Homebrew Experiment 313 Species Details
Created by a warlock driven insane by the loss of a child, he made a deal with an infernal being of the cross roads to channel infernal magic into his creation giving it a soul. Niether good nor evil this creature is fueled off of pure curiosity in a world he will never be accepted in. It is niether alive nor undead. The warlock made this creation with his knowledge of alchemy, parts from random corpses of both peak physical and intellectual health, and the deal he struck with the infernal entity. These creatures have no names and often adopt one anytime it suits their needs, often times they will use one name and then another only days apart. They are extremely loyal to one person in their unnatural lives but it is earned loyalty (by an act of kindness usually, or general acceptance by an individual.) they hardly ever interact with anyone, as they are typically feared or hunted for not being understood so they don’t make lasting connections and loyalties very easily. They have a thirst for knowledge and are typically strong. If they do encounter anyone and through whatever means become attached to that individual, they will ask them for a name and use the name given from that moment on.
Experimental Resilience
these creature are hearty and can take some punishment. If during combat they suffer damage and the attack is accurate enough it can cut off limbs. 5% or lower rolled on the percentile dice. If a limb is cut off the creature will have 10 minutes to reattach the limb or they will have to find a new limb from a fresh corpse and perform a ritual and the attach the new limb. The new limbs can have adverse effects on your ability scores as well. If you lose an arm or leg you will roll a D6 to determine if your new limb will alter strength, dexterity, or constituition. 1-2 = strength, 3-4 = Dexterity, and 5-6 = constitution. Once you figure out which ability your new limb will affect you will roll a D20 if its a 5 or lower then you will lose points, if its a 6-14 your stats remain the same, and if you roll a 15 or higher you will gain points for the ability score altered by the aforementioned d6 roll by what you roll on a D2. If you replace a limb and it alters your stats, the limb holds those stat alterations if you should lose that limb your stats go back to your stats before acquiring the new limb. You can replace a limb only once a day using your experimental resilience ritual. Requirements for the ritual include a limb from a freshly fallen humanoid creature, 10gp worth charcoal, string, and ink, and one bone from original owner of the new limb. The Experimental Resilience ritual takes 10 minutes to cast, the creature draws out the infernal runes on the ground with charcoal and lays the new limb in the center of the runes. They then the bone from the original owner of the limb and grind it up mixing it woth the ink. After they magically draw the runes on the end of the severed limb and at the section where the limb will attach. After chanting the incantation the limb will magically drift into place and you can then sew on your new limb.
Infernal magic
This creature because of the pact its creator made, has a small portion of infernal magic imbued into it. It is innately magical and when detect magic is cast in its general vicinity he will glow with a magic aura. It can cast basic warlock cantrips and some level one spells off of the warlock spell table.
Can cast infernal damnation which imbues all physical attacks for the next minute with an extra 1d6 fire damage. At the end of the minute the caster takes 1d10 fire damage as it is vunerable to fire. Infernal damnation can only be used once per long rest.
Experiment 313 Traits
There is not a lot if infirmation known about this creature.Experimental Resilience
Experimental Resilience
these creature are hearty and can take some punishment. If during combat they suffer damage and the attack is accurate enough it can cut off limbs. 5% or lower rolled on the percentile dice. If a limb is cut off the creature will have 10 minutes to reattach the limb or they will have to find a new limb from a fresh corpse and perform a ritual and the attach the new limb. The new limbs can have adverse effects on your ability scores as well. If you lose an arm or leg you will roll a D6 to determine if your new limb will alter strength, dexterity, or constituition. 1-2 = strength, 3-4 = Dexterity, and 5-6 = constitution. Once you figure out which ability your new limb will affect you will roll a D20 if its a 5 or lower then you will lose points, if its a 6-14 your stats remain the same, and if you roll a 15 or higher you will gain points for the ability score altered by the aforementioned d6 roll by what you roll on a D2. If you replace a limb and it alters your stats, the limb holds those stat alterations if you should lose that limb your stats go back to your stats before acquiring the new limb. You can replace a limb only once a day using your experimental resilience ritual. Requirements for the ritual include a limb from a freshly fallen humanoid creature, 10gp worth charcoal, string, and ink, and one bone from original owner of the new limb. The Experimental Resilience ritual takes 10 minutes to cast, the creature draws out the infernal runes on the ground with charcoal and lays the new limb in the center of the runes. They then the bone from the original owner of the limb and grind it up mixing it woth the ink. After they magically draw the runes on the end of the severed limb and at the section where the limb will attach. After chanting the incantation the limb will magically drift into place and you can then sew on your new limb.
Infernal Magic
Infernal magic
This creature because of the pact its creator made, has a small portion of infernal magic imbued into it. It is innately magical and when detect magic is cast in its general vicinity he will glow with a magic aura. It can cast basic warlock cantrips and some level one spells off of the warlock spell table.
Can cast infernal damnation which imbues all physical attacks for the next minute with an extra 1d6 fire damage. At the end of the minute the caster takes 1d10 fire damage as it is vulnerable to fire. Infernal damnation can only be used once per long rest.
Weakness to fire.
this creature is weak to fire and takes double damge for any fire based damge it takes.
Ability Score Increase
Your ability scores each increase by 1. Or you can take one away from one ability to give one other 2 points.
Age
Made in a lab niether alive nor dead, these creatures can be made at whatever age the base body is when they died, typically a young adult at peak physical health before there death is used. They do not age any further after they are created and will never die from old age. There is no record of how long one has lived as they are usually very solitary and hide very well only few people now of there existance.
Alignment
they are true neautral beings and are more curious than anything, they will adapt to their sureoundings.
Size
Experiments vary widely in height and build, from barely 5 feet to well over 6 feet tall, depending on the parts that make them whole. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 35 feet.
Languages
You can speak, read, and write Common and one extra language of your choice. Experiments typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/2/2021 12:45:47 AM
|
384
|
8
|
--
|
Coming Soon
|
Comments