Homebrew Elder Skull Species Details
An ancient ritual brings forth new unlife, like a puppet without strings. A thinking, feeling, walking, talking skeleton. Its bones magically infused with adamantine and arcane ruins and scripture reside and appear upon the bones of the skeleton, glowing a unique single colored light. Where eyes should be within the sockets are two glowing lights of the same runic coloration upon the skeleton. The ritual to bring this being to life also endows it with a soul. That being the case the Elder Skull does not sleep but rather recharges his soul, requiring only 4 hours of rest in a meditative state to do so. The Elder Skull does not eat, drink or breath air and cannot drown or even be effected by most problems of space. Each Elder Skull is naturally born incomplete. The reason being is so the soul within it may attune to the life around it and adapt the Elder Skull as is moves through life, helping to shape it. Elder Skull crave a specific version of what they perceive to be true life and are afforded the opportunity through a special evolution they are gifted with in their creation. As the Adamantine skeleton advances in levels, their body will undergo physical alterations, as if growing a body from the inside out. These alterations take upon many different forms depending out how their soul is shaped and the level of that soul. Some grow to be more humanoid, some choose to become monsters or even villains, and some become heroes. Critical attacks made against an Elder Skull are nullified and is to be considered normal damage.
Elder Skull Traits
Adamantine BonesAbility Score Increase
Two Ability Scores of your choice increases by 2 as well as having a 1 to your Constitution Ability Score.
Creature Type - Undead
You are considered Undead, however, you take no drawbacks for being undead. Such as a target of a spell or effect; including targeting, turning or destroying undead. This includes sources of power from class types such as Clerics, Paladins and others with similar attributes in combating against the undead. Moreover, your bones are made of adamantine, granting you immunity against Critical Hits.
Size
You are Small or Medium (your choice).
Speed
Your base walking and climbing speed is 30 feet.
Empowered Feats
You gain 1 bonus Feat to have at level 1 which your character is qualified for by your DM.
Variable Traits
You gain the following benefits: darkvision with a range of 60 feet and proficiency in two skill of your choice and expertise in one skill of your choice.
Language - Ghost Song
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. Moreover, you can cast the spell Speak With Dead a number of times a day equal to your Proficiency Modifier as a Bonus Action. You regain this ability after completing a Long Rest. You also gain advantage on Persuasion and Deception checks with any creatures that is Undead.
Elder Resistance
You are Immune to Poison and Resistant to Acid damage. Furthermore you are Immune to any Disease as well.
Elder Evolution
You gain resistance to bludgeoning, piercing and slashing damage from nonmagical sources when you reach level 2.
Armored Bones
You may add your Constitution Modifier to your Armor Class.
Bone of Time
You natural and supernatural constitution from your bones are truly unbreakable. You gain the aspects of the the Tough Feat.
Bone Divider
Bone Divider - Whenever you are Critically Hit, roll a d20 to determine what else happens to you: 1-10: Nothing else happens. 11-14: One leg is severed from you if you have any legs left. 15- 18: One arm is severed from your body if you have any arms left. 19-20: You are decapitated, but you do not necessarily die. If you die, so does your severed head and your body along with you. Your severed limbs gain a turn in combat, you may chose the order and actions they take on your turn. You must finish a 1-hour rest to reattach a severed limb or head, your bones and part do not regrow. Below are the following guidelines for severed bone parts.
Limb HP/AC: A severed body part has AC equal to your Armor Class (without Armor), the hit points for each limb equals a quarter (one-fourth) of your total Hip Points rounded down.
Legs: A severed leg is unable to attack and has a speed of 5 feet. Your speed is halved if you are missing a leg. If you lose both legs, you fall prone.
Arms: A severed arm has a speed of 5 feet and can make one claw attack of 1d8 + your Strength Modifier on the severed arm’s turn, with disadvantage on the attack roll unless you can see the arm and its target. Each time you lose an arm, you lose a claw attack. Any spell requiring Somatic as component has a 50% chance of working with one arm. You must roll a d100 to determine the outcome. 1-50, the spell fails, and the spell slot is expended. 51 and higher the spell goes through. If both arms are missing, you cannot cast spells requiring Somatic as a component. Severed Arms cannot cast spells.
Head: If your head is severed, you lose any concentration on any spell you have activated. You do have a bite attack of 1d8 + your Strength Modifier. Your severed head has a speed of 0 feet. You can make a bite attack but only against a target in its space.
Body: If you have both arms, you can crawl without legs. With only one arm, you can still crawl, but your speed is halved. With no arms or legs, your speed is 0, and you can't benefit from bonuses to speed.
Death Regeneration: If the only remaining part of your body is your Skull, you can go into a deep slumber lasting 1d6+1 days. During this time your body will begin to regrow. At the end of the timed process, in a show of great magic your new body assembles in moments. Taking the nearly exact form as you were before nearly dying. As part of this process, you take 1d3 levels of Exhaustion. You must complete a Full Rest to eliminate a level of Exhaustion. If your Skull is destroyed you do not come back in this way, however if any other of your bones remain, they can be a great aid in reviving you.
Timeless Sight
You are Immune to being Blinded by spells, magical abilities and effects. You can even look at the sun with no issue. However, if your eyes are covered you are considered blind still.
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