Simic Hybrid
DnD Simic Hybrid Race
Professor Morfstein
In the depths of a forgotten laboratory, buried far beneath civilization, Professor Morfstein continues his work, work that no moral being would ever dare to consider. He is no ordinary scientist. His mind is shattered by years of obsession, despair, and a godlike desire to control life itself.
Creaties: Simic Hybrids
What he creates, he proudly calls Simic Hybrids. These beings are not children of nature, nor of magic. They are nightmares made flesh, humanoid bodies fused with the traits of beasts, insects, and sometimes things that have no name. Tentacles, gills, scales, claws, extra eyes shifting beneath the skin, everything Morfstein can conjure in his sick, alcohol and drug clouded mind finds its way into the flesh of his victims.
The sign
Each Simic Hybrid bears a deep red tattoo, seared into their skin. The symbol is simple yet unmistakable, a circular mark that can appear anywhere on their body: on the shoulder, beneath the eye, across the neck, or over the heart. It sometimes glows faintly when they are near their creator, or when their assignments are activated. This mark brands them as property, as creations, as the possessions of Professor Morfstein.
The rumor
The outside world knows nothing. No king, no guild, no divine order. Only a few whisper the rumor: if you want someone to disappear, seek the dove with the red ribbon. Find her. Wait for her to land. Write the name of your target on a small note, along with the reason for their disappearance, and tie it to her leg. Then she flies away, without ever looking back, to him.
Transformation
Within a day, the victim is gone. Everyone assumes they were murdered, by bandits, assassins, rivals. But they are wrong. They were transformed. The professor uses their bodies as raw material. Bones are broken, minds erased, souls torn apart and replaced. What remains is a Simic Hybrid, a monster with fragments of a human being, but no memory. Some still cling to faint echoes of their former life, a name, a voice in their head, a dream that won’t fade, but those fragments quickly dissolve. Their will belongs to Morfstein, and those who resist soon learn the cost of disobedience.
Handcuffs and control
Every Hybrid bears a heavy iron anklet, embedded with magi-technological runes. Try to remove it, and your body will seize in agony, an electric shock that shatters bones and scorches nerves. Through these bands, Morfstein constantly tracks his creations. Even during missions, escape is impossible. He speaks to them in dreams, in nightmares, in furious voices that command them to obey, to kill, to serve. And those who do not listen are imprisoned or taken apart and rebuilt.
Attempts to escape
Some Hybrids have tried to flee. One crawled through the sewers for three days, having cut off his own foot to remove the band. Morfstein found him on the fourth day. What happened after that, no one dares to tell.
Insecurity
No one knows how many Simic Hybrids exist. No one knows if Morfstein is still alive, or if he has become something else, a creature fused with his creations.
Final warning
But one thing is certain:
If, one night, you see a dove with a red ribbon tied around its leg, pray that no one writes your name on that note.
Stats
- 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, vedalkens, or elves. Their maximum life expectancy is probably reduced.
- Alignment. Simic Hybrid’s alignments vary from group to group.
- Size. Simic Hybrids are the same size of they race that they were created from. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- 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 Enhancements. Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.
- 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.
- Underwater Adaptation (1st level). You can breathe air and water, and you gain a swim speed equal to your walking speed.
- 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.
- Carapace (5th level). Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armour.
- 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.
- Languages: Your character can speak, read, and write. Common and the language of your country if you have that and two other languages that you want.