Homebrew Beheaded Species Details
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 Traits
An immortal thing. Quick, deadly, and with a weird sense of humour.Ability Score Increase
Your Dexterity score increases by 2, and your Constitution score increases by 1.
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.
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 can speak, read, and write Common and one other language of your choice.
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