Homebrew Edhekali Dwarf Species Details

Edhekali Dwarves, so-called “deep dwarves” were born into the world of Elbydd when Saerum decided he should need an assistant within his forge. The Deiwosian god set to work crafting a jovial kindly creature of stone and metal who could heat metal with a touch and withstand the heat of even a God’s forge. No one can say for certain at what point the Edhekali migrated from the celestial forges to their subterranean mountain keeps, but it was far longer ago in the past than the reckoning of any nation still standing. 

A jovial race, the Edhekali are content to drink their fungal wines, smoke their Grot weed, and work their forges until the sun stops burning. The culture of the Edhekali is in many ways not so different than that of True dwarves, which is likely why their were given their name. Much like their fleshy brother's, Edhekali take great pride in their beards, their skills with a hammer, and their magnificent body art. But unlike Dwarves the Edhekali do not have much soft tissue with which to decorate with ink. Rather they take to carving out intricate winding grooves into their carapaces and filling them with molten metals or gems. Crafting an intricate fractal spread of lines and designs.

The Edhekali dwarves, whom got their name for living deep under the Edhekal mountains, are creatures composed mostly of inorganic mineral matter. Their dull gray carapaces are constructed of a hard iron alloy. While their bones are constructed of a Nickel honeycomb lattice which easily supports their heavy frames. The Edhekali's veins pump a golden liquid mainly composed of liquid Cesium. As as consequence, any wounds which expose the Edhekali's wounds to air are almost immediately seared shut by the reaction of Cesium with oxygen. Old Edhekali dwarves with many wounds have a spiderweb pattern of golden scars across their tough outer shell, which resembles kintsugi. 

Interestingly the Edhekali's body's work as an almost entirely sealed loop. They have two cardiovascular systems pumping "blood" at boiling and nearly freezing temperatures respectively. The rapid change in temperature brought to an area of sponge like material causes it to expand and contract. Thus enabling the Edhekali's muscular system to move. It is also worth noting that the Edhekali are biologically immortal, but often die far short of even a few hundred years old as their bodies accumulate damage. The average age for an Edhekali is somewhere between 200 and 300 years old, and the oldest of the Edhekali are well respected and treated with reverence.

The most important organ to an Edhekali is their Heulosac. The food which and Edhekali consumes is converted to heat energy within this scorching hot chamber. This heat energy is used both to heat the Edhekali's hot cardiovascular system as well as providing the Edhekali with their natural form of offense. They're able to vent this pure heat energy from their hands in directed attacks, or they can use it for something far more interesting. 

Owing to their birth as forge assistants the Edhekali are natural forgemasters, and it is to this end that they use their hot natures. Using the heat naturally stored within their bodies to work metal without need of a forge. Although most skilled Edhekali smiths simply use their abilities to supplement the heat from their forges rather than as a replacement.

Edhekali Dwarf Traits

Creature Type: Construct
Size: Medium (about 4–5 feet tall)
Speed: 30 feet

As an Edhekali Dwarf, you have these special traits.

Darkvision

You have Darkvision with a range of 120 feet.

Iron Skin

Your body is composed mostly of metal and non-organic materials granting you some natural defenses but hindering your movement.

You have immunity to fire damage

Your Carapace provides you a base AC equal to 14 plus your constitution modifier. You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.

You cannot swim and have disadvantages of athletics or acrobatics checks to climb or jump.

Stoke the Forge

Your body stores intense heat to make forging easier. You can channel this heat in a few ways.

The following spells are added to your spell list at levels indicated by the chart. In addition you may choose one of these spells, which you have access to according to your level, to cast once per day using constitution as your spell modifier. 

Spell Level KNOWN
Create Bonfire 1
Burning Hands 3
Heat Metal 5

Legendary Acuity

You have innate knowledge of magical items of great renown. Once per day you can spend an hour studying a magical weapon or piece of armor you are holding to discern it's history. At the end of the hour you learn information about the item as if you cast Legend Lore targeting it.

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