Homebrew Flask Species Details

Basic Information

Anatomy

Flasks have a hard exoskeleton that is most commonly black and mat. This natural armor has a texture similar to wood, but its much denser and cold to the touch. Between the plates of dark armor that cover the flaks body, they have thick fur that peeks out between the cracks. The most noteably furred area is their neck, which has a fat reserve that.works as an emergency energy reserve and also padding to prevent strong bites damaging the neck. All flasks have two arms, two legs, and one head. Their size and shape are dramatically varied, though. Flasks can be up to 10 feet tall and as small as 2 feet. Some flasks may have round heads but some may have a longer head. Flasks lack a mouth, genitals, reproductive organs, ears, eyes, and a digestive tract. They arent even technically living beings.

Ecology and Habitats

SInce flasks are constructs, they are not native to anywhere. They seem to thrive best in colder environments, but generally arent affected by the weather.

Dietary Needs and Habits

Flasks cannot, and do not eat. What flasks do is absorb the magical energy from other living things to refill their energy reserve. If the flask runs out of energy, they become dormant. Flasks can consume magic by pouring it into their eye sockets which leads to the resevoir in their torso.

Additional Information

Facial characteristics

Flasks have smooth carapace that covers their face. This carapace has two holes in it resembling eyes but there arent any, leaving them as empty sockets. They lack a mouth but still talk, when they speak, it sounds like the noise is radiating from their being instead of coming out of their mouth.

Geographic Origin and Distribution

Flasks are most commonly found within the ultimatem kingdom of kell, because that is where they originate from. Since they are so rare, its impossible to know if they have been seen anywhere else.

Perception and Sensory Capabilities

Flasks are completely blind because they do not have eyes. They "see" using magic. All living beings on this earth have magic within them, even if they arent magically innate. Using this sense flasks can veiw people by seeing their magical energy, they can also see plants, and sometimes rocks.

Symbiotic and Parasitic organisms

Flasks coexist with kell and live with them in the ultimatem kingdom. Higher class individuals are more used to flaks but the common man are disturbed by them. They originated from Silva castle, so its best to be weary. Nothing good has ever come from that castle.

Civilization and Culture

Naming Traditions

Flasks tend to have unconventional names like "blue" or "Citadel" because they are not born with names. Flasks go by nicknames that they are called based off of particular quirks or things that they've done.

Gender Ideals

Flasks do not have biological sex and do not conform to traditional gender ideals. They are not assigned by any gender at birth and usually just choose whatever they would like to be refered as.

History

Flasks are a very recent occurence, and have only been seen in the last 25 years. Their absence from history and sudden appearence raises much suspicion. Ever since their arrival things have been eerily different in the Northern divide.
Origin/Ancestry
Silva castle
Lifespan
Unlimited
Average Height
Flasks range dramatically in shape and size, and can be 2ft - 11ft tall.
Average Weight
200lbs
Body Tint, Colouring and Marking
Most flasks have a black exoskeleton and grey to white fur. Some exceptions may occur, but it is extremely rare. The magical essence that powers them glows subtly from the gaps in their exoskeleton, the colour of this essence depends on the type of magic they are powered with.

Flask Traits

Flasks have many mysterious abilities because how much magic flows through them.

Innate Magic

You know the Eldritch Blast cantrip. When you reach 3rd level, you can cast the Absorb Elements spell once per day. When you reach 5th level, you can also cast the Animate Dead spell once per day. Intelligence is your spellcasting ability for these spells.

Living Construct

Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

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