Age. So long as a hollow is not killed, it will never age or die of age.
Alignment. Hollows tend to be chaotic and evil, bent towards slaughter and murder. There are rare instances where they may lean neutral, however, and even rarer, good.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Soul Devour. As a bonus action, you can eat the soul of a creature that has dropped to 0 hit points in the last minute while you are within 10 feet of you, as long as it is a creature that can be soul devoured. When consumed, you gain temporary hit points until you complete a long rest equal to the CR of the soul consumed, minimum 1. You cannot target constructs or undead with this trait. Once you use this trait, you need to finish a short or long rest before you can use it again.
Hierro. Hollows sport hardy skins like that of iron. While unarmored, your Armor Class equals 10 + your Constitution modifier. You may wear a shield and still gain this benefit.
Cero. As an action, you can exhale destructive energy as a hollow. One creature within 60 feet of you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 necrotic damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use your cero, you can’t use it again until you complete a short or long rest.
Languages. You can speak, read, and write in Common, Abyssal, and Infernal.
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