Order of the Roll - Dungeons and Dragons Simic Hybrid - Order of the Roll

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.
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