Skull Master (3.5e Race)

Skull Master


"You must be ashamed of your tiny skull, hiding it inside of meat, GRAAAAH!"

Skull masters are Medium-sized skulls that hover about. Sometimes they're the exoskeletal husks of a head. They just sorta show up around places. How and why is a mystery. They're not even the remains of any actual creature, or so it would appear. They can't be created with typical means that would create undead, and they don't like to be commanded. They do like to bite, and often do so to manipulate objects since they don't have hands. They're rather good at it.

Two magical spheres in its eye sockets serve as eyes.

Skull masters have no souls. When they die, that's it. Though unusually, another one often just shows up and appears to know what's going on. Again, no one knows how or why.



Chompers
Chompers are a Feral Strike weapon, which function as masterwork weapons, even being able to be enchanted as melee weapons. Feral Strike weapons may not have the dancing, throwing or returning enchantments.

Any creature possessing a feral strike weapon is automatically proficient with it.

A skull master may designate a "one-handed" or "light" feral strike weapon as being in his "main hand" or "off-hand". He may change these feral strike weapon designations once per round as a free action. A skull master has the option of attacking with his chompers as though they were a two-handed weapon, adding 1 1⁄2 times the creature's Strength modifier to damage.

The skullmaster cannot be disarmed of these weapons. These weapons can be sundered as normal, becoming unusable when reduced to 0 HP. He can regain use of his feral strike weapons in several ways:


 * Any healing that restores ability damage restores an equal number of HP to his feral strike weapons.
 * Any healing that he receives while at his maximum total of HP goes to his feral strike weapons. He may choose to divide the HP among his feral strike weapons to heal how he chooses.