Homebrew Ancient Creature Lord Species Details

A mysterious race of seemingly body-less creatures, the Ancient Creature Lords are known only by the garments they possess, be them hooded robes or suits of armor. They will always obscure their face and hands, as in truth, they have none to know. Seemingly made of energy or magic, they constantly give off a menacing vibe, though they are not inherently evil by any means. All creature lords are in alliance only to that of the total domination by their chosen creature, and thus will most often be considered Chaotic Neutral. Ancient Creature Lords will spend their entire lives, which seem to have no beginning and no true end, breeding and gathering their chosen creatures. A lord of mimics, for example, will hide away in a deep cave, surrounding itself with more and more mimics, training them, worshiping them, until the day when they feel the mimics are ready. on this day, they will emerge from their cave, ready to cover the world in their creatures. Ancient Creature Lords have a surprising level of strength for a formless race. while they are highly adept at magic, it is rare to meet one who considers itself a spell-caster of any sort. The most notable ability is that to summon huge waves of their creatures, seemingly from nowhere or from within themselves. There is no limit to the range from which they can pull creatures; it is only required that individual creatures exist.

 

Ancient Creature Lord Traits

The lords of creatures have such interesting anatomy, considering they have none at all.

Pocket Space

The inside of a creature lord often acts as its own personal pocket dimension, capable of holding any item it may put inside itself. This allows them to travel lightly, without care to what the typical restrictions of a journey may be. because of this, weight allowance will never come into play for an Ancient Creature Master unless the items are being carried in its arms or on its person; inventory has no effect. 


No Body

Because they have no body, creature lords cannot be harmed, even by magical items. There is nothing to harm. Because of this, however, they have no health to speak of. while this may normally be an advantage, this makes transferal magic nearly impossible; you cannot share your life force with a creature if you have none to speak of. 

When a lord is hit for what would normally be 5 damage or under, they will simply not move. When hit for 6+ damage, their 'body' will disappear, leaving only a pile of clothing until they can recover. In this moment, they do not exist, and therefor cannot help their party. After a certain number of rounds, the lord will 'recover' and refill its clothing. Recovery time is determined by 25 - (character strength). Ancient Creature Lords with a strength of 25 do not crumple.

a player may crumple voluntarily to escape a bad situation or annoy an enemy, but they still have to wait their number of rounds before recovering.

Unshakable, Questionable Loyalty

Ancient Creature Lords have one loyalty, and one loyalty only: their creatures. This means their alignment is generally decided by the alignment of their creatures; if the average race views mimics as evil, then the lord is also evil. however, this does not mean they will properly align to the typical ideas of right and wrong; what is best for cows is not always in line with "good", after all. 

Above all else, a creature lord wishes to see the world ruled entirely by its own creatures, and will go to the ends of the earth to make this happen.

One Track Mind

Due to being a formless being with no true origin and one goal its entire life, Ancient Creature Lords do not typically make for good companionship. Seduction, Coercion, Fear, and Mind Control can be done, but will suffer a heavy(maximum possible) penalty. It will be difficult for the party to bond with a creature lord, as it simply is not interested in you if you're not one of its creatures. 

Limitless

Ancient Creature Lords have no minimum or maximum trait to play. Class Restrictions still apply.

Ageless

Ancient Creature Lords have been here since the beginning, and before, and the end, and 20 minutes ago. They do not age, and they do not die.

Language

Ancient Creature Lords suffer a 1 point penalty to learning any language, but will always start with Common(or the game's equivalent) and the language of their creatures. (if you raise armies of foxes, you can speak to foxes. easy!)

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