Homebrew Ectonurite Species Details

From the top of their heads to the base of their tails, most Ectonurite measure from 5 to slightly over 8 feet. Due to their natural ability to levitate and fly an ectonurite’s weight is difficult to measure, though it is estimated to average between 50 and 130 lbs. Regarding the loose approximation of gender ectonurite possess, women are known to more often feature discolored skin on their lower face resembling lips and excessive loose skin which may resemble hair, robes, or dresses.

An ectonurite’s true skin is deep in color, typically dark grays, purples, and reds. An econurite’s tentacles are striped, oscillating between a dark and light tone. These features are rarely seen by other species, as ectonurites cover their bodies in thin layers of outer skin, which many style similarly to clothing. Ectonurian outer skin is pale in shade, more commonly a light grey, purple, or pink. Across an ectonurite’s body are seams between their flaps of skin which their true features may emerge from, or which their singular purple eye may glide along like a track. It is uncommon to see a member of this species wearing other clothes, though some do wear bandages, restraints, and gothic cloaks.

 

Hidden in the Shadows

Met with fear nearly everywhere they go, ectonurite are social outcasts from the galactic community. Ectonurites have a long and ill-defined history of tyranny, conquest, and a lack of cooperation with other species. In the modern age most misgivings about ectonurites are unfounded, only reflective of the high lordship of Zs’Scayr and similar figures in the Anur System. Most of the population, especially those that venture into the shared universe, are more than willing to be peaceful and amicable.

 

Graveyard of the Galaxy

A planet within the Anur System, Anur Phaetos is a perpetually shadowed world encased in a tangled nest of bone-like protrusions. Though many legends have long spoken of it as the center where galactic chaos springs forth, not much is known about the shadowy world. Since no voyager has ever returned to tell tales of a visit and there is scant evidence as to the true nature of its existence, Anur Phaetos remains the galaxy's most dangerous mystery.

A fair population of Ectonurites also live on their neighboring world, Anur Transyl, with the three other species which call the system home. Anur Transyl appears to be a planet held together by stitches, much like native species, with large gaps in between continents that leave the planet's artificial core exposed. Gothic shantytowns and a steampunk aesthetic define this world and its people, leaving the whole system a twisted mirror of Earth.

The Anur system is one of the few places in the universe where Ectonurite do not have to fear direct sunlight, thanks to the system’s antimatter sun.

 

Ectonurite Names

An ectonurite’s name is composed of two parts separated by an apostrophe. A shorter prefix which denotes the house or family an ectonurite originates from, and a personal name. Some ectonurite may hide their house name to cut ties with their house of origin, either out of fear or shame, while others may emphasize it, typically when proud of their families deeds or when doing so would earn respect.

House names: Col, Fr, El, Gr, Es, Ar, Hs, Fi, Ro,

Personal Names: Scayr, Iza, Oise, Voyf, Ight, Ave, Pyck, Roz, Ott, Eyll, Vill,

 

Ectonurite Traits

As a ghostly Ectonurite, you gain the following traits.

Age

Ectonurites may live for up to a thousand years, and reach full maturity between 20 and 50 years of age.

 

Spellcasting

You know the thaumaturgy and mage hand spells. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

 

Darkvision

you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Intangible Form

You may use a bonus action to enter an incorporeal form. In this form you cannot interact with objects or creatures (With the exception of your Possession Ability). While in this form any equipment you are holding or carrying also becomes intangible, and you may pass through objects or creatures as if they were difficult terrain. All attacks against you have disadvantage, and you have resistance to all non-magical damage while in this form. 

While incorporeal you may use an action to make yourself invisible until the start of your next turn. 

This form ends if you are struck with an attack and fail a constitution saving throw with a DC equal to 1½ the damage taken, or if you use a bonus action to end the effect. 

If you become tangible while inside another creature or object, you take 1d4 force damage and are displaced to the nearest unoccupied space.

 

Possession

While in your incorporeal form you may use an action to possess a creature who is in the same space as you. The target creature must have an intelligence of at least 6. The target must succeed on a Charisma saving throw equal to 10 plus your charisma modifier or be possessed. A possessed creature may make the saving throw again at the end of their turn, and whenever taking damage, breaking free of the control after 3 successes. If they fail 3 times before succeeding 3 times you will have control of them for one hour.

If a creature successfully resists possession, they become immune to the ability for 24 hours.

 While you possess a creature you have full access to all of their physical abilities, and you may use your action, bonus action, and movement as the possessed creature. You do not have access to any of their spellcasting, or non-physical abilities.

 You may use this feature a number of times per long rest equal to half your proficiency bonus.

 

True Fear

As a bonus action, you can reveal your true, horrific form. Creatures of your choice within 10 feet of you that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Charisma modifier. You may use this feature a number of times per long rest equal to your proficiency bonus.

True Form

Starting at 4th level, you may use the feature True Form once per long rest. While wearing light, medium, or no armor you can use an action to open your skin to reveal your true form. While in this form you gain the following abilities and downsides

-Tentacles. You reveal writhing tentacles, which grant you advantage on ability checks to grapple a creature. While you grapple a creature in your true form they are considered restrained.

 -Sharpened Claws. You gain a pair of deadly claws, which you can use to make unarmed strikes. On hit, you deal necrotic damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

 -Darkness Empowerment. While in shadows you gain advantage on attack rolls against creatures who can’t see you, and you may add an additional D6 of necrotic damage to your attacks made from the shadows

 -Reactive Intangibility. You may use your reaction to make yourself Intangible against an attack that would have hit you.

 -Light Vulnerability. You lose health equal to half your maximum Hit Points. This is unegatable.

You can return to your normal form on your turn as an action.

Languages

You can speak, read, and write Common and one other language of your choice.

 

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