Nekroom (3.5e Race)

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Author: the bluez in the dungeon (talk)
Date Created: 3rd August 2023
Status: Complete
Editing: Clarity edits only please
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Nekroom[edit]

Corpses reanimated by fungal spores to a new, almost undead, life.

Personality[edit]

Nekrooms are serious and somber people, who may seem strange, cold and distant to other folks, but they simply work differently from most races and have no biological or social need for strong emotions. They are, instead, more concerned with survival and study, as their nature makes them very hated, and the mistery of their origin drives them to learn more.

Physical Description[edit]

Nekroom are a disturibing race, which come from sentient fungi that parasitize corpses to gain higher functions. They attach themselves to cadavers of intelligent races and reanimate it, gaining control over the body.

Their appearance is the same as their host race, just rotten (but not too much) and covered in fungal growth that substitutes those functions no longer available to the host. The corpse must not be too much decomposed and the spores help revitalize it and make it move and act almost as it did in life.

Their cognitive function and memories are all gone though, replaced by the fungi's will.

Relations[edit]

Most folks avoid them, due to their connection with undead, and most antagonize them as they look like zombies, and especially if they took their neighbour's body.

They tend to live alone or in small communities of nekrooms, usually surrounded by mindless undead.

Alignment[edit]

They disregard moral alignments, but most can be considered neutral, lawful, evil or any combination of these.

Lands[edit]

Nekrooms are almost never accepted by other races, cultures or societies. They are mostly reclusive, which have to always keep their guard up and be on the lookout. It doesn't help that they delve into necromancy in order to understand their own nature. They sometimes congregate together or with corpseborns (probably made by them).

Religion[edit]

Not very religious, some nekrooms pay respect to death deities, but most are only concerned to discover their origin.

Language[edit]

They know Necril to communicate among themselves and with undead, but learn Common to at least try talk to other races.

Names[edit]

Their names are usually descriptive of their physical aspect or their intellectual accomplishment. They prefer to use Necril for their names.

Racial Traits[edit]

Sapblood's traits
A sapblood creature possesses the following traits (unless otherwise noted in a creature’s entry): no low-light vision (unless specified, not immune to mind-affecting spells and abilities, but gains a +2 bonus against such effects, not immune to poison, sleep effects, polymorph, and stunning, but gains a +4 bonus against poisons and stunning effects, immune to paralysis. Susceptible to magic and effects that affect Plant creatures, like repel wood, but not to effects that affect plant objects (like warp wood). Sapblood creatures are proficient with their natural weapons, if they have any, whatever armor or weapon appears on their entry and with whatever weapon, armor and shield their classes give them proficiency with. They have light fortification.Sapblood creatures may eat and drink (and so benefit from consumables such as potions), but they can forgo heterotrophic nutrition by remaining in the sunlight (and, if their physiology allows them, rooting) for, at least, the same time other creatures need to rest (usually 8 hours per day). This allows them to avoid needing sleep and food, but they still need to drink water. Casters still need to rest to regain spell slots.
  • -2 Constitution
  • Plant (Sapblood): As fungi occupying a corpse, they have the traits of both plants and humanoids. 
  • Medium: As a Medium creature, a nekroom has no special bonuses or penalties due to its size.
  • Nekroom base land speed is 20 feet.  
  • Death Affinity: Though not quite undead, they share many traits with them. They are immune to sleep effects. Their Sapblood resistances' bonuses increase by 2 (up to +4). They are healed by both positive and negative energy, but at minimum potency. They don't have the Photosintesys trait, but may eat rotten food with no ill effects. They count as undead for the purpose of requirements. They count also as having the Tomb-Tainted SoulLM feat for the purpose of requirements. 
  • Fortification (Ex): When it gains 10 HD, a nekroom's natural Light Fortification upgrades to a 50% chance of negating critical hits. 
  • Host Corpse: When creating a nekroom, select, with the consent of your DM, one living, organic race with LA 0 (other than yours). You gain the benefits of the Expanded Racial Trait feat with the following limitations. You choose a single racial trait from the race and gain it for yourself. If the trait is especially minor, you DM might allow you to take another of similar impact. You count as a member of the host race for the purpose of requirements. A nekroom has a +2 to Disguise check to impersonate the host's race. 
  • Controlling Spores (Su): Thrice per day, as a standard action that doesn't provoke, they can release special spores that affect mindless, corporeal undead. The spores works as the Turn and Rebuke Undead feature of a cleric. The nekroom makes a control check (1d20 + their HD + their Int or Wis modifier) against the resistance check of the undead (1d20 + their HD + any resistance they may have). Undead that fall under the effects your Controlling Spores are, at your choice, either turned, rebuked, commanded, have their turning dispelled or be bolstered (they can't be destroyed by this effect), even changing the effect each round it mantains control, as a standard action. The effect lasts until maintained or a maximum of one hour per HD the nekroom has, whichever comes first. The range is infinite, except across planes, but obviously if they can't see the controlled undead they can't make them react properly. The trait otherwise works as the class feature and uses the nekroom's HD instead of cleric level, but it doesn't count as Turn/Rebuke for requirements. 
  • Touch of Rot (Su): At will, nekroom may reproduce the effect of the dust to dust spell, with a casting time of a minute.
  • Automatic Languages: Common, Necril
  • Bonus Languages: Any, except for secret ones
  • Favored Class: Cleric, Dread Necromancer, or Wizard (Necromancer)
  • Level Adjustment: +0
  • Effective Character Level: 1

Racial Options[edit]

Feats[edit]

Observant Spores

Spore-Plagued Servant

Spore Touch

Superior Touch of Rot

Pathfinder Options[edit]

In Pathfinder games, nekrooms have a +2 to Intelligence and Wisdom.

Alternate Racial Traits[edit]

  • Arcana of Rot: Thanks to their unique connection with rot and decay, some nekrooms expand their control over certain magic. They gain a +1 to caster level and DC of rot-related spells and invocations. This racial trait replaces the Controlling Spores trait.
  • Fungal Body: Nekrooms that inhabit particularly decomposed bodies have more plant traits. They gain the following immunities of the Plant type: charms, sleep effects, morale effects, and paralysis. This racial trait replaces the Death Affinity, Fortification and Host Corpse traits and, in Pathfinder games, one of the two bonuses to ability scores.
  • Itching Spores: Some nekrooms have less potent spores, which can be used to create irritations. Three times per day, they may replicate the spell itching curse as a supernatural ability. It also works as sporewood against corporeal undead (nekrooms are immune to it). The save is made on Fortitude rather than Will. Nekrooms with Improved Unarmed Strike, natural weapons or feral strikes may activate this effect as part of an unarmed attack, to force the consequences through the attack. This racial trait replaces the Touch of Rot trait.
  • Mycotic Memory: Due to the better state of preservation of the host body and of its neural connections, the nekroom has a better access to its body's memories. Choose one skill: you count that skill as a class skill for all your classes and gain half your HD as a competence bonus to that skill. This racial trait replaces the Fortification trait.

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Facts about "Nekroom (3.5e Race)"
Authorthe bluez in the dungeon +
Effective Character Level1 +
Favored ClassCleric +, Dread Necromancer + and or Wizard (Necromancer) +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability Adjustments-2 Constitution +
Rated ByLeziad +
RatingRating Pending +
SizeMedium +
SubtypeSapblood +
SummaryCorpses reanimated by fungal spores to a new, almost undead, life. +
TitleNekroom +
TypePlant +