Homebrew Enderman Species Details
Part of the Ender Dragon's semi hive-mind, endermen are vaguely humanoid creatures of void. They are around 10 feet tall, with much of that being their disturbingly long limbs. Their faces are expressionless except for two glowing purple eyes, until they open their mouths almost a foot to scream and begin their attacks. However it is a rare occasion that an Enderman is born in the overworld, if so then the enderman tends to grow up more civilized and mature, hence making it capable of thought and adventure.
Enderman Traits
Part of the Ender Dragon's semi hive-mind, endermen are vaguely humanoid creatures of void. They are around 10 feet tall, with much of that being their disturbingly long limbs. Their faces are expressionless except for two glowing purple eyes, until they open their mouths almost a foot to scream and begin their attacks. However it is a rare occasion that an Enderman is born in the overworld, if so then the enderman tends to grow up more civilized and mature, hence making it capable of thought and adventure.Ability score increase
being capable of thought, nimble and having a big brain you get +2 in INT and +1 in DEX
Age
Enderman mature at 20 to 25 years old but can live up to 300, enderman are also asexual so they tend to have younglings by themselves
Alignment
enderman are highly neutral and only attack when provoked
Size
enderman can range in size by 9 to 12 ft and can weigh 120-200 lbs depending on body mass, your size is large
Teleport
you can teleport up to your walking speed distance away from your current distance with a cooldown of 1 minute. You can use a reaction to instantly teleport if you are targeted by a ranged attack, if unable to teleport then the ranged attacks have disadvantage instead. If however you are hit by water or provoked in a provocation manner then you can teleport instantly ignoring the cooldown
Provocation
if someone looks at your eyes, they must roll a WIS save of a DC of 6 + level, on a failure you are provoked by them, gaining the following benefits
- You have advantage on a rolls against the provoker
- Provoker cant use reaction
- Provoker has the frightened condition for duration of provocation
You can only be provoked by one creature at a time and if someone else provokes you then they have to roll the wisdom save and the provocation effects go to them instead.
However if you are attacked by a melee hit, the attacker immediately activates the provocation without rolling a wisdom save, this doesn't affect how many provokers you have.
Damage resistances
thanks to the tough defences of your people you gain resistance from psychic; bludgeoning, piercing, and slashing from non magical ranged attacks
Senses
you have 80 ft of darkvision and 10 feet of blindsight
Proficiency
you have proficiency in stealth and intimidation checks
Languages
You speak, read and write Void, Telepathy(with other telepathic beings) and sign language(if taught) you can still understand, read and write common but you can't speak it without rolling a INT roll first
Water weakness
If you enter or end your turn in or touch water, you takes 1d6 acid damage and automatically use your Teleport(does not cause a cooldown)
Slam
your unarmed strikes are instead slam attacks, you can reach 10 ft and hit one target, the damage is 1d8 + str bludgeoning damage plus 1d6 necrotic damage.
Mob companionship
you have a lesser chance of being targeted by normally hostile creatures and creatures who attack at specific targets (summons, pets, constructs, etc). You even have a higher chance of making truces or dealing with such beings, with a -3 on any DC that involves making friends or negotiating with the creatures stated above.
Appearance
Although being very tall enderman tend to be skinny with some exceptions, they have charcoal black rough skin and purple eyes, they have no hair and their heads are usually cubes, their jaws detach a bit when provoked. They have long slender but strong limbs. Their appearance can frighten many if not wary.
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