Haunted Skull (5e Race)
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|“||The creatures are quite plentiful now. Their crackling sinister flames dot the edge of the woods that surround our small village. I'm certain that they're watching us, but for what reason?||”|
|—Father Joric, half-elf cleric.|
Haunted Skulls are sentient floating skulls cloaked in a flaming aura of dark energies.
While fairly common in dungeons, the recent influx of Haunted Skulls has been. . . Unnerving for the surrounding population. Its been said that a nearby circle of necromancers is responsible and this is simply the result of them practicing their craft, while others claim this is a sign of the "End of Days". Their true origin remains a mystery to us all, for now at least.
Haunted Skulls can be found in many locations around the country from graveyards to abandoned mansions. They aimlessly roam their grim homes until they find an adventuring party that either slays or befriends them.
Haunted Skull Names
While they retain little memory of their past lives, their names are one of the few shreds that they cling to most of all. Being mostly composed of human skulls, they will most likely have names based in human culture.
Names: Barry, James, Lydia, Connor
Haunted Skull Traits
Haunted skulls are disembodied skulls tied to this plane by unspeakably dark magics.
Ability Score Increase. Your Intelligence score increases by 4. Your Strength score is reduced by 4.
Age. The average age of a Haunted Skull is largely unknown.
Alignment. Haunted Skulls favor chaotic paths.
Size. Only being a skull, you are considered tiny.
Speed. Your base walking speed is 5 feet. You have a flying speed of 35 feet.(Hover)
Luminescent. You emit a shimmering otherworldly light that illuminates up to 10 feet away.
Otherworldly Flames. You know the fire bolt and mage hand cantrips. Intelligence is your spellcasting ability for it.
Clattering Jaws. You are proficient in unarmed attacks using your jaws, and may attack with bite that deals 1d4 + Strength mod in piercing damage. Similarly, gyrations of the jaw and erratic movements within the square can substitute for somatic components of spells while not using the recapitation feature.
Recapitation. You may affix yourself to a decapitated humanoid body of a large or smaller size for up to a number of days equal to your Constitution modifier. (Minimum 1 day) per long rest. While in this state you take on this body's speed, strength and dexterity ability scores, however, you do not have access to your Otherwordly Flames feature.
Vision. Though your original eyes have long ago rotted away, the magic that binds you to this plane compensates. you have truesight for 120 feet.
Undead Nature. You don't require air, food , drink, or sleep. You are immune to disease, poison damage, and the poisoned condition.
No Anatomy. Being just a head, you are unable to benefit from normal armor. unless you have recapitated a body, you cannot wield weapons or wear armor, though you can still wear a helmet(Treat as a shield).
Brittle. You have a weakness to bludgeoning damage while not recapitated.
Languages. You speak common and one other language of your choice.
Random Height and Weight
|′ 6″||+1d4||6 lb.||× (1d4) lb.|
*Height = base height + height modifier
When creating a Haunted Skull character, you can use the following table of traits.