Homebrew Ferrum Species Details
"To the untrained eye, it is merely an imposing warrior or a draped scholar. But beneath the stitched skin or woven flesh lies no bone, heart, or blood—only a cold, immovably dense hyper-metallic mass. A mind forged in the extreme pressures of the deep cosmos, observing the mortal realm with ancient patience."
In the furthest reaches of the cosmos, under conditions of unimaginable heat and pressure, an element twice as dense as lead coalesced into a perfect geometric geometry: the Tungsten Cube. Through arcane anomaly, divine spark, or cosmic resonance, these hyper-dense structures achieved self-awareness.
Possessing immense innate weight and gravitational presence, a naked Tungsten Cube is a marvel—and a hazard—to the world around it.
The Biomimetic Suit
Left undisturbed in a realm long enough, a conscious cube naturally attracts and weaves bio-matter, ambient flesh, or organic flora around itself. Over months or years, it builds an external "flesh suit" or biomimetic chassis.
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Appearance: Externally, they may resemble heavy-set humanoids, towering flesh golems, or intricately sculpted statues made of living hide and sinew.
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True Form: Beneath this organic layer lies no internal organ system—only the suspended, indestructible Tungsten Cube acting as the mind, heart, and core of the vessel.
Bringers of Fate
Tungsten Cubes are slow to act, but their actions carry undeniable weight. Known for their vast patience and uncanny cosmic insight, they are considered by many to be wise advisors, keepers of ancient secrets, or heralds of world-altering events. When a Ferrum-Cube aligns itself with good, its presence can anchor and save a kingdom; when turned to ruin, its unstoppable inertia brings total devastation.
Ferrum Names
A ferrum's name is bestowed upon itself when a form is taken. Every proper Ferrum name is forged through the cube's experiences and understanding of the culture it wishes to assimilate.
Male Names: Baryon, Krug, Zarath, Varn, Onyx-Vane, Thrum, Gorgon, Karr, Skarv, Brim, Drakkar, Morn, Zell, Granit, Harrow, Tarn, Khor, Vrix, Balthor, Zenith
Female Names: Tessera, Vespera, Kora, Ziva, Nix, Sarix, Branta, Valka, Mirev, Kendra, Pyra, Zyna, Thalia, Garnet, Vesper, Orla, Skia, Krizia, Velv, Xara
Ferrum Traits
Your ferrum character has an assortment of odd abilities and skills developed from their time in the cosmosAbility Score Increase
Your Wisdom score increases by 2.
Age
Ferrum age extremely slowly. One does not reach maturity until 500 years. Being inorganic lifeforms, they have no traditional lifespans, death typically finding a ferrum through the destruction of their core rather than age.
Size
A ferrum core is tiny, however, upon the formation of their organic suit, they take the size and shape they desire. Your size is Medium while within your Bio-Suit. Outside of the Bio-Suit, your size is Tiny.
Speed
Your base walking speed is 20 feet. Through your ability to slightly manipulate space, you can also fly... slowly (10 feet)
Immovable Density
Your core is impossibly dense. You have advantage on saving throws and ability checks against being moved against your will or knocked prone.
Core Protection
If your outer organic form suffers fatal damage, your core remains virtually indestructible. If you die, your flesh suit disintegrates, leaving behind your inert Tungsten core, which can be re-bound to a new flesh vessel through an 8 hour ritual by an ally or herbalist/artificer.
Naked Singularity
Without the aid of a Bio-Suit, you are exposed and inert. Your ground movement speed is 0, your sight is 0, you cannot interact with anything that requires the use of arms or legs, and you are vulnerable to all types of damage. Your HP is 200. This number does not reset upon a long rest. If your core's health ever hits 0, the spirit of the core is dead and cannot be revived.
Bio-Suit Adaptation
Your outer vessel does not possess traditional organs. You gain the following benefits:
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You have resistance to Poison damage and advantage on saving throws against being Poisoned.
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You do not need to eat, drink, or breathe.
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You do not need to sleep, and magic cannot put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state.
Mass Anchor
As an action, you can temporarily double the gravitational pull of your tungsten core for 6 seconds. Until this effect ends, any creature that starts its turn within 10 feet of you must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or have its speed reduced by half until the start of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Languages
You can speak, read, and write Common and Celestial
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