Homebrew Enderman Species Details
Punished for an action deemed insufferable by the Lady of Pain (Ruler of Sigil), the Endermen roam the open space of the Ethereal Plane. Endermen are often rumored to be intimidating and confusing, but are more often neutrally aligned.
Cursed Memories
Endermen used to be normal people- like halflings, elves, and more- but after angering the Lady of Pain, they were taken from their homes and imprisoned in a series of Mazes in the Deep Ethereal Plane.
Prolonged exposure to this maze deteriorates the physical body and mind. Endermen suffer faded or complete loss of their previous life’s memories, often acting confused and lost. Now, they have almost no memories of who they used to be or what they even did to anger the mysterious Lady of Pain. Their bodies become shadowy and black, limbs stretching long and thin.
Wish to Communicate
During the transition of becoming an Enderman, they lose their knowledge of any previous language and learn to speak Enderman. Endermen can learn to understand another language, but can only speak Enderman.
An Independent Race
Since many Endermen may struggle to communicate with others, they tend to find themselves more independent, only relying on others when absolutely necessary. Endermen don’t usually feel any familial or romantic bonds, but are certainly capable of it.
Gender Neutrality
When the Lady of Pain cursed the Endermen to forget their past selves, along went the concept of gender and sexuality. Endermen do not identify with a gender other than gender neutral. One can refer to them with they/them pronouns.
Those Who Escape the Ethereal Plane
Endermen are capable of escaping the Mazes of the Deep Ethereal Plane, at great cost to themselves. Once back in the Material Plane, an Enderman may feel a loss of identity and/or purpose, as they were meant to roam the Mazes for an eternity. Endermen outside of the Mazes only keep memories of their feelings of shame for their actions against the Lady of Pain.
Scared to be Perceived
When a person is caught by the Lady of Pain, her gaze will boil their skin as the first part of her punishment. Due to this, they gained a fear of being looked at and especially making eye-contact.
Water Vulnerability
After spending such a long time in the Deep Ethereal Plane, an Enderman’s body is dehydrated and is unable to retain water or most liquids. It is similar to a gluten allergy, or lactose intolerance.
Enderman Names
Due to their solitary lifestyle, Endermen that exist in the Ethereal Plane often do not refer to themselves by a name. Those who escape to the Material Plane are often given a name by those who they encounter. Though, many times, they are unable to pronounce it, due to their altered vocal chords.
Enderman Traits
+2 Wisdom, +1 ConstitutionAge
Endermen can live forever in the Ethereal Plane, but can only last 1,000 years in the Material Plane.
Alignment
Endermen are almost always neutrally aligned, and very rarely choose a chaotic path.
Size
An Enderman's height can range from about 6 feet to 8 feet. Your size is Medium.
Ability Score Increase
Your wisdom score increases by 2. Your constitution score increases by 1.
Darkvision
Thanks to your transformation in the Ethereal Plane, you can see in dim light within 120 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.
Teleportation
You can teleport up to 60 ft as a bonus action once per short rest.
Water Vulnerability
You take 2 health points of damage each time you come into contact with water. You can survive up to two minutes submerged in water.
You are also vulnerable to any form of water based attack. For example, if you are under attack by the Sleet Storm spell, you take twice the damage from the spell.
Languages
Due to the effects of becoming an Enderman, you can only speak Enderman, but you can learn to understand any language.
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