5. Malices (Singular, Malice)
20 years ago in the world of Tarot, evil was released into the world through a portal. That was when Malices were spawned. Most of them took the path of evil, but others hid and formed a unique race after the portal was closed, living among orks and dwarves.
Description:
They are demon-like creatures looking like liches. Around their face-part of their heads, they have tentacles running towards the rear base of their necks. They do not have eyeballs. Their nasal and mouth areas are bone-based and hard. They have nose slits and trapezium-shaped mouths that never close. Their tongues are long, stiff and able to cover their mouth openings. They have exoskeleton coverings on most parts of their bodies. Their hearts are located exactly in the centre of their bodies. They have sharp protruding bones sticking out of their heels. Most Malices have black skeletons and red skin and flesh. Their skin is made of semi-permeable membranes. Their flesh is made of a constantly moving stiff gel.
Features:
Size: Medium
Base land speed: 30 ft.
+2 Wisdom, +2 Intelligence; Malices are bright and extremely inquisitive.
-2 Strength, -2 Dexterity; Malices are weak individuals and their exoskeleton areas obstruct movement.
-1 Racial Penalty to all skills requiring strength.
Soulsteal; Every time any opponent with blood is injured, Malices who are at least 10 feet from the opponent regains 1% of their total HP, rounded up. They gain at least 1 HP regardless of calculations.
Malices are not affected by illusions. They have the ability to perceive reality.
Malices are sensitive to bright light. In areas with bright light, their skeletons will meld to form a covering protecting their bodies. This ability is instantaneous and is activated even though they’re unconscious/stunned/etc. When covered in their exoskeletons, they lose all dexterity and armour bonuses to AC and gain +5 natural armour and magic damage reduction of (1 + Constitution Modifier)/level. They still retain magical armour bonuses. If somehow they are exposed to bright light and are unable to retract their protective exoskeleton, they lose 10 HP per minute. They cannot activate this ability when there is no brightness. They cannot act in their protective shells. The shell is instantaneously removed when the bright light dissipates.
Automatic Languages: Abyssal
LIKE WTH RIGHT!!! Good ol' days.