Cerekaan Species in The Mistlands | World Anvil
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Cerekaan

The cerekaan are a wondrous and enigmatic people; first seen not long after the Cosmic Sundering, they have brushed metallic skin, and eyes that seem to stretch on and glow infinitely, like a mirror within a mirror.
The most peculiar feature of the cerekaan, however, is atop their heads; where the scalp and brain would be on other, similar races, the cerekaan have a hollow cavity, covered with a tough, glass-like membrane and held strong by rigid, pigmented bars of metallic bone. Inside the cavity is a swirling, nebulous energy field, that seems to react to strong emotion and concentration, also acting as the source of the cerekaan's psychic abilities.   Cerekaan seemingly have a connection to the cosmic plane, as their psionic powers demonstrate properties shared with other cosmic sources. However, whatever connection this is, it appears to be purely vestigial, as the cerekaan display a will of their own.  

Cerekaan

Ability Scores: Choose any +2; choose any other +1
Size: Medium
Speed: 30 ft.

Age: Cerekaan mature around the age of 18, and can live up to 120 years.
Alignment: The cerekaan, due to their cosmic connection, tend more towards lawfulness, but this is by no means 'standard'.
Size: Cerekaan stand around 5-6 ft tall.
Trance: Able to retreat far into the depths of their minds, cerekaan can effectively recouperate their strength over a much shorter time-frame than most creatures. You can finish a long rest in 4 hours if you spend those hours in a trance-like meditation.
Reinforced Mind: You have advantage on all Wisdom saving throws.
Tether Consciousness: You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within 1 mile of eachother. To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection can last for an amount of minutes equal to your proficiency bonus after losing sight of the creature. It ends early if you are incapacitated or die, or if you use this ability to form a connection with a different creature.
Mindspin: As an action, you can lash out with psionic force into another creature's mind, attempting to sow discord and disrupt their thoughts. Choose one creature within 60 ft of you that you can sense; that creature must make a Wisdom saving throw (DC = 8 + your Wisdom or Intelligence modifier + your proficiency bonus). The target also takes 1d4 psychic damage, taking half if the saving throw is a success. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). If the creature fails the saving throw, roll a d10. The result of the d10 roll affects the outcome.
1-5 The creature is charmed by you for up to a minute. It can repeat the saving throw at the end of each of it's turns.
6-9 The creature is frightened of you for up to a minute. It can repeat the saving throw at the end of each of it's turns.
10 The creature is incapacitated until the start of your next turn
You can use this ability once per short or long rest.
Languages: You can speak, read and write one common language and one other language of your choice

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