Homebrew Fakeflesh Species Details
Underground/nocturnal Asexual reproducing slimes which are drawn to burial grounds or collections of dead bodies in darkness. They take over and control humanoid skeletons, taking humanoid forms of their own. They are able to choose between feminine, masculine, and neutral forms at will. Fakeflesh reproduce asexually, yet do not carry the memories or experience of their ancestors. They can appear as any color a slime can appear as.
Fakeflesh Traits
Slimy, slimy skeletonsSkeletal Takeover
The fakeflesh slime can change what skeleton it uses as a support body taking its size and overall appearance of said race. They also take on the skill proficiencies given by the race. they can only change host skeletons once per day.
Fakeflesh can perform a grapple on an animated skeleton and can attempt to take it over. the skeleton must pass a dc 12 dex save or it will become the fakeflesh's new host body.
Ooze Physiology
Your diet is mostly salt, water and any organic material you absorb into yourself, you also don't require sleep, but go into a trance like state for 4 hours a day. Additionally You may morph your shape within a certain degree.
Necromantic Resilience
Skeletons that fakeflesh take over are immune to being controlled by necromancers. Skeletons that have previously been taken over by a fakeflesh are unable to be controlled by necromancers for 24 hours.
Natural State
Fakeflesh have a natural state which they hold when not controlling a skeleton. they are an amorphous blob of any colored slime, identical in stats to a gray ooze, minus corrosive touch.
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Hibernation
Fakeflesh, when not controlling a skeleton for 48 hours, begins to enter a hibernating state and sinks into the ground in the nearest location possible. Searching the earth for a new host skeleton. rolling a 1d10 to obtain a skeleton of the following races. The DM can instead choose a playable race for the fakeflesh to take over at their discretion, per player’s request.
| Skeleton | PROFICIENCies gained |
|---|---|
|
1: Dragon-born |
None |
|
2: Dwarf |
Battleaxe, handaxe, light hammer, warhammer, one artisan's tool of your choice: smith's tools, brewer's supplies, or mason's tools |
|
3: Elf |
Longsword, shortsword, shortbow, and longbow |
|
4: Gnome |
Tinker's tools |
|
5: Half-elf |
Two skills of your choice |
|
6: Halfling |
None |
|
7: Half-orc |
Intimidation |
|
8: Human |
One skill of your choice |
|
9: Tiefling |
None |
|
10: Reroll |
n/a |
Ability Score Increase
Due to their nature, they are immune to poison, resistant to acid, a +2 to con, and -1 to charisma.
Age
They live as long as it takes to fully dissolve the skeleton within them. Roughly 30 years.
Alignment
Due to their nature, they lean towards neutrality and typically dislike combat.
Size
Depends on the host skeleton’s race (small to medium).
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and Undercommon.
Comments