Homebrew Beheaded One Species Details

Beheaded Ones are shrouded in mystery, And the fact that they cannot speak doesn't exactly help. They appear to be a perfectly preserved and walking dead body, the head and neck replaced with an ever-flowing smoke like substance with a shining light where an eye of a cyclops might be. Beheaded Ones are usually found in an isolated location, enjoying the beauty of nature.

Beheaded Ones strive to make the world a better place for themselves and everyone else. (but mostly themselves) Their favorite hobby is striking down injustice, whether it be corrupt leaders, extremely influential and evil gangs, or just your everyday petty crimes. Once, a Beheaded One was asked why it wanted to destroy all evil. It replied in sign language, "Evil is loud. Loud is bad. Evil is bad." Nobody knows what the Beheaded One meant by "loud."

The cadavers that carry Beheaded Ones are restored to former glory once the head has been converted to smoke.

Not original content

Beheaded One Traits

As a Beheaded One, you gain the following traits.

Ability score increase.

You get +1 to Strength, Constitution, and Dexterity

Alignment.

 Beheaded Ones are driven by some unexplainable force to stop injustice in its tracks. They can have any Good alignment or be lawful neutral

Weapon master.

 You have proficiency in all one handed simple weapons.

Undead.

Since you are in a dead body, you do not need to eat, drink, or sleep.

Speed.

A Beheaded One's speed is 30 feet in a medium sized body and 25 feet in a small sized body

Inhabit.

You are able to posses the corpse of a headless body using your true form to enter the space where their head was, whether you are attached to your body or not. When you do so, you retain your Class(es,) levels, features, spells and feats, but you must retrieve your items from your body. Also, the smoke form appears in place of the new body's head. You may only possess humanoids of Small or Medium size.

Cells.

You have the ability to summon a ball of magical energy that resembles a cell. Doing so takes 1 bonus action. You may use a Cell as a ranged weapon. On a hit, the target takes 1d4 radiant damage. Once you use a Cell this way, you may not do so on your next turn. Additionally, you or someone else may consume a cell. Doing so gives you a +3 Temporary hit points. You can use this a number of times equal to your profiency bonus

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