Homebrew Beheaded Species Details

No one really knows where the beheaded came from. Many suspects that they are the result of a failed experiment by a wizard many aeons ago. The beheaded is ancient and legendary like the Tarrasque, and legends of its exploits have become urban myths in prisons in the material plane and beyond. The beheaded's most famous act was his murder of the Prison's Tyrant King. After that, it faded into memory. Many regards the beheaded as not one entity, but many, working under the same guise towards the same ends. The beheaded has inspired prisoners across the planes, and many whisper tales of the beheaded, hoping that it will save them. Their hope is in vain, however, as the beheaded feels no pity.

Beheaded Traits

An immortal thing. Quick, deadly, and with a weird sense of humour.

Physical Description

"That isn't a candle, is it?" Prison Guard, shortly before his death.

The beheaded looks like a thousand zombies. No, really. The beheaded in its true form is a mass of plantlike material, rolling around with a glowing light for an eye. The beheaded inhabits corpses, turning them into vehicles for its own use. The beheaded takes the physical appearance of any corpses it inhabits with one exception: it's head. The head of the beheaded is always a mass of shadowy material which flickers like a candle flame, with a burning dot of orange light at its centre which seems to function as an eye. Some, alternatively, have a single giant eyeball instead of an orange dot.

Society

It is unknown whether the beheaded is the only one of its kind. As such, no details about its society are known. It is presumed that the beheaded is solitary and that no others like it exist. Its personality is... odd, to say the least. It is kind and uncaring in equal measures. It cared enough about the tyranny of the King to seek out and kill him, but it is cold enough to leave the few living prisoners on the island in their cells, and it is capable of carrying out horrendous slaughter with no remorse.

Beheaded Names

The beheaded has no name, it is simply the beheaded. Sometimes it may develop short and underwhelming names like Bob, or Steve.

Ability Score Increase.

Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age

The beheaded sustains its corpse of a body with strange magicks. You do not age.

Alignment

The beheaded are not good, nor are they evil, nor lawful, they are beings of chaos.

Size

The beheaded possess humanoid corpses and as such can be of various ranges. Your size is Medium.

Speed

A beheaded is addicted to moving as fast as it can. Your speed is 30ft. This increase by 10ft when you kill an enemy and to 20ft when you kill 2, you lose this bonus if you don't kill anything by the end of your next turn.

Blindsight

The Beheaded are natural hunters and destroyers, utilizing their magical awareness of their surroundings. You have 40ft of Blindsight.

True Form

Your true form is a Small bundle of plant-like matter. While in this form you have a climbing speed of 25 feet. In this form, you have 4hp and can die permanently, and make no death saving throws if you drop to 0hp.

You also deal 1d4 acid damage upon contact.

Possesion

Over the course of a minute, you can integrate and inhabit the corpse of a Small or Medium humanoid creature. While inside this corpse you are considered the corpse and can move around as if you were that creature, though none of your game statistics changes. You have advantage on Charisma (Deception) and Performance checks to pass yourself off as that creature. As an action, you can jettison yourself from the corpse to a point you can see within 30 feet of you.

Whilst merged with a host, if you die, you instead come back in your true form and attempt to claim a new host.

Undead Nature

You do not need to eat, drink, breathe, or sleep, but still gain benefits from rests.

Agile

You may take the Disengage action as a bonus action. You regain use of this trait when you complete a short or long rest.

Double Jump

You can push your host beyond its limits temporarily. While you inhabit the corpse of a creature, you can cast the jump spell once with this trait, requiring no components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Languages

You can understand, read, and write Common and one other language of your choice, but cannot speak.

Previous Versions

Name Date Modified Views Adds Version Actions
10/28/2020 3:05:51 AM
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10/28/2020 3:10:06 AM
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10/28/2020 3:11:03 AM
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