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"Wayfarers on the road to prophecy, they dream within a waking lie."

Somnambuli are an anomaly in Cairne that dates back to the Blight. They are statuesque Seanachaisians, locked into a stasis of sorts. These creatures are incredibly rare, and generally avoided as a sign of ill portent. They wander, shuffling slowly along encased in a strange enchantment that was triggered by the destruction of their home and people. The enchantment seems as if it is alive, shielding the creatures from harm and keeping them ambulatory and sustained. On the rarest of occasions they have been known to wake, issuing forth some aspect of an ancient prophecy and then expire. They have been studied in depth by many scholars, and even in some cases contained for the purpose of observation.

Basic Information


These poor souls still resemble who they were at the moment the Blight fell, still wearing the old traditional garments popular at the time. They do not appear to have aged at all in the century that has passed since, but they are now surrounded in an iridescent aura that is all but impenetrable. The most stunning feature is that these Seanachaisians are devoid of the Blight marks that scar the rest of the race.

Ecology and Habitats

The Somnambuli are each over a century old, yet none show any signs of wear, remaining as they were at the moment the Blight fell. Most scholars believe they are the result of Bodi's last attempt to save his favored people before leaving the realm, creating a divine time capsule of sorts that will someday bring about a great revelation. There are currently only a dozen known of in the world, two of which remain under close study at The University of the Lighted Way in Armuun. The remaining ones are still wandering freely throughout Cairne.

Additional Information

Perception and Sensory Capabilities

The Somnambuli are locked in a strange trance, as if asleep and trapped in some strange dream. Those who have been found and studied are reported to have, on occasion, mumbled on and off about random things. No amount of external stimulus will wake them from this, and all attempts to intercede or intrude on the minds within are utterly blocked, causing a powerful feedback loop of the energy used in the attempt, knocking the intruder unconscious for days in every case without exception.

Civilization and Culture

Major Language Groups and Dialects

  • Languages Seanachaisian


Somnambulistic Prophecy Those that have awoken have always done so in the exact place, at the exact time, and in the exact presence of what was needed to set off the next part of the ancient prophecy. It has only happened three times in the past and the events that followed were legendary, propelling those involved into the annals of history. Following the utterance, every one of the Somnambuli perished and fell to dust in mere moments.
  • Medium Seanachaisian, True Neutral
  • Armor Class 15
  • Hit Points 54(1d4 + 5)
  • Speed 25'
  • STR 10 (+0)
  • DEX 10 (+0)
  • CON 12 (+1)
  • INT 16 (+3)
  • WIS 15 (+3)
  • CHA 20 (+5)
  • Damage Immunities Fire, Cold, Acid, Electric, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Sleep, Frightened, Paralyzed, Poisoned
  • Senses None
  • Challenge 11 (5107 XP)


  • Limited Immortality. These vessels of prophecy are imbued with some unknown form of divine power that emanates from them in the form of a subtle, incandescent aura. They are impervious to attack and external damage barring the most extreme magical intervention. They do not age, starve, or thirst, nor do they need air to survive. Upon the awakening and utterance of their part of the prophecy, they will immediately expire and crumble to dust.
  • Magic Resistance. The Somnambuli has advantage on saving throws against spells and other magical effects.
  • Reflective Aura. Any time the Somnambuli is targeted by a spell, physical attack, or a ranged attack, roll a d6. On a 6, the Somnambuli is unaffected, and the effect is reflected back at the attacker as though it originated from the Somnambuli, turning the caster into the target.
  • Legendary Presence. Each creature of the dragon's choice that is within 20 feet of the Somnambuli and aware of it must succeed on a DC 15 Wisdom saving throw or become awestruck for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Somnambuli's presence for the next 24 hours.
Scientific Name
Conservation Status
Exceedingly rare
Related Ethnicities

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