Homebrew Astomoi Species Details

Astomoi appear to be made of pure darkness. They require no food—indeed, they have no mouths—and they have no eyes with which to survey their environment. Instead, they rely on their powerful minds to sense the world around them, and subsist on nutrients absorbed from the air. This can turn against them, however, as powerful smells and inhaled poisons can render an astomoi helpless. Predisposed to asceticism, astomoi rarely wear more than rags, if they wear anything at all.

Astomoi Traits

Your astomoi character has the following traits.

Ability Score Modifiers

Astomoi ever pursue enlightenment through self-denial and are psychically attuned to their surroundings, but their delicate bodies are more susceptible to the physical dangers of the world. They gain +2 Intelligence and +2 to Wisdom but suffer -2 Constitution

Languages

Astomoi begin play knowing Common, but as they have no mouths, they cannot speak. They have telepathy with a range of 100 fee. Astomoi can also choose one of the following languages: Abyssal, Aklo, Celestial, Elven, Gnome, Infernal, and Sylvan.

Scent

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Telepathic Senses

Astomoi can’t speak or see, but can mentally sense the area within 60 feet, as per darkvision, and can speak telepathically. An astomoi can’t see anything beyond 60 feet. An astomoi must provide thought components for spells that normally require verbal components. It can use language-dependent abilities with its telepathy, but not abilities that depend on audible components.

Sensitive Breath

Astomoit take a -2 penalty on saving throw against disease and inhaled poisons.

Mouthless

Astomoi don't need to eat or drink to survivie. Instate they absorb the essence of food and drink; this consumes the nutrients of the meal as though it had been eaten, rendering the food useless to others. Astomoi consume potions and other ingested materials in the same fasion. Since they never actually ingest anything, they can't normally be exposed to ingested poisons.

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