Mineralean (5e Race)
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|“||Don't you know? The mines have eyes...||”|
Mineraleans are creatures that retain humanoid shapes, but their entire bodies are constructed of inorganic minerals like gems and metals. If one deconstructs one, they would find the original chassis, a corpse, on which the mineral buildup usually encases in a body, like a golem. Even if the chassis is missing body parts, the mineral part makes up for it with bulky stone. The entire creature is roughly hewn together with a kind of odd magnetism, as though the pieces gravitate towards one another. However, this does not stop mineraleans from replacing broken parts with newer rocks.
The mineraleans originated in myth from a sort of bogeyman in the miner culture. It is believed that those who died trapped in the mines sometimes held such a strong desire and attachment to life even as they were crushed or suffocated. This would manifest in an attraction of inorganic material to their bodies and grant them new mobility, which they were not wholly conscious. Whilst the original body died, its will animates the stone and earth around it to make a new vessel about its old one. This new form, however, is devoid of any emotion or personality of what it once was. Mineraleans are sort of like haunts for the most part, inhabiting caved in mine shafts and such. This detached behavior has led some sages to believe they are actually opportunistic guardians made by earth gods from dead miners to maintain underground secrets. The role of the divine cannot be ruled out, as many mineraleans seen above subterranean mines usually are out to complete some duty they claim a higher power has bid them do.
Mineraleans are usually found underground, roaming tunnels like sentinels. They can turn berserk in the blink of an eye and are hostile to those who try to bypass them. Like sentries, they rotate in slow paths of progression underground, but rarely seem to communicate with one another. It is thought that each mineralean is held together by one will, which is repellant to others of the same kind. Thus, it is rare to see more than three mineralean together at a time. Sometimes, as a natural phenomena, fallen mineralean parts may convene once more to become an obsidian golem.
Mineralean are named simply with a first name of a mineral, be it a metal or gem, followed by a number believed to be given to them by a divine assignment. After having been risen as a mineralean, the creature no longer identifies with the gender they once were and become sexless.
Names: Gold 12, Copper 17, Iron 138, Rhodonite 189
Golems animated by the wills of gods and dead miners
Ability Score Increase. Your Constitution score increases by 1, and your Strength score increases by 2.
Age. Being made of minerals and earth, you do not age nor die of age. Mineraleans are risen fully mature.
Alignment. Having both a driving will as well as a divine purpose, mineraleans are rarely neutral and almost always either strictly chaotic or lawful.
Size. Mineraleans manifest bodies that can be as tall as 8 feet. But it is rarely much bigger due to the state of most chasses. Your size is Medium.
Speed. Your base walking speed is 30 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.
Hard Skin. Your body is made of dense and hard materials. While unarmored, your Armor Class is equal to 13 + your Dexterity modifier. You may use a shield and still gain this benefit.
Construct. You are a golem-like creature made of inorganic material. Your creature type is construct instead of humanoid. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You are immune to poison damage, being poisoned, and diseases. You do not need to eat or breathe, though you may do so if you wish. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Mineral Absorption. To mend themselves in a pinch, mineraleans can use surrounding minerals. If you have any missing body parts, for the purpose of spells like regenerate, you may consider rocks and stones as your limbs. Additionally, if you spend an action to consume a pound of earth or rocks, you may regain a number of hit points equal to your Constitution modifier. However, this roadside stuff tends to be of lower quality than what you are actually made of, and so you cannot eat too much or you will end up rejecting it, meaning you must finish a short or long rest before you can use this trait again.
Mendable. When the mending spell is cast on you, it has the following alterations: It has a casting time of 1 action. If you have 0 hit points you become stable. As part of the casting of mending the caster may expend any level of spell slot to cause you to regain a number of hit points equal to 1d8, plus their spellcasting ability modifier. For each level of the spell slot expended you regain an additional 1d8 hit points.
Stone Fists. More often than not, mineraleans resort to brute force over brains. Their mineral crusted appendages are considered natural weapons with which they can make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Languages. You can speak, read, and write Common and Terran.
Random Height and Weight
|5′ 6″||+3d10||200 lb.||× (2d8) lb.|
*Height = base height + height modifier