Hollow
Ability Score Increase +1 str
Size Medium
Speed 30ft
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.
Subraces:
Adjuchas:
Adjuchas are the natural leaders of Hollows. They are highly coherent in speech and of deceptively good intelligence. They often are the leaders of clans of hollows
Ability Score Increase: Your Intelligence or Charisma score increases by 1.
Leader's Morale: You have advantage on attack rolls against a creature if at least one of your allies are within 5 feet of it and the ally isn't incapacitated.
Vasto Lorde
Vasto lorde are almost always the size of an average human, if not a few feet larger. They are solitary, lonely creatures compared to the adjuchas. They avoid congregating unless with other vasto lorde, which are rare.
Ability Score Increase: Your Strength or Constitution score increases by 1.
Sonido: When you take the dash action on your turn, you do not provoke attacks of opportunity.
Menos Grande:
Menos are the "lesser greats." They are often ignored and overshadowed by the adjuchas and vasto lordes. However, where their skills are lacking, they make up for in numbers and seeming cohesiveness among one another.
Ability Score Increase: Your Constitution or Charisma score increases by 1.
Negacion: You protect your allies with a gravitating light. When an ally within 30 feet of your location is targeted by an attack, you may expend your reaction to move the allied creature up to 10 feet in any direction and force the attack to reroll if it is ranged. The ally must be willing. You may use this trait once, regaining use after completing a long rest.
White:
Whites are rare, experimental hollows who have a soul reaper, the very group sent to kill them, as their base. Due to their scarcity and troublesome nature, they tend to separate themselves from other hollows.
Ability Score Increase: Your Dexterity or Strength score increases by 1.
Blade Hands: As a bonus action, you can turn your hands to blades and back again. Your blade hands are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You cannot use items while your hands are blades.
Languages. You can speak, read, and write in Common, Abyssal, and Infernal.