Homebrew Beheaded Species Details

The inquisitor looked down the prison corridor. The torches flickered slightly, but otherwise, it was quiet. Confident in his powers, the inquisitor continued on his rounds. In the corridors of the Prison, he met the guards, zombies and undead archers. The prison was quiet, the prisoners' corpses in their cells. From behind the inquisitor came a squawk. He looked back in time to see the body of a zombie fall to the ground, dismembered. He spun around in panic, looking left and right for the killer. There was a noise to his left. As he turned to look, a living tangle of vines wrapped around him, binding him in place. The vines forced him to turn, turning to face a headless body behind him. It had snuck up without making a sound and now stood still, arms crossed on the hilt of its sword. It lifted the blade, and the inquisitor saw no more.

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 center which seems to function as an eye.

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 regard 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.

Age. The beheaded were created and like all undead will perish when the necrotic energies that keep them moving no longer remain.
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. You have a base walking speed of 30 feet.

Languages. You can write, and understand all languages but cannot speak.

Beheaded Traits

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.

Ability score increase

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

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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.

Possession

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 change. 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.

Undead nature

You do not need to eat, drink, breathe, or sleep.

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.

Snaring Strike

You know the ensnaring strike spell and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for it. Using this trait while possessing a corpse reveals your true form.

Languages

You are ancient, and can read and understand all languages, but cannot speak unless you do so telepathically. 

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