Homebrew Ectonurite Species Details

Ectonurites are an alien people, featuring terrifying appearances and ghost-like bodies, however, they are not undead, not once in their existence were they ever dead, they exist in a state between life and death since they are first created, they are instead Aberrations. Ectonurites are very diverse in shape and features, no two ectonurites look completely the same, they are often misjudged as creatures of horror, but they mean good in their heart... usually.

 

 

Ectonurite Personality

While lacking many Human features, Ectonurites are quite expressive.

 

Ectonurite Names

Ectonurites tend to take their names from Common words they like.

Ectonurite Names: Scare, Zs'Skayr, Zs'Iza, Scar, Torment, Rags, Reaper.

Ectonurite Traits

Your Ectonurite character has the following traits.

Sunlight Vulnerability.

The sun's light withers you, you take 1d4 Necrotic damage every 30 seconds you spend in sunlight.

Ability Score Increase

Your Dexterity score increases by 2, and your charisma score decreases by 1.

Age

Ectonurites have no sense of age, they have theoretically infinite lifespans.

Alignment

Ectonurites either seek chaos or their own meaning, leaning them mostly towards a more Chaotic Neutral Alignment, but many good ones have existed.

Size

Your size is Medium.

Speed

Your base walking speed is 30 feet, you do not walk, but you float slightly off of the ground.

Ghostly Body

Your ghostly body is immune to the withering of illness and decay, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.
  • You are resistant to nonmagic damage.

Ectonurite’s Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Possession

As an action, you can possess any creature or monster within 5ft.

  • The target creature must make a DC15 Wisdom Saving throw or become your host.
  • You are immune to your sunlight vulnerability.
  • Your host takes 1d4 Necrotic damage every time you make a turn in their body.
  • The host makes a DC15 Wisdom saving throw every time you make a turn, on a success, you are forced outwards, when forced out, you have a few seconds of sunlight immunity.
  • While possessing a host, you use their stat block, but have access to your equipment.

At 7th level, the DC increases to 18.

Terrifying

You are proficient in Intimidation.

Languages

You can speak, read, and write Common and one other language of your choice.

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