Simic Hybrid | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Simic Hybrid

The Temple of the Simic uses magic to fuse different life forms together. During the Invasion, they had extended this research to humanoid subjects, magically transferring the traits of various animals into Humans, Elves, and other humanoid species. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic Hybrids, though they sometimes call themselves guardians. The Temple of the Simic now acts as a mercenary force that give out regiments of this solders to the highest bidder during war times.
ability score increase: Your Constitution score increases by 2, and another ability score of your choice increases by 1.
age: Simic Hybrids are created at adulthood as either Humans, Elves, or other humanoids. But their maximum life expectancy has been reduced to only 50 years.
alignment: Simic Hybrid's alignments vary from group to group.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Pure Common, Simic and one other language.
race features:
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 grey.   Animal Enhancements: Your body has been altered with animal characteristics. You choose two animal enhancement now and two at 5th level. 1st Level Enhancements:
  • Echolocation (1st level). As an action during your turn, you can make a loud clicking noise with your tongue and gain a blindsight radius of 30 feet. This effect ends once you move, use a bonus action or reaction, another creature uses their reaction while within the radius, or your turn ends. You do not gain this benefit if you are deafened, and you cannot use this action if you are incapable of speaking.
  • Manta Glide (1st level). You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
  • Nimble Climber (1st level). You have a climb speed equal to your walk speed.
  • Pouncing Lunge (1st level). As a bonus action on your turn, you can jump up to 30 feet using 15 feet of your movement. You can't do so again for the next minute.
  • Superior Darkvision (1st level). Your darkvision’s effective range increases to 120 feet.
  • Underwater Adaptation (1st level). You can breathe air and water, and you gain a swim speed equal to your walking speed.
  • 5th Level Enchantments:
  • Acid Spit (5th level). As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + you proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this up to your Constitution modifier's worth of times per long rest.
  • Carapace (5th level). Your skin in places is covered by a thick shell. You gain a +1 to your AC.
  • Grappling Appendages (5th level). You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.
  • Many-Legged (5th level). You have between four and eight additional, segmented legs, like those of an insect or arachnid. Regardless of how many legs you have, you have advantage on Strength and Dexterity ability checks and saving throws to resist being pushed or knocked prone. Your speed also increases by 5 feet.
  • Scorpion Sting (5th level). A long prehensile or segmented tail tipped with a stinger protrudes from the base of your spine. It is a natural weapon that you can choose to attack with whenever you would make a weapon attack. On a hit, it deals 1d6 piercing damage and the target must succeed on a Constitution saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. It takes 1d8 poison damage on a failed save. This damage increases to 1d8 piercing and 2d8 poison when you reach 11th level, and to 1d10 piercing and 3d8 poison at 17th level.
  • Racial Description

    Extensive Adaptation: A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. AJI 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 Temple of the Simic, but the Simic would consider the individual a deserter, causing this individual to be hunted down and killed.   Simic Hybrid Names: Soldiers of this race would all have numbers that are their names, though powerful Simic's would gain nicknames. A deserter hybrid usually bears the name given by their Human, Elf, or humanoids parents. Some hybrids assume a new name after their transformation- a name chosen personally or by those who transformed them.

    Created by

    Lord Mcberry.

    Statblock Type

    Race/Species

    Link/Embed