Homebrew Eternal Species Details
“I know I should be more concerned. But a big, blue zombie-potamus from beyond the stars? This is what they’re invading us with?”
—Mileva, Boros legionnaire
History.
Originally, the people of Amonkhet used Lazotep to seal the wandering dead in tombs. The mineral was mined extensively in the Broken Lands by servant mummies, and used in the creation of magical cartouches, indicating its role in control magic and the preservation of life force and a person's deeds in life. Ultimately, lazotep was also sneaked out in the funerary barges of the worthy dead, where it was used in the Necropolis to create the false dragon god's eternal army, resilient undead coated with layers of the material.
Lazotep is a magical blue mineral exclusively found in the lands of Amonkhet, which interacts with necromancy in strange and powerful ways. It was the main reason the false dragon god-pharaoh turned his attention to Amonkhet. Entire valleys have been formed by mummies laboring to find veins of lazotep. Despite their many forms, the Eternals worked in chilling harmony, unburdened by instinct or emotion.
As an eternal you are a legendary warrior of ancient times, however your memories of your past are wiped, and if you are ancient from the time of the false dragon god-pharaoh's reign, then your last life has been wiped from the histories of the world. You transcend the mortal capabilities of your original race.
Making an Eternal.
The creation of an Eternal is long and arduous. First a creature shown to have a physical body, but be embalmed, dried, and wrapped, turning it into a Mummy. After being fully turned into a mummy that has been dried properly with it's internal organs' removed, you must then carefully and artfully begin layering the small platelets of the precious and rare stone lazotep on each muscle, ligament, and vein until you have covered the whole body, you must then continue to layer it on until it no longer sticks and attaches on it's own. Finally a necromancy spell to raise an undead must be cast. Regardless of the level or effect the spell would normally have is instead replaced by raising the creature as an eternal form of itself, not under the control of the one who raised it unless raised by True Resurrection cast at 10th level. In total it will take 8 months, and 10,000 GP in lazotep as well as an additional 100 GP in supplies to embalm and mummify the corpse. (which you cannot buy in a city normally, meaning you must get the body yourself.) Before coating the face, you must ensure the teeth of the top and bottom jaws are all touching. Both sides will be bound together and made one fused section of lazotep unless the creature has fangs. (A vampire, a hippopotamus, a snake or lamia, a lizardfolk Ect.)
Description.
Any race or creature can be turned into an eternal so long as they have a physical body. When you choose this race, you also choose another race that you once were. Your background can be of you in your mortal life, or from your life after being raised as an Eternal. You will lose everything from your past, save for any natural weapons if you have any and any inherent spell casting. (If your DM allows you to use said race as an eternal, if not then you will only gain these eternal traits.) Your eye's will become blackened stones trapped inside your sockets with a glowing cyan blue. Your skin plated in dark blue, metallic lazotep, flush with your bones. The muscle groups in your body become dried and sucked to your bones(Unless your creator took the time to artfully craft you to keep or embellish your appearance. Aside from natural weapons and inherent spell casting, you will gain the following traits.
Size. The size of an eternal is the same height and weight as they're original race's body, the lazotep plating accounting for the weight and height loss from water and organs.
Speed. Your base movement speed of your original race is increased by 5 feet
Age. As an undead you would normally rot away over the course of a few weeks to a few hundred years, but due to the interaction between necromancy and lazotep as well as the careful embalming and mummification, you can 'live' in your undeath indefinitely.
Alignment. As they were originally created and worked as an undead military for a tyrannical false dragon god-pharaoh they tend torwards neutral evil, though with the pharaohs death, some became dominated by powerful necromancers and are still subservient, or have been freed to do as they wish, yet always maintaining their evil nature. Since then, new Eternals have been made by both benevolent, and melevolent, as well as those who simply want a lavish servant, making Eternals of all alignments possible. If you are an ancient Eternal of the Pharaoh, then you must be neutral evil due to your past.
Eternal Traits
Trained and raised again as ultimate soldiers, there is much to hamper or help you, it's up to you to determine which.Dreadhorde Age
Choose whether you are of the Ancient Dreadhorde, or just a member in name due to the nature of your eternalized undeath. You may only be ancient if your DM allows, and if you are of the Ancient Dreadhorde who once attempted to conquer the whole of the multiverse then you must choose the 'Ancient Dreadhorde' for all trait options that are applicable. If your DM allows you to be of the Ancient Dreadhorde, then you must take the Soldier background.
Speed
Your base walking speed is increased by 5 feet from what your original race's walking speed was. If you are of the ancient Dreadhorde you have a climbing and swimming speed of 20 feet, however you have disadvantage on stealth checks made while swimming or climbing. (This includes using your climb or swim speed to stay on a wall or hide beneath the water's surface.)
Lazotep Plating
Your eternal carapace is made of lazotep, an atomically stable and magically and physically resilient material. You have a base AC of 13 + dex and you have advantage on saving throws made against magical effects that cause damage to you. Your body cannot be raised as a subservient undead due to the plating's interaction with necromatic magic. Due to this, necromancy spells that would normally raise a creature for a short time and/or as a servant raise you as when you were first raised if cast within 1 minute of your death. (See Creating an Eternal) Crushing depth's pressure does not effect you, and you are immune to non-magical fire and cold damage from environments.
Turn Immunity
You are considered undead as well as humanoid, as such, spells that cannot effect undead will not (Healing word, Cure wounds Ect.) and spells that can effect Humanoids in specific can still effect you. (Crown of Maddness, Dominate person Ect.) With this however, you are immune to effects that would turn undead, and cleric abilities that would destroy you instantly.
Of The Dreadhorde
As you were created to serve a purpose in an undead military, and because of your previous lives strengths, you are proficient with 1 martial weapon and that weapon can be used for in two weapon fighting so long as it does not have the heavy property, and you may use Dexterity or strength with that weapon if it does not already have the finesse property though it does not gain it. (This means you cannot use it for a feature or ability requiring a weapon to have the finesse property [E.G. sneak attack] unless it already has the finesse property.)
Undead Nature
You are an undead. You do not need to and cannot sleep, breath, eat, or speak, you can however drink if you choose to do so. For your resting, you use the 8 hours you would normally spend sleeping if you were human, doing labor or light work. You can do anything your DM allows so long as it does not take very much metal work. As such you cannot use artisans tools nor can you create any items nor can you keep watch while doing one of these activities. In addition you are immune to poison condition. If you are of the Ancient Dreadhorde you are also immune to poison damage as well as the frightened condition, but have disadvantage on all persuasion and performance checks.
Language
You cannot speak, but you understand, read, and write Common, and if your GM allows you to be an ancient Eternal from the Dreadhorde you also know Draconic and Primordial.
Former Living Race
Here you choose what your race once was before your death and eternalization. The process for changing your race is as follows:
1. You are stripped of all lazotep.
2. Remove curse is cast on you at the same level of spell cast to raise you.
3. Then true resurrection is cast on you.
4. You will then revive as your normal race with only the "Of The Dreadhorde" Race feature from this race.
Your movement speed as well as any inherent spell casting or natural physical features of your race will remain, everything that gives you skill presidencies, tool proficiencies, or the ability to do something that isn't purely physical, then you will not receive it (I.E. The tinkerer feature from gnome, or Sneaky from Bugbear, Intimidating from Half-orc.)
Cold Eyes
Your eyes are a cold glowing blue that unsettles those who see them, them often averting your eyes. You have 60 feet of dark vision, allowing you to see in shades of grey while in total darkness and in dim light as though it were bright light out to a distance of 60 feet. If you are of the Ancient Dreadhorde, then you can see 90 feet.
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