Homebrew Flesher Symbiote Species Details
When a flesher, an animated pile of flesh and skin, finally completes its only goal of assimilating a creature to regain humanoid form, a flesher symbiote is the result. only mostly aware of it's former experiences, a flesher symbiote resembles the host body's skeleton, with loose skin and flesh sagging like robes and a mask.
Seen as evil monsters by most, flesher symbiotes are actually just regular folk, with their own personalities often aligning with their progenitors. Many claim a kinship with their former races, often resulting in them being run off. Their undead state can leave a bad taste in the mouths of the holy and even some divine beings, while the dark and malicious try to coerce them into committing acts of evil. Whether they brave the face of adversity and forge their own path, or descend further into the twisting walkways of wickedness is up to them.
Flesher Symbiote Traits
Flesher symbiotes have these traits:Ability Score Increase
Your Constitution increases by 2, and two other ability scores increase by 1.
Unholy Communion
Because of their unorthodox creation, flesher symbiotes aren't technically alive. They're animated skeletons wrapped in the flesh of a corpse, which can be rather awkward when facing hordes of angry townsfolk with torches and pitchforks. Your creature type is Undead and Humanoid.
Ageless
Not aging due to being an amalgamation of two deceased creatures, flesher symbiotes can last for centuries before they are destroyed by a holy order or disgruntled commoners. You do not age, and are immune to magical aging effects.
Size
Flesher symbiotes are the size of the creature consumed by the original flesher, usually between 3 and 8 feet tall. Larger humanoid creatures tend to fend off fleshers rather easily, throwing them aside or stomping them flat. Your size is medium or small, you choose when you select this race.
Flesh Speed
Your base walking speed is 30 feet. Thanks to your flesh still producing a sticky, acidic bile, you have a climbing speed equal to your walking speed. you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You must have both hands free to climb in this way.
Unusual Nature
Flesher symbiotes are a horrific combination of undead resilience and monstrous hunger. You have no need to drink or breathe. You can only gain sustenance through meat. While you remain motionless, you are indistinguishable from a malformed corpse.
Darkvision
The shadows and graveyards of the world are the homes of flesher symbiotes, hunting or digging up corpses to feed. their eyes are naturally adapted to the gloom in which they thrive. 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 discern colors in that darkness only as shades of gray.
Innate Spellcasting
You know the Chill Touch and Spare the Dying cantrips. When you cast Spare the Dying with this trait, it also functions on undead. Starting at 3rd level, you can also cast Speak with Dead with this trait. Once you cast it, you can’t do so again until you finish a long rest. Constitution is your spellcasting ability for these spells.
Deathly Resilience
While symbiotes have only a vague recollection of being a heartless flesher, the same dead flesh that was once their killer protects their dry bones. You have immunity to acid damage, poison damage and the Poisoned condition.
In addition, your flesh naturally produces acid. When you move through a space, you can choose to leave the square with sticky, corrosive bile. When a creature touches or walks through this acid for the first time, they take 1d6 acid damage. The slime will remain acidic for 1 hour before it dries and flakes away. You can fill a 5ft square of bile a number of times equal to your Constitition modifer x your Proficiency bonus per long rest. When you make an unarmed or melee weapon attack, you can also expend a use of this ability to deal an additional 1d6 acid damage.
Languages
Flesher symbiotes retain the majority of their memories from their former lives, names and languages sticking at the forefront of their conjoined minds. You can speak, read, and write Common and two other languages of your choice.
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