Enderman (5e Race)
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|“||"Who is that, what the frick are you?"||”|
|—A hapless adventurer shortly before expiring unceremoniously.|
The endermen are tall, dark, lanky figures, with disproportionately long limbs. They sport glowing purple (or rarely green) eyes and have dislocatable jaws that can open very wide indeed.
Endermen come from a place called the End, a mysterious part of the Far Realm consisting of bleached swathes of rock floating over an endless abyss of static. This domain is ruled by a dragon of no ordinary kind.
Endermen are a secluded, solitary species. Their greatest taboo is direct eye contact, preferring instead to gaze at the far distance when engaging with other socialites. Should another being be foolish enough to lock eyes with an enderman, they shall feel wrath unlike any they may have felt before. An enderman scorned will emit a baleful cry before battering the offender, often to death.
Endermen do not name themselves, owing to their largely non-vocal nature; However, other creatures may give them names.
These mysterious beings hail from a plane devoid of life.
Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age. Time for an enderman is distorted and twisted; It is not known whether one of their kind live for a brief time or for many thousands of years.
Alignment. Endermen are a passive lot, tending towards neutral alignments.
Size. Endermen tower over all but the tallest of most other humanoids, and range between 7 to 8 feet tall. Your size is Medium.
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.
Teleportation. You have the ability to warp short distances. As a bonus action, you may teleport to an unoccupied space within 30 feet that you can see. You may use this a number of times equal to your Wisdom modifier (minimum 1) before completing a short or long rest. You may not use this ability if you do not have an ender pearl on your person.
Water Vulnerability. Endermen do not need to drink, and are in fact incredibly frail when it comes to water. Whenever you make contact with water, be it from drinking a glass, falling into a lake, getting caught out in the rain, or what have you, you may use a reaction to expend one use of your Teleportation feature to reach an unoccupied dry space. Otherwise, you take 2d4 acid damage at the start of each of your turns for as long as you maintain contact.
This trait does not apply to water vapor or ice.
Ender Pearl. You may spend 1 hour performing a secret ritual to form an ender pearl, the enderman's source of teleportation power. Without it, you cannot use your teleportation trait. This item has the thrown (60/120) property. When thrown by you or another creature, the pearl will shatter, and teleport the thrower to the nearest unoccupied space next to where it landed. A creature that teleports this way takes 1d6 force damage that cannot be reduced or negated by any means.
Performing this ritual to create a new pearl will destroy the old one.
Aberrant Humanoid. Your creature type is both humanoid and aberration.
Languages. You can not speak normally, preferring to use a distorted version of Common, but you can read and write in Common and Deep Speech.
Random Height and Weight
|7′ 1″||+2d4||130 lb.||× 1 lb.|
*Height = base height + height modifier