Hybrid

The Hybrids of Aigusyl are beings of deliberate design—flesh woven with arcane logic, evolution given shape through alchemy, biomancy, and divine defiance. They are not a naturally occurring race, but rather the legacy of forgotten experiments born in the final years of The Fracture War , when gods, mortals, and ancient powers sought to create perfect emissaries, soldiers, and survivors amidst a dying weave. Though their creators have long vanished or been unmade, the Hybrids remain—testaments to what can arise when the boundaries of nature are not only crossed, but rewritten.

Each Hybrid is a unique fusion of base humanoid form—often Human, Elf, or Vedalken—with traits borrowed from aquatic life, beasts, or arcane constructs. Gilled necks, bioluminescent veins, armored skin, symbiotic tendrils, and regenerative limbs are not uncommon. Some are subtly enhanced; others bear striking, monstrous features. These adaptations are not uniform—no two Hybrids are entirely alike—because each was designed for a specific purpose: scouting the oceanic ruins of the Leviathans, surviving toxic warzones, or maintaining failed divine engines buried deep beneath Aigusyl.

Though once seen as tools, most Hybrids have outlived their intended functions. Now they search for meaning, struggling with inherited instinct and personal autonomy. Some form close-knit enclaves near coastal labs, sunken temples, or jungle ruins, preserving the old rites of enhancement as sacred tradition. Others roam freely, often viewed with suspicion or fascination by outsiders. Many nations distrust Hybrids, fearing their unpredictable biology and forgotten origins—but more progressive circles see them as living proof of what the Weave can do when unshackled by fear.

Some Hybrids claim that they hear the echoes of their makers—whispers in dreams from drowned spirits, broken titans, or sentient machines still buried in the roots of Aigusyl. A few even believe that they are destined to become the next phase of mortal evolution, guardians of a world that must constantly change to survive divine imbalance.

In Hybrids, nature and design converge. They are not the past's mistakes, but its questions—still walking, still evolving, still seeking what they were truly meant to be.

Basic Information

Anatomy

Limbs can vary between 4 and 8. Many have scales and patches of exoskeleton.

Genetics and Reproduction

It is unknown whether a hybrid can reproduce or not, no offspring has been reported to date.

Additional Information

Perception and Sensory Capabilities

Hybrids have darkvision and can see in shades of gray.

Genetic Ancestor(s)
Geographic Distribution

GGtR

Hybrid

HUMANOID

Hybrid Traits

Size: Medium (4-7ft)

Speed: 30ft

As a Hybrid, you have these special traits.

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.

Animal Enhancement

Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.

At 1st level, choose one of the following options:

  • Manta Glide - You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
  • Nimble Climber - You have a climbing speed equal to your walking speed.
  • Underwater Adaptation - You can breathe air and water, and you have a swimming speed equal to your walking speed.

At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn’t take at 1st level, or one of the following options:

  • Grappling Appendages - You have two special appendages growing alongside your arms. Choose whether they’re both 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, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. 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 you’re not wearing heavy armor.
  • Acid Spit - 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 takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level ( 3d10 ) and 17th level ( 4d10 ). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


This species has multiple parents, only the first is displayed below.
All parents: