Homebrew Necron Species Details

"Witness that which the lesser races have achieved in our absence. How pitiful their accomplishments, and how crude their strategies. They fool themselves into believing that they march towards their own grand destiny, when the truth is far simpler–their civilizations are mere footnotes in the glorious history of the Necrontyr."

-Imotekh the stormlord

 

The Necrons are a mysterious race of robotic skeletal warriors that have lain dormant in their stasis-tombs for millions of years and who are the soulless creations and former servants of the ancient C'tan, the terrible star gods of myth. The Necrons are ancient beyond reckoning, predating even the birth of the Eldar. At long last, however, they are beginning to awaken from their Tomb Worlds, for the galaxy is ripe for conquest and the restoration of the Necron Empire. Out of a desire for vengeance, the Necrons shed their original organic forms and lost all forms of compassion and empathy, becoming ruthless, undying killing machines who are determined to exert their mastery over the galaxy once more.

 

Cursed at birth

The race that would become the Necrons began their existence under a fearsome, scourging star. Assailed at every moment by solar winds and radiation storms, the flesh-and-blood Necrontyr became a morbid people whose precarious lifespans were riven by constant loss. Their dynasties were founded on the  anticipation of demise, and the living were thought of as no more than temporary residents hurrying through the sepulchres  and tombs of their ancestors.

As time wore on, further strife came to the Necrontyr. While their territory grew ever wider and more diverse, the unity that had made them strong was eroded,and bitter wars were waged as entire realms fought to win independence. Eventually, the Triarch –the ruling council of the Necrontyr –realised that the only hope of unity lay in conflict with an external enemy, but there were few who could prove a credible threat. Only the Old Ones, first of all the galaxy’s sentient life forms, were a prospective foe great enough to bind the Necrontyr to a common cause. Such a war was simplicity itself to justify, for the Necrontyr had ever rankled at the Old Ones’ refusal to share the secrets of eternal life. So did the Triarch declare war upon the Old Ones and thus the War in Heaven began.

The War In Heaven

The terrible campaigns that followed could fill a library in their own right,but the underlying truth was a simple one: the Necrontyr could never win. Their superior numbers and technologies were constantly out manoeuvred by the Old Ones’ mastery of the webway. In but a span of centuries, the Necrontyr were pushed back until they were little more than an irritation,a quiescent peril clinging to isolated and forgotten worlds.

Faced with the total collapse of their rule,the Triarch searched desperately for a means of restoring order. In this,their prayers were answered, though the price would be incalculably high.

This was when the Necrontyr encounted the godlike beings known as the C'tan. The shadow of the C’tan fell over the oldest dynasties first. Some Necrontyr actively sought the C’tan’s favour and over saw the forging ofl living metal bodies to contain the star gods’ nebulous essence.Thus clad, the C’tan took the shapes of the Necrontyr’s half-forgotten gods,hiding their own desires beneath cloaks of obsequious subservience.

Biotransference

With the pact between Necrontyr and C’tan sealed, the star gods revealed the form that immortality would take,and the great biotransference began. Colossal bio furnaces roared day and night, consuming bodies of weak flesh and replacing them with enduring forms of living metal. The C’tan swarmed about the biotransference sites,drinking in the torrent of cast-off life energy and growing ever stronger.

The Necrontyr's new machine body was far mightier than the frail form they had tolerated for so long, and their thoughts were swifter and clearer than they had ever been. The price of physical immortality had been the loss of their souls. The Necrontyr were now but a memory, the soulless Necrons born in their place.

Victory and Betrayal

With the C’tan and the Necrons fighting as one,the Old Ones were now doomed to defeat. Glutted on the life force of the Necrontyr, the empowered C’tan were near unstoppable, and unleashed forces beyond comprehension. Ultimately, beset by the implacable advance of the C’tan and the calamitous warp-spawned perils they had themselves mistakenly released, the Old Ones were defeated once and for all.

However due to the potential threat that the C'tan could could bring, the Necrons began to plan to revolt against the star gods. In their arrogance,the C’tan did not realize their danger until it was too late. Though the cost of victory was high - the Necrons were once more in command of their own destiny.

Yet even with the defeat of the Old Ones and the C’tan alike,the Necrons saw that their time was over, for the moment, at least.

It they then converted their remaining cities into great tomb complexes threaded with stasis-crypts. The the galaxy be shaped out by the others for a time–they were but ephemeral, whilst the Necrons were eternal. Their ruler's final command to his people was that they must sleep for sixty million years but awake ready to rebuild all that they had lost,to restore the dynasties to their former glory.

 

A Return To Power

To external observers, the behaviour of awoken tomb worlds must seem inconsistent almost to the point of randomness. Some Necron Lords send diplomatic emissaries to other worlds, negotiating for the return of lost territories and artefacts, or cast off into the stars,searching for distant tomb worlds not yet awoken. Others focus attention inwards,avoiding unnecessary conflict with alien races to pursue internal politics or oversee the rebuilding of their planet to glory.


The vast majority of tomb worlds,however, take a more aggressive tack, launching resource raids,planetary invasions or full-blown genocidal purges.Yet even here,it is impossible to predict the precise form these deeds will take. Sometimes the Necrons attack in the full panoply and spectacle of honourable war, rigorously applying their ancient codes of battle. At others,every possible underhanded tactic is employed, from piracy and deception, to assassination and fomentation. On occasion, the campaign is less a martial action than a systematic extermination,the swatting of lesser life forms as they themselves would swat insects.

Necron Traits

Your Necron character has the following traits

Speed

Your base walking speed is 25 feet

Ability Score Increase

Your Constitution score increases by 4 and your Intelligence score increases by 1. However your Dexterity score and Charisma score both decrease by 2 due to your soulless new forms.

Age

The Necrons have been estimated to be at least 60 million years old however this is due to them sleeping for most of those years.The maximum lifespan of a Necron remains a mystery; so far, Necrons have shown no signs of deterioration due to age.

Alignment

A Necron usually follows the laws set by its lord and have been known to believe that they are superior to all of the other races. Necrons in the past have also been known to eradicate all life that came in their way. Your alignment is usually lawful, neutral, or evil. A good or chaotic Necron is a rare if not strange occurrence.

Size

Most Necrons stand between 7 and 8 feet tall. They weigh usually 450 pounds. Your size is medium.

Darkvision

Due to your constructed nature, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern full colour in darkness.

Constructed Nature

Due to your constructed bodies, you gain the following benefits.

  • You have resistance to psychic and necrotic damage and are immune to poison damage along with the poisoned condition.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
  • You are vulnerable to acid damage.
  • Healing has less of any effect on your artificial body. As such, you are healed for half of the amount from healing spells and potions, though this may be lifted on the DM's discretion.

 

Necrodermis

A Necron is made out of a material known as Necrodermis. A material of unknown origin and chemical or molecular structure that possess the ability to regenerate almost all damage instantaneously, "flowing" back together as if it were a liquid while mending gashes and tears, even reattaching severed pieces with little delay.

As a Necron you possess the ability to regenerate lost hit points as a bonus action. The amount of hit points you restore is determined by twice your constitution modifier (minimum 1). You can use this feature a number of times equal to your Constitution modifier (minimum 1). You regain all uses of this ability when you complete a long rest.

As a Necron you also gain a natural armour due to your metallic body. This AC is equal to 14 + your Constitution modifier. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. This armour also counts as heavy armour, meaning you have disadvantage on Dexterity (Stealth) checks.

Recovery Protocols

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Reanimation Protocols

You have advantage on death saving throws, not only that but you gain the ability to come back to life after being slain. When your character dies, you will come back to life after 2d4 days if you body was not disintegrated during that time. You come back fully healed with one level of exhaustion on your character.

Soulless

Due to your soul no longer existing, you cannot be brought back to life by resurrection effects and magic (excluding wish) and are also immune to spells affecting the soul.

Languages

You can speak, read, and write Common,  Deep Speech and Primordial.

Previous Versions

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