Homebrew Enlightened Weird Species Details

Unexpected Outcome

Weirds are the products of Mage Collective experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Collective experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.

Enlightened Weird

A enlightened weird is an anthropomorphic genius formed from water and molten rock from the elemental chaos. It absorbs energy from magical fire, causing its oozelike body to increase in size. During one disastrous experiment, collective researchers observed a enlightened weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size.

Strangers to Travel

When given the opportunity, most enlightened weird would prefer the solitude of a laboratory to the great expanse of the outside world. However, always driven by curiosity or the search for a greater meaning, they leave their homes and venture out. Nothing outside there homes is built to contain such creatures, and they tend to leave an obvious trail wherever they wander. This often means turning a beach to glass, or leaving melted shards of ice.

Weird is a Personality

Far be it from anyone to understand why they do what they do, their thought processes can be as strange as they are. Most often you can expect a weird to do the unexpected. This means they have a leaning towards the Chaotic alignment, but most seek to tame these behaviors to function in civilization.

Weird Names

Well, if there could be a list it wouldn't be weird names would it?

Enlightened Weird Traits

Your weird character has the following racial traits.

Ability Score Increase

Your Strength, Dexterity, and Constitution scores each increase by 1.

Age

Weird reach enlightenment within 15  minutes and can live until their magic is dispelled or they run out of material to burn.

Alignment

Weird tend toward chaotic neutral. Though as guardians of the collective, their position pushes them toward order and law.

Size

Weird are taller than humans, about 7 feet tall, but amorphous means that can shift at any time. Your size is Medium.

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Elemental Nature

An enlightened weird doesn’t require water, or sleep, but does need to consume organic matter and air to burn.

Heated Body

A creature that touches you takes 1d10 fire damage.

Form of Fire and Water

You can enter and occupy the space of another creature and move through spaces as narrow as 1 inch wide without squeezing.

In addition, you gain resistance to cold damage.

Languages

You can speak, read, and write Common and Primordial.

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