Homebrew Enderian Species Details

The Enderian is a mysterious one. It is theorized that they evolved from humans due to a massive amount of time in a different dimension. This race of Enderians have managed to keep their intelligence and continue on, though quite changed in form. 
Enderians have evolved to be tall and lanky. Their height allows for reach of their native fruits, such as the "Chorus fruit". Their large size also makes it easy to traverse long distances, not to mention some of their abilities. Enderians also possess great strength, as they have been observed to pick up entire cubic meters of any material with ease, and use their long arms to bash anything they may deem as a threat. Ways an Enderian may deem something as a threat is one of two ways: A, something attempts to damage the Enderian, or B, Direct eye contact. Why instance 'B' is a cause for threat is unclear, but it is best to avoid. Another couple interesting facts about them is their hatred for water, or rather, their incapacity to touch it. Enderians in the main dimension have been observed to acquire burns from touching anything related to water. Enderians also cannot see pumpkins, and are possibly afraid of them. 

Enderian Traits

Strong, and intelligent. They can't speak anything but Deep Speech and some strange things affect them.

Aquaphobia

The Enderians have become aqua phobic due to their evolution, and if an Enderian comes into contact with anything related to water, they must take 1d8+1 acid damage per turn in contact. The extra acid damage from water cannot be removed from any resistances. If an Enderian comes into contact with something that isn't completely water, or is changed from water, take half as much damage. (eg; walking on ice or drinking juice) Potions with positive effects must have a substitute for water in order to be consumed.

Cucurbitophobia

It is unclear as to why, but pumpkins scare Enderians so much that they've evolved to not even see them. Pumpkins appear invisible to the Enderians, and those wearing one are mostly invisible. A dc15 concentration check must be made to see anything pumpkin-related.

Ability Score increase

+1 strength +1 intelligence +1 wisdom -2 charisma, but you do have +1 to intimidation, due to your ability to unhinge your jaw and scream.

Language Barrier

Your time in your empty home dimension has made you have no need to have another language. You can only speak in Deep speech, however you are able to speak in any Standard languages due to your memory staying somewhat intact. This does not include any backgrounds. "Secret" languages such as Thieves' cant are allowed, however any standard languages you learn from anything must make a dc10 charisma check each conversation in order to sound clear. Anything spoken in a standard language you don't know will sound broken and loose. Attempting to sound somewhat understandable will require a dc15 charisma check. 

Teleportation

Enderians have used teleportation for a long time during their evolutionary period. A low amount of concentration is required to preform this action (10-30 seconds to think about it). You can channel a projection of a teleportation. You essentially throw a special pearl that teleports you to its first location of contact. The pearl then shatters upon contact. No one can see this pearl or "throw" except you. If you preform any other action than throwing or looking to see where to throw, or being attacked, you lose concentration and teleport randomly around you in a 10 ft. radius.

Scopophobia

Whenever something makes eye contact with you, you must make a dc15 wisdom save. On a successful save, you are not bothered for the rest of the eye contact period. On a failed save, you become insanely angry, and attempt to attack whatever made eye contact. You will continue attacking until you take damage, or are calmed down in some form.

Primitive strength

+2 to unarmed strikes
You can pick up a cubic meter of any material. Picking up and placing down is silent, unless the item makes noise. If what you are trying to pick up is larger than a cubic meter, you don't pick up the entire thing, and instead pick up a cubic meter of it (Picking up part of a wall will instead pick up a "block" of the wall). If it is a light material, such as dirt or stone, preform a dc10 strength check. If it is heavier material, such as metals, preform a dc15 strength check. If it is insanely heavy, preform a dc20 strength check (The DM can decide what would count as Insanely heavy). On a failed check, you disturb whatever you tried to move, and leave a mark of the disturbance. On a successful check, you pick up the material. No further checks are required to keep holding it, unless it is a danger, such as magma or ice.

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