Skulitan
A skeleton...
But cute!
Skulitan
Did those bones just... move?
– Last words of Galsia, Rookie Hero
A skulitan (excuse the pun) is a skeleton come to life... except it's cute, and it has an extreme amount of dark energy inside it. Don't think they are not a threat just because they look adorable. Nobody knows what exactly causes a skeleton to become a skulitan instead of a normal skeleton. Even the skulitans themselves don't know the reason for this. However, there are rumors that the cause has something to do with a certain type of quartz...
Distrust and Discrimination
Even with cuteness on their side, skulitans cannot escape humankind's innate fear of the undead. Almost nobody wants anything to do with a skulitan, even if said skulitan is just offering to help. Because of this, skulitans usually stay within their communities, and few ever become adventurers.
Skulitan Names
Skulitan names usually have something to do with bones or body parts, but sometimes a skulitan whose community was destroyed might adopt a human name.
Example names: Skul, Break, Fracture, Skellie, Lefty, Amp.
Skulitan Traits
All skulitans have access to the following traits.
Ability score increase. You gain +2 to Constitution and +1 to Dexterity
Age. No skulitan has died of old age yet, so they assume that they are immortal.
Alignment. A Skulitan's only obligation is to their home, so they tend to be neutral in alignment.
Size. Skulitans tend to be smaller than the average skeleton, adding to their cuteness. Your size is small.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Abyssal
Deathvision. You can see any undead/spectral creature within 60 feet of you as if it was illuminated, even in no light. Also, if you see a creature that has died within the past month, you can get a general sense of how it died.
Undead. Being a skeleton, you do not need to eat, drink, or sleep. However, you do need to enter a meditative state to refuel the energy that holds you together. You can sense movement and sound around you while you are in this state.
Rebone. Upon reaching 0 hit points you collapse into a pile of bones and are restored to one hit point. upon your next turn, you may choose to reform, or stay as pile. you can make this choice again on any of your turns. Each turn you choose to stay as a pile, you recover 1 hit point. A creature may make a DC 15 Intelligence (Investigation) check on the pile of bones. If they succeed, they notice a flickering light in your eye, leading them to the fact that you are still alive. You may only use this feature once per long rest. The amount of times you can use this ability increases when you reach 6th level in any class, (2 times) 13th level, (3 times) and 19th level (4 times)
Skull Throw. As an action, you may detach your head and use it as a projectile weapon. Make a ranged attack, and on a success, your head hits the target, dealing 1d6 bludgeoning damage. Once you reach 5th level in any class, this does an additional 1d6 necrotic damage as well. The skull returns to your head at the start of your next turn or when you pick it up. The skull returns to your head no matter what is holding it in place
Little Bone. Once you choose this race, you gain a bone that you can use as a weapon. The bone acts as a club, dealing 1d4 damage. Once you reach 3rd level in any class, you may give the bone the features of a greatclub whenever you make an attack.
Whirlwind. You may use an action to spin in a rapid circle, dealing damage with your bone in all directions. Make a damage roll with your bone and double the damage roll. The amount your damage is multiplied by increases by one when you reach 7th level in any class, (x3) and when your reach 14th level in any class. (x4) You may not use this ability again for the next two turns after you use it.
Skull Swap. You may take other skulls and replace your head with them. once you do so, you gain their memories, and know how to act like them. This allows you to create forgeries of their handwriting, use their voice, and bypass any of their security measures, unless the security is enforced by live creatures. (guards, monsters, etc.)
Skull steal. You may initiate a 15 minute ritual to reduce the head of a creature to a skull. The creature must be dead, or else the ritual fails.
Credits:
- Created by Pixelpwer42 (me)
- Cover Art by SouthPAW Games
- Made with GM binder