Homebrew Enderman Hybrid Species Details
A creature born of an ancient tall creature and an another race
Enderman Hybrid Traits
You have traits like the ancient Endermen creatureHydrophobic
When an hybrid comes into contact with water, they take about 1d4 for every 4-6 seconds of contact (depending on the amount of water).
Darkvision
Due to the fact the ancient Endermen creature lived is darkness for centuries they evolved to be able to see in the dark and has a descendent of the Endermen creature you inherited the ability
Teleport
Hybrids can teleport anywhere. But the risk is doubled when it’s somewhere one cant see. Hybrids have a 95% success rate when they can see where they’re teleporting. (Roll a d100 and if it gets 95 or above, take 2d4 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 2d4 damage. if it’s 95 or above, take 2d6.) 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 2d4, 50-94 is 2d6, and 95-100 is 2d12.)
Naturally Intimidating
Cause of your strange appearance of half your face be corrupted and black with your eye on the same side being purple you have advantage on intimidation checks
Ender’s Rage
You go into a raged state for the next 3 turns your speed is doubled. Out of combat your speed is doubled for 3 minutes.
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