Hollow One (Wildemount)
HOLLOW ONE
The eastern coast of Xhorhas, known to the Kryn as
Blightshore, is a land scarred by evil magic. Among the
creations of that foul place are the Hollow Ones, beings
whose souls have left for the afterlife, yet whose bodies
still retain a fragment of their former selves.
The magic that sustains Hollow Ones is a mystery.
Most Hollow Ones are reborn after dying in Blightshore,
suggesting that the spell-scarred nature of the land
brought them back for an unknown purpose. Yet some
beings find that, days after they died, they awaken,
clutching to life, with only a terrible emptiness inside to
remind them of their death.
In Blightshore, Hollow Ones are seen as a people like
any other. They seem strange, but the adventurous and
hardy folk of Blightshore are used to making allies with
strange creatures. Elsewhere, Hollow Ones are indistinguishable
from living creatures, save for the faint stench
of necromancy that lingers about them.
The transition from life to becoming a Hollow One
affects different people to different degrees. Some let
their anger and regret consume them. Others use their
second chance to become a brighter force in the world.
However, all Hollow Ones are marked by their new existence:
feelings of unease, dread or sadness cling to them
like tattered rags of their past life.
SUPERNATURAL GIFT: HOLLOW ONE
The Dungeon Master has the option to allow a character
created in a Wildemount campaign to be a Hollow One.
Alternatively, a character who perishes in the course of
a campaign might return as a Hollow One, created by
the mysterious forces that scar the land.
As a Hollow One, the void left behind by your departed
soul is filled with the strange magic of Blightshore.
Becoming a Hollow One is a supernatural gift (see "Supernatural
Gifts" in chapter 7 of the Dungeon Master's
Guide) that bestows upon you the following traits.
Ageless. You don't age, and effects that would cause
you to age don't work on you.
Cling to Life. When you make a death saving throw
and roll 16 or higher, you regain 1 hit point.
Revenance. You retain your creature type, yet you register
as undead to spells and other effects that detect the
presence of the undead creature type.
Unsettling Presence. As an action, you can unsettle
a creature you can see within 15 feet of you. The
target has disadvantage on the next saving throw it
makes within the next minute. Constructs, undead, and
creatures that can't be frightened are immune to this
feature. Once you use this feature, you can't use it again
until you finish a long rest.
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