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# The Hollow
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FOR ALL THE TALK OF GODS AND AFTERLIFES, *no one really nows what comes after death, the mistery has endured as long as man has had a memory,
and it haunts us all the same to this day, the uncertainty of it can be quite scary indeed, but then ... there's them... they have seen something, peered past the curtain, and the knowledge that brings, to me, is scarier than any hell Kyber might hold.*
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Jarrek Morgrave, believer of the blood of Vol.
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Born of the supernatural, and sharing a deep connection to the Etheral Plane, Hollows have a unique relationship with death, that influences almost every fascet of their strange existance, and along with --their almost spectral appearance, makes them slightly unsettling to those that aren't accostumed to their otherwordly prescense, however their carefree and jovial disposition usually helps to offset the initial shock their ghostly, lightly luminescent appearence might cause. They are gregarious, often seeking new experiences, and are prone to extreme emotions going from the deepest of quietude, to displaying their feelings in the most explosive displays.
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### Birthed by spirits
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Long ago, a cabal of ancient wraiths sought to enact their everlasting vengeance on the living by gaining a physical form. They gathered multiple artifacts, and performed numerous rituals in order to channel a massive amount of energy form the Negative Plane, that would coalesce into vessels of pure malice, however somehow the ritual went awry, and the onslaught of energy from the Negative Plains tore a channel through the Ethereal Plane, overwhelming the evil spirits, whose malevolent conciousness was destroyed and scattered, the would be vessels coming to "life", animated by negative energy and the distilled escence of the spirits of the dead, but free of decay and malice. This is how the first hollows came to be.
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### Strange existance
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Due to the process of their creation, Hollows aren't really alive, nor are they dead, their bodies are made of somehow harmless negative energy and their spirits are more akin to a ghost than a human soul, so they are constantly fluctuating outside of the Material Plane, their soul leaving their body during their equivalent of sleep, to wander the border between the ethereal plane, which is what gives them their namesake of "the Hollow". Strangely enough Hollows can reproduce, and often do so, but rather than a soul being created, the spirits of the dead flow through the channel that was oppened when their kind was born, forming their body and animating it to create a distinct entity that borrows from their parents and even from the dead that form them.
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### No one is trully gone
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To Hollows, life and death are just two halfs of a whole, they understand the process that birthed them, and when they "die" their form will simply disipate into the Ethereal Plane, to be reshaped as part of someone else when the time comes, so they enjoy and appreciate their "lives", as well as the life of others, but they also look forward to the moment their material existance will end to give way to a new beginning, however this does not mean that Hollows are death seeking or murderous, simply that they find joy in both birth and death alike, which can be quite jarring for members of other species who don't share thair enthusiasm.
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### Unlife is better shared
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Hollows usually form nomadic caravans with strong family bonds, as they enjoy their shared experiences, and roam the world in search of new things to discover, skills to master, and pleasures to enjoy that they can leave as a heritage to those that come after them. To hollows nothing is more valuable than life experiance, and those who have it tend to command the admiration of their kin.
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### Hollow names
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Hollows usually follow the naming schemes of the ancient civilization of the wraiths that created them, so their names tend to inspire a sense of antiquity.
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**Male Hollow names:** Candor, Casper, Olbrecht, Zoltam, Uldin, Kastrom, Solbrand, Troskam, Azkator, Gordram.
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**Female Hollow name:** Anastali, Siroska, Illima, Tzintara, Dorianna, Galandra, Astores, Orienne, Xilixa.
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### Hollow traits
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Hollows all have certain traits in common owing to their shared origin in the Ethereal Plane.
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***Ability score improvement.*** Your Wisdom, Charisma, and another ability score of your choice all increase by 1.
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***Age.*** Hollows mature at about the same rate as humans, but don't age past adulthood, and generally disipate into the ethereal plane after 150 years.
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***Alignement.*** Hollows seek to explore all fascets of life, which often makes them neutral. The Hollow's appreciation for their own existance, and the life of others means they are often good.
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***Size.*** Hollow are usually the same size as humans. Your size is Medium.
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***Speed.*** Your base walking speed is 30 feet and you have a hover speed of 10 feet, you can't lift off the ground more than 5 feet using this speed, you are held aloft, but it doesn't prevent you from falling prone.
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***Darkvision.*** Born from the Negative plane where no light shines you have superior vision in dark and dim conditions. 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 colors in darkness only shades of grey.
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***Ethereal sight.*** You can see into the ethereal plane as if it where the material plane and vice versa.
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***Withering touch.*** You can channel the dark energy that animates your body to sap the life away from others. As an action you make an unarmed strike against a creature, on a hit, it takes 1d12 necrotic damage, and you regain hitpoints equal to the damage dealt, this damage later increases to 2d12 at 6th level, 3d12 at 11th level, and 4d12 at 16th level. You can use this feature a number of times equal to your proficiency bonus and you regain all uses once you finish a long rest.
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***Spectral form.*** As an action, you can temporarily step into the boundary between the material and ethereal plane for 1 minute, or until you end the effect as a bonus action, you gain resistance to piercing, slashing, and bludgeoning damage from non-magical weapons, and you can move through creatures and objects as if they where difficult terrain, if you end your turn in the same space, you get pushed back to the nearest possible space within 5 feet, and you take 1d6 force damage for every 5 feet you were moved. Once you use this feature you can't use it again until you finish a longe rest.
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***Undead.*** Your creature type is undead instead of humanoid. As an undead you gain the following bennefits:
- You are immune to desease.
- You don't need to eat, drink, breath, or sleep.
- You don't suffer the effects of ehaustion do to a lack, of rest and magic can't put you to sleep.
- You gain resistance to necrotic damage.
- When you take a long rest, you must spend at
least 6 hours in an ihnert and completely motionless state, rather than sleeping. In this state your soul leaves your body and wanders the Ethereal Plane, you are completly unaware of your sorroundings for the complete duration of this effect, you are cold to the touch and show no signs of life, while this period lasts your memories manifest into blurry, luminescent, spectral images in a 30 feet radius around you, this is commonly refered to as a haunting.
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**Languages.** You can speak, read, and write Common and one language of your choice.
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> ##### Art credits
> Ascalonian ghost by ArenaNet
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> Mind wraith by Paizo publishing LLC.