Homebrew Cerebosite Species Details
A lesser known, but detested species across the galaxy, cerebosites are a race of parasitic symbiotes. seen as a lesser mindflayer by some, and confused as the same by others. they are known for crawling within the flesh of living hosts and taking control of their vehicles, the fear of cerebosites are often justified. they have little regard for the autonomy of any other species and many never consider the horrors they inflict. its rare but not impossible for them to make friendships with humanoids, or even consenting bonds with hosts.
Cerebosite Traits
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 Hostile Takeover trait.Senses
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 you.
Speed
Your walking speed is 10 feet. You additionally have a climbing speed of 10 feet, and can climb on ceilings or other difficult surfaces effortlessly.
Languages
Your primary language is telepathy. Additionally, you gain the languages of any host body you are currently taking over.
Fragile Form
When not inhabiting a host body with the Hostile Takeover feature, if you fail a single death saving throw, you die. Additionally, you can not wield weapons or hold objects in this state.
Hostile Takeover
You can attempt to take control of a living, sentient creature as an action if you are able to enter it through any orifice (e.g. its mouth or an open wound). The target must make a Constitution saving throw against your Possession DC. If the target’s succeeds, you are immediately ejected from the creature through its mouth and cannot attempt another Hostile Takeover on that creature for 24 hours. (unless it was selected as a Permanent Host).
Possession DC = 8 + your proficiency bonus + your Charisma modifier
After 8 hours, replace your Strength, Dexterity and Constitution scores with those of the host body, aswell as their size, any speeds and senses they have. The hosts body's hit points are combined with your own.
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 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 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. 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 unconcious 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.
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