finding respite with other freaks and outcasts. Because of this, Amalgams typically hide out in the wilderness or get shown off as entertainment in carnivals or arenas. It's exceedingly rare to see an Amalgam out in the open of their own volition, so any social backgrounds are uncommon.
Amalgam TraitsAmalgams have many peculiar features thanks to their unnatural lives, such as increased durability and constitution.
Ability Score Increase
Your Constitution ability score increases by 2 and your Strength increases by 1.
Amalgams reach mental maturity in three to four years and live to around seventy years.
Amalgams are typically creatures of chaos, always on the move and doing anything to survive. Because of their unnatural existence they are often perceived as evil, though sometimes they are simply misunderstood.
Amalgams often mirror the size of their creator's race and typically range anywhere from five to seven feet tall. Your size is Medium.
Your base walking speed is 30 feet.
Due to your constructed nature you have advantage on all constitution checks and saving throws. On top of this, Amalgam's are resistant to all forms of poison and can digest almost any organic material, such as rotting meat, without growing ill.
Because your body is dry and fueled by volatile magics, you are especially vulnerable to fire damage and you know it. When another creature attempts to intimidate or frighten you using fire, you have disadvantage on your wisdom saving throw to resist.
Creature of the Night
Due to your inherently disturbing nature, you excel at frightening others. You have advantage on all intimidation checks. You also never need to sleep. However to gain the full benefits of a long rest, you must rest for 8 hours, performing light activities or simply remaining still.
You can speak, read, and write Common and one extra language of your choice. Amalgams often learn common as well as whatever language they are taught by their creator. This secondary language typically matches the primary language of the creator.