Homebrew Ensouled Skeleton Species Details

Skeletons arise when animated by dark magic. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.

Hovever, this is an animated skeleton whose soul was restored by divine intervention. It has recovered its original alignment, memories, and personality traits.

Ensouled Skeleton Traits

Creature Type: Undead
Size: Medium or Small
Speed: 30 feet

Ensouled Skeleton Traits

As an Ensouled Skeleton, you have these special traits.

Darkvision

You have Darkvision with a range of 60 feet.

Brittle Bones

You are vulnerable to Bludgeoning Damage.

Deathless Nature

You are immune to poison and disease, and you do not need to eat, drink, breathe, or sleep. Magic cannot put you to sleep. You may go into torpor for 4 hours to gain the benefits of a long rest. During that time, you remain conscious and aware of your surroundings. You cannot eat or drink, and gain no benefits from magic potions. 

Pile of Bones

As a Reaction, you can allow your bones to come apart, falling to the ground, inert. You become indistinguishable from any pile of bones. Your speed becomes 0 and you remain conscious and aware of your surroundings. You may reconstitute yourself as an Action.

Ensouled

When a healing spell that doesn't normally work on undead creature is cast on you, the number of hit points you heal is reduced by half. You also have advantage on saving throws against abilities that turn undead.

If you die, casting Animate Dead on you brings you back to "life", and you are not under the control of the caster.

Detachable Limb

As an Action, you may detach one of your hands. For an hour, it has the statistics of a crawling claw under your command. You have a telepathic link to your hand to a range of 100 ft. If your hand gets beyond that range it tries to return to you to the best of its ability, even after the duration expires. Your hand always knows where you are. If your hand is destroyed or unable to return to your arm by physical means, it reappears to your arm after your next long rest. Once you've used this ability, you cannot use it again until the end of your next long rest.


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