The stars of Pash-Mara
Necropolitans are humanoids who renounce life to become undead through a special ritual called the Ritual of Crucimigration. A necropolitan’s skin is dry, withered, and powdery. Its eyes are as pale as driven snow, and as lifeless. It continues to dress in the fashion it preferred while living. Necropolitans are considered citizens of the little-known city of , but if their nature is revealed elsewhere, they are often feared and hunted like common monsters.
A Powerful Choice
Every Necropolitan has their own reason for choosing to turn. Some are drawn to unlife as a reaction to a particularly traumatic loss in their life. Others wish to extend their time on the material plane, and see turning merely as a means to an end. Occasionally, a creature will choose to turn as a tribute to their patron god or goddess.
A Dance With Death
Necropolitans are among a select few creatures who do not need to die to become undead. Because of this, many Necropolitans prefer the term “unliving” instead. It is common for Necropolitans to form bonds with other creatures that they see as unliving rather than undead, such as vampires and liches.
Necropolitan Names Necropolitans tend to take new names after they turn. For some, it is to prevent them from being traced, and for others it is simply to recognise the beginning of a new identity. Necropolitans choose a name that is an anagram of a meaningful person or place from their past, so that they always have a sense of where they came from.
Your Necropolitan character has a collection of traits, granted to them during the Ritual of Circumigration.
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1
Age. Necropolitans can exist in a state of unlife until their bodies are destroyed by the duress of time – or physical destruction. Most Necropolitans can last around 2000 years before their spirit can no longer cling to their physical form.
Alignment. Necropolitans tend towards neutrality on all fronts. They are disinterested in struggles between good and evil, and have no reason to embrace or fear the chaotic powers of nature, nor its natural laws of life and death.
Size. Necropolitans are the same size as they were in life, typically standing between 4 and 7 feet tall, and weighing between 45 and 160 pounds.
Speed. Your base walking speed is 25 feet.
Undead Nature. You don’t require air, food, or drink, and only require four hours of sleep to gain the benefits a human would gain from 8 hours of sleep.
Of Both Worlds. Any healing magic that would not typically work on undead creatures will work on Necropolitans as well. You also have advantage on saving throws against features that would turn undead.
Frightening Gaze. You can use an action to stare at a living target creature that you can see within 30 feet of you, attempting to frighten them.
When you use your frightening gaze, the target creature must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 1d4 psychic damage on a failed save, and becomes frightened for six seconds. This damage increases by 1d4 when you reach 6th level (2d4), 12th level (3d4), and 17th level (4d4). After you use your frightening gaze, you can’t use it again until you complete a long rest.
Languages. You can speak, read, and write Common, Undercommon, and an ancient variant of a language of your choice.