Ectonurite

**Ectonurite (26 RP)**

The horrendous form of an Ectonurite is covered by a second skin, which protects it partially from the sun. This second skin looks somewhat like a cartoon ghost

**Type (16 RP):** Undead

**Ability Scores (2 RP):** +2 Dex, +2 Cha

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (-1 RP):** Ectonurites begin play speaking Ectonurite. Ectonurites with high Int may select Common, Intergalactic, Necril,

**Undead traits:**

* Undead have no Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
* Undead have the darkvision 60 feet racial trait.
* Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
* Undead are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning.
* Undead are not subject to nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
* Undead are harmed by positive energy and healed by negative energy. An undead creature with the fast healing special quality still benefits from that quality.
* Undead are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Undead do not risk death from massive damage, but are immediately destroyed when reduced to 0 hit points or fewer.
* Undead are not affected by *raise dead* and *reincarnate* spells or abilities. *Resurrection* and *true resurrection* can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an undead creature can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

**Sunlight Powerlessness: (-2 RP)**  Ectonurites are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). They cannot attack and are staggered

**Vulnerable to Sunlight (-2 RP):** Ectonurites take 1 point of Cha damage after every hour they are exposed to sunlight.

**Light Blindness (-2 RP):** Abrupt exposure to bright light blinds Ectonurites for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

**Legless (-2 RP):** Should an Ectonurite lose the ability to fly,  they can only move 5 ft as full round action. Ectonurite cannot wear foot or leg slot magic items.

**Flight (4 RP):** Ectonurites have a fly speed of 30 ft with clumsy maneuverability.

**Frightful Gaze (6 RP):** Creatures within 30 feet of an Ectonurite that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user's character level + the user's Cha modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user's frightful gaze for 24 hours.

**Dissolution's Child (5 RP):** Once per day, an Ectonurite may become Invisible and Incorporeal for one round per level (maximum of five rounds)

**Unnatural (2 RP):** Ectonurites unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Ectonurites take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward Ectonurites is one step worse than normal.

**Second Skin:** An Ectonurite wearing its second skin is treated as not having the Sunlight Powerlessness trait, Vulnerable to Sunlight trait, or Frightful Gaze trait. Ectonurites may don or shed their second skin as a move action.

### Half-Breed Rules:

Dominant: May only don or shed second skin once per day (must choose which) (-8 RP)

Non-Dominant: Gain the Half-undead subtype and Unnatural (+7 RP)