Homebrew False Elf (Marmora) Species Details

 

The Simic Enclave is a group of hobgoblins and other morally flexible alchemist who pool their resources in creating all manner of monstrosity. There experiments may range from animal adaptation to creature fusion, there primary tool for these experiments is the Flesh Forge. The goal of the Enclave is to build Simic soldiers and spies perfectly adapted to a variety of combat situations.

Extensive Adaptation

A hybrid’s biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals and humanoids. These include false elves, orcs, ogres and boogin, just to name a few of their more successful experiments.

Beautiful Abomination

False Elves as their name implies are not true elves, they are an experimental creature. False Elves are a fusion of changeling and hobgoblin, used to infiltrate elf society. False Elves enjoy their work as spies due to a love hate relationship they have towards elves. They love to eat elf flesh and hate elf society; they work as spies as often as they get the opportunity.   

Masks and Personas

In their true form, false elves are pale green, with red eyes and silver-gray hair. It is rare to see a false elf in that form, for a typical false elf changes their appearance the way others might change clothes. A casual form — one created on the spur of the moment, with no depth or history — is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many false elves develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a false elf pinpoint a particular skill or emotion. A false elf adventurer might have personas for many situations, including negotiation, investigation, and combat.

Personas can be shared by multiple false elves; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger false elf to take advantage of contacts established by the persona’s previous users.

 

False Elf (Marmora) Traits

Your false elf character has the following racial traits.

Ability Score Increase

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

Age

False Elves mature slightly faster than humans but share a similar lifespan—typically a century. While a false elf can
transform to conceal their age, the effects of aging affect them similarly to humans.

Alignment

False Elves tend toward chaotic, and most embrace evil.

Size

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 1d12

Height = 5 feet + your size modifier in inches

Weight in pounds = 115 + (2d4 + your size modifier)

Speed

Your base walking speed is 35 feet.

Darkvision

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.

Survival Instincts

You gain proficiency with two of the following skills of your choice: Deception, Perception, Persuasion, and Stealth.

Bite

Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing
damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Shapechanger

As a bonus action, you can change your appearance and your voice. You determine the specifics of the changes, including your skin, eyes and hair color. You can also adjust your age to look older or younger, though none of your game statistics change. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use a bonus action to revert to your true form or until you die.

Mimicry

You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages

You can speak Undercommon, Elvish, and Goblin.

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