Homebrew Enderman Species Details

The Endermen have unknown origins, but when queried, they claim to not remember, and teleport away. They appear to have severe insecurities, as whenever they sense anybody looking at them, they enter a state of rage, anger, and hostility to whomever was staring. There are ancient legends of the Enderman's origin, and they are said to come from a plane of beauty and nourishment, but they were written thousands of centuries ago, so most likely outdated. However, there have been rumours that their world was overtaken and invaded by a pure black dragon, which poisoned the land, transforming it into a place of despair, consisting of dozens of islands floating above a deep dark void, with the dragon nesting on a central island with obsidian towers surrounding it.

The Endermen have a tendency to steal things, especially chunks of land, straight from the ground, and are known to gather piles of random dirt and earth, only to abandon it to create another someplace else. 

Enderman Traits

As an Enderman, you gain the following traits.

Ability Score Increase

As an Enderman, you are extremely dextrous, gaining 2 to your score of Dexterity, and you live for an awful long time, giving you wisdom and knowledge, adding 1 to your Wisdom score.

Superior Darkvision

Being a creature of shadow, you have extremely good vision in the dark, 120ft to be exact.

Teleportation

Endermen are some of the only known creatures to have an ability to teleport on command, and they use it both for defence and offence.

Superior Unarmed Strike

With their long, slender arms, the Endermen make unarmed strikes, stronger than just a punch or a kick. You deal 1d8 damage, and add your Dexterity modifier to such strikes.

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