Homebrew Enderman Species Details

I will describe more later. But for now just focus on the racial traits and such. 

Enderman Traits

The guy from minecraft !! These are sort of…simplified. my b.

Angry Dash

In combat, an enderman can insight the dash action and double one’s movement speed once a round. This happens when the character is extremely angry and feels provoked. 

Hydrophobic

When an enderman comes into contact with water, they take about 1d4 for every 3-5 seconds of contact (depending on the amount of water). 

Teleportation

Endermen can teleport anywhere. But the risk is doubled when it’s somewhere one cant see. Enderman have a 95% success rate when they can see where they’re teleporting. (Roll a d100 and if it gets 95 or above, take 1d4 bludgeoning damage.) When teleporting somewhere they cant see, but they’ve BEEN before, they have a lower chance of success. (Roll a d100 and if it gets 50 - 94 take 1d4 damage. if it’s 95 or above, take 1d6.) When attempting to teleport somewhere they both have not ever been and cannot see, they have a 5% chance at success. (roll a d100 and if they get 1-5, they succeed. 6-49 take 1d4, 50-94 is 1d6, and 95-100 is 1d12.) 

Naturally Intimidating

Their teeth are large and flip up and out, ready to latch onto whatever comes near their mouths. Their glowing eyes and bits of antimatter particles floating around them cause an air of off-putting mystery. Their tall, gangly, nearly skeletal figures are quite something to behold. All in all, they are quite terrifying beasts when they want to be…

Dark vision

Due to the fact that for generations upon generations of being in a world without sunlight, endermen have an adapted and developed knack to see in the dark. Due to evolution and that, they have been able to grow accustomed to being able to see in both light and dark with great ease. 

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