Necrorm (3.5e Race)

From D&D Wiki

Jump to: navigation, search


Necrorm[edit]

Kiros Loire, a human afflicted with the shadow necrorm

Personality[edit]

Each individual Necrorm acts according to it's element, with only one alive at any time for it's personal element. However, no matter what it ultimately cares most for its own survival. When a necrorm dies, a new egg sprouts from its corresponding element, which slowly gains the knowledge of the old one.

  • Air:The air necrorm tends to be aloof and carefree
  • Earth:The earth necrorm tends to be serious and stubborn
  • Fire:The fire necrorm tends to be very emotional and spontaneous
  • Light:The light necrorm tends to be kind and helpful
  • Shadow:The shadow necrorm tends to be cunning and selfish
  • Water:The water necrorm tends to be calm and balanced

Physical Description[edit]

A necrorm usually is about 4-6ft long, weighing around 70lbs. Their skin is scaled, and both the skin and eye color depends on the type, and the hosts hair change to the skin color, with matching eye color(solid, no pupil/iris/cornea).

  • Air:Silver/Ice Blue
  • Earth:Light Brown/Emerald
  • Fire:Crimson/Bright Orange
  • Light:White/Pure Gold
  • Shadow:Black/Deep Purple
  • Water:Teal/Blue-Black

Relations[edit]

They get along best with other ancient races such as dragons, and otherwise it depends on the host.

Alignment[edit]

All Necrorm are True Neutral, existing to keep balance; Though a particularly strong willed host may cause the alignment to change slightly.

Lands[edit]

Necrorm don't have particular lands, as they live inside of others.

Religion[edit]

Being an ancient race that exists for balance, Necrorm don't feel any devotion toward any particular deity. Once again, the host may change that.

Language[edit]

All Necrorm know Common, Draconic, Sylvan, and Ormotac; Along with any host languages.

Names[edit]

Necrorm do not need names, as they recognize each other by their element.

Racial Traits[edit]

  • +4 to the elements attribute (Air-Dex,Earth-Con,Fire-Str,Light-Int,Shadow-Cha,Water-Wis): Necrorm are for the most part balanced even though better than most, except for their elemental attribute.
  • Serpent (Elemental): They are all serpentine at heart, but have the subtype of their element.
  • Medium: No size related bonuses.
  • Necrorm base land speed is 30 feet
  • Auravision (Ex): Necrorm do not "see" with their eyes. They sense the elements around them and can see within 120ft under any lighting condition.
  • Elemental Sustenance (Su): Necrorm thrive on their element for life, not food or water. They focus to bring it into a mote in their hand, and then absorb it.
  • Turn To Element (Sp): 30min/day— Caster level is equal to character level. This ability turns the necrorm and it's host into it's respective element for up to 30 minutes, and can be deactivated as a free action to be used again later.
  • Automatic Languages: Ormotac, Draconic, Sylvan, Common. Bonus Languages: Any. (including secret languages such as druidic once past age 100)
  • Favored Class: Necrorm have no classes, but take on the class of their host.
  • Level Adjustment: +3
  • Resurrection vulnerability

Vital Statistics[edit]

Table: Necrorm Random Starting Ages
Adulthood Simple Moderate Complex
51 years +0 +0 +0
Table: Necrorm Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
201 years 601 years 1001 years N/A
  1. At middle age, +1 to Str, Dex, Con, Int, Wis, and Cha.
  2. At old age, +2 to Str, Dex, Con, Int, Wis, and Cha.
  3. At venerable age, +3 to Str, Dex, Con, Int, Wis, and Cha.
Table: Necrorm Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Unisex 8' 0" +1d4 feet 1d12 inches 70 lb. × 1 lb.



Back to Main Page3.5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: