Homebrew Chimeric Abomination Species Details

This thing named Theredall is a pet project of Nerull’s. Combining the ferocity of an orc, the wild nature of a lycanthrope, and the deathly nature of a reborn. This project lacks refinement for now but its abilities prove to be worth studying. A normal newborn of any race would not survive such a long fall as this one did. Especially with being caught in vines covered in thorns. This thing may be worth the time to document and analyze. I may even be able to turn this thing into a weapon of my own given the right timing and control.

 

An outcast mind flayer that goes by the name of Drellox has taken the child. Possibly to study the thing but nonetheless the bond between these two is rather unnatural to both of the beings. This could possibly lead to either the mind flayer forcing the thing to become its own weapon, kill the thing, or abandon the thing. Abandonment may seem like the obvious outcome considering that the mind flayer is not physically suited to handle such a thing but naturally mind flayers are too prideful in their abilities to see when a subject of interest begins to become too dangerous to keep. It seems the mind flayer has created a psychic bond to the thing. The mind flayer has chosen an abandoned underground structure within the Misty Forest that is not too far from Daggerford, likely to be a long forgotten ruin that once belonged to the Drows, and has crafted it into what I would assume a nursery for the thing and a “safe” hideaway for itself. The mind flayer has used organic materials to construct the hideaway such as flesh and cartilage. What weak materials to keep such a thing held in. The thing's “cradle”, or what I assume it is, resembles closely to that of a cocoon-like pod formed from glistening, semi-translucent material. Possibly a repurposed birthing pod that is typically filled with larvae but this one is dry and filled with thick, viscous fluid that possibly cushions the thing while possibly allowing the mind flayer to monitor it. The only light in the disgusting humid space is of bioluminescent fungi. There is however a strange “sensory” pool. A small, humid pool of warm, brackish water. Its use so far has been to bathe the mind flayer and the thing as well as provide a sort of training for what I assume would be telepathic communication. As for the thing's diet, I would not be surprised if the thing grows up to be a cannibal. Especially due to the mind flayer feeding it of what I can only describe as a brain slurry made from humanoid’s brains and other substances for the needed nutrients the thing possibly needs. I am surprised that the thing has not contracted mad cow’s disease but it is possible that its reborn lineage has prevented such a thing from happening. The mind flayer has also given the thing living puzzle boxes to force the thing to focus its mental energy to open it. I am, however, curious to see how this thing will adapt to having a mind flayer, an exiled one, as a guardian so to say. This research has rather been intriguing so far and may possibly prove useful in the future.

Chimeric Abomination Traits

Chimeric Abomination share the following traits.

Ability Score Increase

Your Strength score increases by 2.

Ability Score Increase

Your Intelligence score increases by 1.

Size

Your size is Medium or Small.

Speed

Your basewalking speed is 40 ft.

Superior Darkvision

You can see in dim light within 120 ft 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.

Hybrid Nature

You are immune to disease.

Orcish resilience

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift (from your Orc heritage).

Reborn legacy

You have resistance against disease, poison, and necrotic. You don't need to eat, drink, sleep, or breathe. When you take a long rest, you must spend at least 4 hours in an inactive, motionless state. You appear to be dormant and can hear and see normally. You have the ability to communicate with the undead. You have advantage on saving throws against being charmed.

Echoes of Death

You can draw upon the lingering energies of the dead. As an action, you can attempt to frighten one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute. You can use this trait a number of times equal to your proficiency bonus per long rest.

Natural lycanthropy (werewolf)

You can transform into a wolf-humanoid hybrid or a wolf. You gain a bite and claw attack with damage based on your level. You gain resistance to bludgeoning, piercing, and slashing damage from non-silvered, non-magical attacks. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. You revert to your true form if you die.

Animalistic Traits

Consider a passive trait, such as a werewolf gaining advantage on tracking prey.

Claws and Bite

You have a powerful natural weapon attack while in hybrid or animal form. For a werewolf, a bite might deal 1d8 piercing damage, and claws might deal 1d6 slashing damage. You also gain a bonus to attack rolls equal to your proficiency modifier.

Inherited lycanthropy

As an action, you can polymorph into your hybrid or wolf form. Your statistics are largely the same, but your Strength score becomes 16. After you use this feature, you cannot use it again until you complete a long rest.

Cursed Bite

You have a bite that will inflict the curse upon any character that sustains a bite from you. The character will have to make a CON Save of 8 + proficiency bonus + CON modifier. This can be done equal to your proficiency bonus. You can regain all attempts at the end of a long rest.

Limited Telepathy

You can communicate telepathically with any creature you can see within 60 feet.

Psionic Burst

Once per long rest, you can project a wave of psionic energy. All creatures in a 15-foot cone must succeed on an Intelligence saving throw or become stunned until the start of your next turn.

Psionic Resilience

You have advantage on saving throws against effects that would read your thoughts, and you are resistant to psychic damage from non-illithid sources.

Empathic void

You have disadvantage on any Charisma-based check that relies on understanding or generating emotion, such as a Persuasion or Deception check, but gain advantage on an Intimidation check.

Mental Echo

You have a passive “mental echo” that lets you know if a thinking creature is within 30 feet of you, even if you can’t see it. This would function similarly to the standard detect thoughts spell but without the need for an action. However, the information is very limited and only tells you that a thinking creature is present, not its nature or precise location.

No Cure

Unlike an afflicted lycanthrope, a natural one cannot be cured with a remove curse or greater restoration spell. Only a wish spell can remove a natural-born curse.

Exhaustion

After an involuntary transformation, a character might gain a level of exhaustion from the physical toll of the change.

Vulnerability to Silver

All lycanthropes have vulnerability to silvered weapons.

Corrupted spirit

Because of the conflicting undead and lycanthropic traits, your soul is a battlefield. You have vulnerability to radiant damage.

Sensitivity to Psychic Static

You are particularly sensitive to the psychic “noise” of other creatures. When a large number of thinking creatures are nearby (e.g., in a crowded tavern or city), the character might become overwhelmed with a psychic migraine, giving them disadvantage on Wisdom (Perception) checks and Intelligence (Investigation) checks.

Sensitivity to Light

Due to your upbringing with the mind flayer, your eyes have become sensitive to bright light giving it disadvantage on Wisdom (Perception) checks, disadvantage on Initiative, and disadvantage on Intelligence (Investigation) checks.

Telekinetic

Like the spell mage hand, you have the ability to move, carry, and manipulate objects within your sight.

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