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Soultouched Being

Souls (ghosts, geists, spirits, etc) often roam Innistrad, caught between life and the peace found in the Blind Dreams of death. If the spirit was strong or pure enough, it may inhabit a physical shell it finds. A Soultouched Being is a spirit that has inhabited a shell and can therefore carry on "living" in the Prime Material plane of Innistrad. They continue surviving so long as the health of their shell is maintained; if their shell is destroyed, then their spirit is lost to the void, no differently than when a mortal dies.   The shell could be made of anything that's suitable for the roaming geist to form a deep enough attachment and comfortability with to maintain its tether to the Prime Material plane, for example: clockwork or steampunk automatons, carved or living wood/stone/gems, or even a formerly living body (although this is most commonly the work of evil necromancy as a spirit cannot form a strong enough connection to a shell that's been previously inhabited for it to ever feel fully attached to this world).   Most often, Soultouched Beings are inhabited by spirits of the very very old, or very very young. If a newly born spirit finds a suitable shell to inhabit, then they must learn everything a normal child must learn as they grow older: like physically moving their bodies around, communicating and socializing, pursing academic or magical studies, etc. Likewise, when an elder spirit becomes a Soultouched Being, they must also go through a rebirth and relearning process as they may only have fragments and memories of their previous life (or even none at all).   An elemental is an example of a Soultouched Being that was created by the spirit of a pure force of nature.   Derogatory terms for Soultouched Beings are"golem" or "construct."  
Uses stats/features from Warforged sourcebooks.
ability score increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
age:
Size: Medium
speed: 30ft
Languages:
race features:
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
  • Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.   Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.
  • Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

    Created by

    PoopSnaggle.

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