Homebrew Cerebro Slug Species Details

One of the most maligned species across the galaxy in the Anarch era, the cerebro-slugs are a race of parasitic symbiotes. Known for their propensity to crawl within the flesh of living hosts and take control of their new "vehicles" the fear of cerebro-slugs is often justified. When any person you know could suddenly have their own identity supplanted by an invader, it's worth keeping an eye on your friends, just in case.

Cerebro Slug Traits

Cerebro-slugs are largely lawful evil, especially those who live under the rule of the Mentaphagian Dynasty. They have little regard for the autonomy of other species, and many of them never even consider the horrors they inflict. While rare, it is not impossible for them to form friendships with humanoids, or even consenting commensal bonds with hosts.

Primordial Senes

You can "see" heat differentials within close proximity, treated as 5 feet of blindsight. You are considered to have the blinded and deafened condition beyond the range of your blindsight. Additionally, you can sense the precise direction and distance of any creature with at least 2 Intelligence within 60 feet of yourself.

Amorphous

Amorphous. You can squeeze through a space as narrow as 1/8th of an inch wide. You can not wear armor or clothes.

Bodyjack

Bodyjack. Once per day, as an action, you can attempt to take over the body of any humanoid or beast within 5 feet of yourself. The creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) to stave off the attempt. On a failure, you gain full cover within their body, which gains the unconscious condition for 8 hours. You may take a long rest during this period of time.

After 8 hours, you replace your Strength, Dexterity and Constitution scores with those of the host body, as well their size and any speeds and senses they have. The host body's hit points are replaced with your own (which are adjusted by your new Constitution score.) You do not gain any of its special features or class abilities.

You retain your ability to sense creatures with an Intelligence score of 2 or higher, but the distance is reduced to 10 feet. You lose your Amorphous and Fragile Form traits until you exit the host body.

You can not use this feature again until you leave your host body. You may leave the host body as an action which additionally consumes your entire movement. If the host body dies, you are immediately shunted out of the corpse with the prone condition and 1 hit point. A creature can remove you from a restrained host body over the course of 10 minutes with a successful DC 25 Medicine check.

The host body retains no memory of the experience, and is unconscious for the duration, unless you choose otherwise. In which case, it is incapacitated as you retain full control of it's body, though it can telepathically communicate to you.

Mind Probe

Mind Probe. As a bonus action, you can access memories of a host body you are currently bodyjacking with a successful Insight check. The DC is 10 + the host body's Deception bonus, or DC 5 if it is conscious and you share a consenting relationship with it.

If successful, you can use the host body's skill bonus on a single ability check in place of your own bonus, or you can gain advantage on your next Deception or Performance check to pretend to be your host body.

You may use this ability a number of times per day equal to your proficiency bonus, and you regain uses at the end of a long rest.

Fragile Form

Fragile Form. When not inhabiting a host body with the bodyjack feature, if you fail a single death saving throw, you die. Additionally, you can not wield weapons or hold objects in this state.

Ability Scores

Ability Scores:

You only determine your ability scores for your Intelligence, Wisdom and Charisma. Your Strength, Dexterity and Constitution are treated as having a score of 1 when not using the Bodyjack trait. If using standard array, assign the following statistics to your mental scores: 15, 13, 10

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