Homebrew Skeleton (human, gross) Species Details

I reckon them boys were human at some time, but they ain't no more. 

Skeleton (human, gross) Traits

Get spooky, never dooky.

Darkvision

These boney boys are seein' 60 feet in romance light. 30 in super dark.

Breathless, Sated, Slaked

When these folks try to go for a swim, they just sink right down, clear to the bottom of whatever watery happenstance they find themselves in. But it don't bother them none: they ain't got lungs to drown with. They just go about their business, moseyin' half as fast as they could elsewhere. For the same reasons, they can't breathe or eat any poisons or diseases. Must be nice. That also means they can't consume food, beverages, or potions. Dang. Additionally, Medicine ain't effective for healing these boneheads.

No Rest For The Wicked

When y'all are sleepin', these fellers are wide awake. That's cuz of course they can't get exhausted none. They know what's happenin' all around, but they still like to have a good sit for about 4 hours to fully rest up. During that time, any bones they done dropped, why they can put 'em back on. They also like to reflect on the day's occurrences, like one does. This helps them prepare their magic business, iff'n they got any. You may think that this heals someone up real nice, but not in this case, buddyjimboybob.

Fleshless

What with their thin profiles, spindly fingers, and light weight, skeletons get +2 to their Dexterity, and ain't gettin' stabbed so much. But you getcherself a hammer, and them boys're in a heapa trouble.

Grim Visage

With a face that's been tored off, nobody wants to get smoochie with these guys. They're too escared. -2 to Charisma and +2 to Intimidation.

Skeletal Regeneration

Skeletons regenerate lost HP at a rate of 1 HP per hour. Skeletons may voluntarily remove a limb or their skull at the cost of 1 Hit Point. Limbs can also be removed involuntarily: whenever a skeleton takes damage, there's a chance for a limb to fall off. For each instance of damage, roll a d6. On a 1, a limb of the DM's choice is separated from the skeleton's torso. The DM also decides where it lands. The limb is still controllable by the player, and crawls at a pace of 1. Limbs cannot make attacks, but will continue to hold items attached to them, and can be picked up to be used as weapons by any player or enemy. Such a weapon deals 1d4 damage plus their Strength modifier if it is not holding a weapon. If it is holding a weapon, that limb deals half of the weapon's damage plus the wielding player's Strength modifier. Skeletons have knowledge of the direction of their limbs, but unless the skull is the detached part, no sensory information is available to the skeleton player. While the skull is removed, the body is effectively blind and deaf, though it's supposed sense of touch and ability to follow the direction of it's skull remain in effect. To reattach limbs, the skeleton must be able to concentrate for a full minute and be within touch range of the reassembling parts. If the skeleton suffers enough damage to reduce its Hit Points to 0, the player must wait an hour to attempt to reassemble touching parts, and will have total HP of 1. During that hour, the skeleton cannot be healed.

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