Homebrew Enderian Species Details

When the Enderian starts or ends its turn in water, it takes 3d4 acid damage. It has a base HP of 40 (5 d10+12). A descendant of the Enderman, but an evolved version of it. More strength, dexterity and intelligence. However they do have less charisma and wisdom than their predecessors. When making an unarmed strike, or making an attack with a melee weapon they have an extra strength bonus (+5), and they can reach enemies from 5 feet away. They can teleport at will and can take objects with them when they do..

Enderian Traits

Able to teleport, but weak towards water. By choosing this race you will gain great strength, reach, and intelligence. But you will also gain a great weakness. That weakness is being hydrophobic (but not in the way you think). You take damage from being in water or drinking it. Be careful!

Teleportation

You teleport using the power of your ancestors and see the world blink for a fraction of a second, then it comes into view and you are where you desired to be up to 50 feet away in an unoccupied space that you are aware of. When taking creatures with you, the creature you teleport with makes a DC 10 constitution saving throw or takes 1d4 psychic damage when you finish the teleportation.

Reach

You can reach an extra 5 feet away from the enemy.

Water vulnerability

When starting or ending your turn in water you take 1d4+2 acid damage, and when ingesting water you take 2d8+5 acid damage.

Enderian Strength

When you hit a target you get an extra d6 to add to your damage roll

Enderian Strength

When you hit a target you get an extra d6 to add to your damage roll

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