Homebrew Quasiceremorph Species Details

A Mind-Flayer in a human body, but a little more complicated ;D

Quasiceremorph Traits

Darkvision, Psionics, Hybrid Nature, Dull Senses

Darkvision

Thanks to their illithid heritage, quasiceremorphs have an innate ability to see in dark and dim conditions. 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.

 

Tentacles

You have four retractable face tentacles that hide in your jaw and nasal cavities. While your tentacles are retracted, a creature can make a successful Intelligence (Nature) or Wisdom (Medicine) check with a DC of 10 + your Charisma modifier to notice that you are not completely human. You can use your bonus action to extend your tentacles and another bonus action to retract them. While your tentacles are extended you cannot speak, and you can use them to make unarmed strikes. If you hit with them, you deal psychic damage equal to 1d6 + your Intelligence modifier, instead of the bludgeoning damage normal for an unarmed strike. Instead of damage, you can grapple with them. The grapple automatically ends if you retract your tentacles while grappling.

 

Hybrid Nature

You have two creature types: humanoid and aberration. You can be affected by a game effect if it works on either of your creature types.

Dulled Senses

In exchange for your heightened psionic powers and tentacles, you have lost your sense of taste and smell.  You have disadvantage on Wisdom (Perception) checks that rely on taste or smell.

 

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