Homebrew Endrian Species Details

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Often referred to as Endermen or Enderwomen, the Endrians are a race of people derived from The End- a pocket dimension of The Underdark that only certain creatures can access. Often greeted with fear, suspicion, or aggression in the overworld, Endrians are rarely seen in cities and instead prefer to either stay in The End, or become wanders who often stay in the outskirts of society. Evolved with certain gifts and curses of The End relm, many Endrians do what they can to survive, staying out of wars and other societal affairs.

Mysterious Origins 

Endrians, like their home relm, largely remain a mystery. No one is quite sure how a humanoid evolved in the barren wasteland of The End, but having done so clearly left a mark on their appearance. All Endrians have pitch-black skin, although some experience varients in undertone such as purple, red, blue or green. They have a long and lanky build, with no difference between males and females. Some have horns which grow straight up like a gazelle’s, others are unable to grow these. Most have a thin black tail with a point at the end. These tails are able to be controled but do not have the ability to grasp objects. Additionally, they can reflection emotions, such as lashing around when angry or curling around a leg when nervous. Their eyes are almost always purple or magenta, but rare varients have occurred. Endrians are able to grow hair, which is the same color as their skin. Throughout the cultures within the end relm Endrians will shave their head or keep the hair in braids. However, in the overworld hair is typically let loose and long. 

A Mix of Culture

Endrians are largely independent, but within the end realm small communities have formed, consisting of around twenty individuals. These communities scarcely communicate and are largely isolated. Culture and mythology greatly vary between Endrians, many are still unknown. The language of the Endrians is Enderspeak, which can best be discribed as distorted Common, but common speakers would find is nearly impossible to replicate the sounds or translate the language. Enderspeak uses Enderscript, an alphabet of alien-like symbols.

Endrians living in the overworld could go their whole lives without seeing another of their kind, so when they make close friends, they are treated as kin. However, they are typically slow to trust others, especially Humans. Some can be outright aggressive with strangers, especially those who stare or seem suspicious to them, a behavior developed over decades of mistreatment from other races.

Endrian Names

Like culture, Endrian names vary greatly. Endrians from the end relm typically have short one or two syllable names that can only be pronounced in Enderspeak. Because of the difficult pronunciation of Enderspeak, those in the overworld will typically rename themselves, using names from the overworld  culture they know best or using a word in Common they like.

Endrian Traits 

Endrians have certain abilities and disadvantages due to their evolution in the end relm.

Ability Score Increase 

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

Age

Endrian can live to be around 300, but few make it to that age. They mature the same rate as humans.

Alignment

Because of their independence and disconnect from society, Endrians tend to lean towards aspects of chaos. As a whole, they cannot be discribed as one way or another when it comes to good or evil.

Size

Endrians are taller than the average humanoid, ranging from 6 feet to well above 8 feet. Your size is Medium.

Speed

Becuase of your longer legs, you have a faster walking speed of 40 feet.

Darkvision

 Accustomed to the eternally dark relm of The End you have superior vision in dark and dim conditions. 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.

Teleport 

 You have to ability to teleport yourself short distances. As an action you can teleport yourself to any location within a 100 foot sphere. Accuracy can be determined by rolling a d100. If you can see your targeted area, a roll of 6-100 lands on target, while a roll of 1-5 lands off-target. If you cannot see your targeted area, a roll of 51-100 lands on target, while a roll of 1-50 lands off target.

If you land off target, you are displaced from you targeted area by 1d100 feet, rolling 1d8 to determine direction, 1 being North, 2 being North East and so on. This displacement can result in you teleporting into walls and other dangerous areas. The DM decides the hight at which you land, staying within the 100 foot sphere.

Tail Whip

As an action you can make an unarmed strike with your whip-like tail. (1 + STR/DEX slashing damage) Your tail has the properties of Finesse and Reach.

Acid Water

Because of your heritage, you are highly susceptible to water. Every second you are in water or in rain you take 1 hp acid damage. This affect can be reduced by acid resistance.

 

 

 

Endrian Traits

Using the this? Couldn’t be me

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