Onyx Skeleton (5e Race)
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This is a race of skeletal beings unlike many others, formed from the very earth into their imposing forms. Quite unlike many skeletons, the onyx skeletons are able to grow head and facial hair. The hair itself is actual strands of the type of stone that the skeleton is made out of, but on occasion the hair may have strands of a different stone. Their actual forms are most commonly humanoid, devoid of any specific structures, but there have been reports of both tailed and winged individuals. Speak with your GM about these optional variants.
A race of a skeletal beings who are actually not created from dead beings. This race lives without any sorts of organs, born of magic and stone. Commonly onyx, but there has been other skeletons born of other gems or even standard stone. These creatures live under the prejudice of being undead, despite having no necrotic energy within, and are quite commonly mistaken for the more common necrotic skeleton. However, the Onyx Skeletons tend to have an intelligence not found in normal skeletons and tend to live a quaint, normal life in their own societies.
As as society, they tend to operate like clansmen. The importance of security and honor for their people is greatly reputed, and those who grow up that become a danger to that security or do not gain that honor tend to be ostracized from events and activities. Even exiled in the more severe cases. Beyond that, they tend to live in the quiet haven's of secret locations, usually behind an intricate pathway of tunnels or beyond some magical or physical wall. Other societies do not view well on these skeletons, fearing them to be a Lich's offspring or an Undead.
There are 4 genders for the Onyx skeletons. Beyond the familiar, Algis are the reproductively inept. Commonly without the genetic mana code needed for reproduction and tend to look like a female or a male. Looking similar to the Algis is the Normas. Normas are born with both genetic mana codes needed for reproduction and doesn't need a partner in the mating ritual.
-The male names are modeled after Orc names.
-The female names are modeled after Elven Names.
-The algis names are modeled after Dwarf Names.
-The normas names are modeled after Human Names.
Male: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk
Female: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, M ialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
Algis: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
Normas: Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra, Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth
Onyx Skeleton Traits
An intelligent biological construct that appears to be skeletons made of stone, gems or ore.
Ability Score Increase. Your Constitution increases by 2.
Age. Their bones age like humans to adulthood at 20, where they have reached their maximum build and tend to live a few hundred years before dying. When an Onyx Skeleton dies, its joints harden, forming a statue. There is a small window to pose the corpse before it reaches its rigor mortis.
Alignment. Generally, these beings are Neutral, due to their comparative isolation with the rest of the world.
Size. Because your body resembles mostly humanoid bones, you are 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.
Naturally Athletic. Due to your strong bones, you gain proficiency with Athletics
Skeletal Structure. Due to your lack of organs, you can breathe underwater, and do not need to eat or drink. However, you do still need to sleep as normal.
Bone Bane. Because you're, you know, a skeleton with no organs, you have resistance to poison damage and immunity to the poisoned condition.
Languages. Common and either Elvish, Orc or Dwarf depending on your gender.
Subrace. Stone Skeletons, Ore Skeletons, Gem Skeletons
Ability Score Increase. Your Dexterity increases by 1.
Acid Vulnerability. You have vulnerability to acid damage.
Stone Soul. You may cast stone shape once per long rest, but you still require material components.
Skin Camouflage. You are considered proficient in Stealth amongst stony surroundings, and may attempt to hide even if only lightly obscured
Ability Score Increase. Your Strength increases by 1.
Hands of Steel. Because you have metallic deposits in your bones, you can throw a harder punch. When you make an unarmed strike, it deals 1d4 bludgeoning and you are considered proficient with it.
Ironic Bones. You have a fundamental strength and weakness for lightning damage. For each attack with lightning damage that hits, roll an additional damage die for lightning damage. You likewise have vulnerability to lightning damage.
Steely Stance. Due to your metallic body, your armor class when not wearing armor is calculated as 11+Dex mod.
Ability Score Increase. Due to your brilliant bones, your Charisma increases by 1.
Radiance Vulnerability. Light seeps into the deepest part of the you bones. You have vulnerability to radiant damage.
Gem Eye Appraisal. You have a natural talent at telling an item's worth and specs at a glance. You may cast Identify without material components once before taking a short or long rest.
Transmute Gem. Transmutes all metal alloy in an item that you're touching that weighs no more than 10lbs and is no larger than 5ft cubed into a gem matching what you're made out of for 1 minute. Rolls for actions, attacks and checks that are made with that item add double your proficiency. If the item is a melee, throw or ammunition weapon, it deals + 1d6 damage of that weapon's type. You may use this trait a number of times equal to your Charisma modifier (Minimum 1). To regain uses of this trait, you must take a long rest.
Random Height and Weight
|4′ 10″||+3d8||120 lb.||× (2d4) lb.|
*Height = base height + height modifier