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Beheaded One
\pagebreak # Beheaded One ### *Blarg—* Words of Sir Zombie, as he died.
Beheaded Ones are shrouded in mystery, And the fact that they cannot speak doesn't exactly help. They appear to be a perfectly preserved and walking dead body, the head and neck replaced with an ever-flowing smoke like substance with a shining light where an eye of a cyclops might be. Beheaded Ones are usually found in an isolated location, enjoying the beauty of nature.
## Bringers of Justice ### Beheaded Ones strive to make the world a better place for themselves and everyone else. (but mostly themselves) Their favorite hobby is striking down injustice, whether it be corrupt leaders, extremely influential and evil gangs, or just your everyday petty crimes. Once, a Beheaded One was asked why it wanted to destroy all evil. It replied in sign language, "Evil is loud. Loud is bad. Evil is bad." Nobody knows what the Beheaded One meant by "loud."
## Beheaded One Names ### Since most cannot speak, Beheaded Ones are usually given nicknames from other people. A Beheaded One name can range from a silly name like Bonkers to a relatively normal one like Joe (So you can pretty much choose any name)
## Beheaded One Traits ### As a Beheaded One, you gain the following traits. **Ability score increase.** You get +1 to Strength, Constitution, and Dexterity **Alignment.** Beheaded Ones are driven by some unexplainable force to stop injustice in its tracks. They can have any Good alignment or be lawful neutral. **Size.** A Beheaded One's size may vary depending on which body they are possessing, But they can only be in any body that has a size of small or medium. (See Inhabit trait for details) **Speed.** A Beheaded One's speed is 30 feet in a medium sized body and 25 feet in a small sized body. **Allvision.** You have the normal sight range, but you can see in every direction at once. **Undead.** Since you are in a dead body, you do not need to eat, drink, or sleep. **Weapon master.** You have proficiency in all one handed simple weapons. \columnbreak **True form** As an action, you may launch your true form out of the top of of body you are in. When you do so, the smoke form on top of your body disappears. This form looks like a pile of moving plant matter. This form is connected to your neck by a cord of the same material. While you are in this form, you have a walking and climbing speed of 25 feet, and you may only move 50 feet away from the body, or be suddenly returned to the body. You may also latch onto another creature in this form. If you do so, you may cause that creature to take 1d6 acid damage at the start of each of its turns. You may move your body when latched onto someone. When you are reduced to 0 hit points, you become your true form, except not attached to the body, and able to move as afar as you want. You must inhabit another body (see Inhabit trait) or be submerged in blood by your next turn, or make the death throws. Consider asking a teammate to carry a container of blood for you to submerge in. Your true form's size is Small. **Inhabit.** You are able to posses the corpse of a headless body using your true form to enter the space where their head was, whether you are attached to your body or not. When you do so, you retain your Class(es,) levels, features, spells and feats, but you must retrieve your items from your body. Also, the smoke form appears in place of the new body's head. You may only possess humanoids of Small or Medium size. **Cells.** You have the ability to summon a ball of magical energy that resembles a cell. Doing so takes 1 bonus action. You may use a Cell as a ranged weapon. On a hit, the target takes 1d6 radiant damage. Once you use a Cell this way, you may not do so on your next turn. Additionally, you may consume a cell. Doing so gives you a +1 on your next roll. Once you use a Cell this way, you may not do so again until you finish a short or long rest.
> ##### Credits: > * Created by Pixelpwer42 (me) > * Cover Art by Shimhaq > * Made with GM binder