BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Transmuter Hybrid (Simic Hybrid)

In the city of Dranta lives a guild of Transmuter Wizards called The Simic Combine. The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extend ed this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper -evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.

Basic Information

Biological Traits

A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. AlI are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.   Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy.

Civilization and Culture

History

A hybrid usually bears the name given by their human, elf, or vedalken parents. Some hybrids assume a new name after their transformation - a name chosen personally or by those who transformed them.
Lifespan
Unkown
Average Height
5-6 feet

Remove these ads. Join the Worldbuilders Guild

Simic Hybrid

Ability Score Increase +2 Con, +1 to any one other ability score
Size Medium
Speed 30ft

  • Darkvison: You can see in dim light within 60ft of you as bright light, and darkness as if it were dim light.
  • Animal Enhancement: Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second at level 5. At 1st level choose one of the following options.
    • Manta Glide: When you fall and aren't incapacitated, you can subtract up to 100ft from the fall when calculating fall damage, and you can move up to 2ft horizontally for every 1ft you descend
    • Nimble Climber: You have a climb speed equal to your walking speed
    • Underwater Adaptation: You can breath air and water and have a swim speed equal to your walk speed
    At 5th level you may choose a different option from this or the previous list.
    • Grappling Appendages: You have 2 appendages growing by your arms. You choose whether they are claws or tentacles. As an action you can use one of them to try to grapple a creature. Each one is also a natural weapon. If you hit with it the target takes bludgeoning damage equal to 1d6 + Str modifier. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment
    • Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when your're not wearing heavy armour.
    • Acid Spit: As an action, you can spra acid from glands in your mouth, targeting one creature or object you can see within 30ft of you. the target takes 2d10 acid damage unless it succeeds on a Dex save against a DC equal to 8 + Con modifier + Proficiency. This damage increase by 1d10 when your reach level 11 and 17. You can use this trait a number of times equal to your Con modifier minimum of 1 and regain all uses after a long rest.

Languages. Common and your choice of Elvish or Vedalken

Comments

Please Login in order to comment!