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

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

Personality

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

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

Their aspect 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 corspe 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

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

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

Lands

They live among other people, especially humans and elves, performing, usually, the role of courtesans, companions, service workers and healers. They live preferably in urbanized area, usually small towns or cities.

Religion

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

Language

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

Names

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

Racial Traits

  • -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 30 feet.  
  • Death Affinity: Though not quite undead, they share many traits with them. They are immune to sleep effects and stunning. 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 als 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% of negating critical hits. 
  • Host Corpse: When creating a nekroom, select, with the consent of your DM, one organic race with LA 0. 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 vount 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 Decay (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 or Wizard (Necromancer)
  • Level Adjustment: +0
  • Effective Character Level: 1

Racial Options

Feats

Observant Spore

Spore-Plagued Servant

Spore Touch

Superior Touch of Decay

Pathfinder Options

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


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Facts about "Nekroom (3.5e Race)"
Authorthe bluez in the dungeon +
Effective Character Level1 +
Favored ClassCleric + and 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 +