Homebrew Crystcelian - Adra Species Details

“I have never been ****ed harder than by a patron I swore disappeared out in the jungle two weeks ago. He had a rod like it was made of rock. Do you think I should get this checked out?”

- Bien Dover, Prostitute

 

Crystcelian (kryst-SEE-lee-an) are a novel species of Adra, or at the very least undocumented. Their arrival, or rather, their awakening, is closely tied to bloodletting and cadavers near nascent living crystal formations.

It is observed that crystcelians don’t have the same regenerative abilities as the body’s original inhabitant; wounds are patched over with a web of mineral-hyphae, over which the skin takes significant time to regrow, if at all.

Much like hermit crabs wear shells, crystcelians inoculate corpses with microscopic crystal spores, before growing a web of mineral-hyphae through the body. Nerves are co-opted, muscles are repaired, and crysto-fungal organs replace the internal viscera of the host. The process is entirely biological, but can easily give the appearance of the reanimated bodies to be the work of necromancers, treating crystcelians as infectious, living dead.

The key to distinguishing a crystcelian from a zombie, of course, is the smell. Crystcelians carry a mineral, arid aroma like that of a gemstone or crystal. Undead, on the other hand, carry the putrid-sweet scent of decay. 

Aging and Transference

It is assumed that with a new host, a crystcelian’s psyche changes a little, moulded by the brain, body, and abilities of the host it co-opts. In moving from one host to another, a crystcelian is thought to leave behind some of its own memories, forever lost to the decay of time. Despite being able to potentially reach thousands of years old, memories might stretch back only a few decades.

 

Crystcelian - Adra Traits

As a crystcelian, you have the following species traits.

Ability Score Increase

One ability score of your choice increases by 2, and one other ability score of your choice increases by 1 (which is typically indicative of your host corpse).

Age

In the right conditions, a corpse inoculated with crystcelial spores can rise as a newly-formed, adult crystcelian in under a month. Crystcelians periodically redeploy their personal crystal spores to animate a new, fresher host if they don't maintain their current host's biological needs. Theoretically, a crystcelian can live on indefinitely, their minds and personalities changing with each rebirth.

Creature Type

You are a humanoid. You are also considered a plant for any prerequisite or effect that requires you to be a plant.

Size

Crystcelians run the full gamut of humanoid species, from 2-foot-tall gnomes to 8-foot-tall golynns. Your height, weight, and size are determined by the species to which your host corpse belonged in life. It is typically Small or Medium.

Speed

Your base walking speed is dictated by the species to which your host corpse belonged in life. It is typically 25 or 30 feet.

Languages

You can speak, read, and write Common and one other language of your choice.

Symbiotic Assimilation

Your unique lifecycle allows you to co-opt some of the adaptations of your host corpse. Choose two adaptations from the species to which your host corpse belonged. The below is an incomplete list (GM's discretion.). If a trait is missing, get better at coding DnD Beyond and make your own damn copy. Or message me. I'm somewhat congenial.

• Damage Resistance. You have resistance to one damage type determined by your host body’s species.
• Darkvision. The darkened chambers of The Low are your home. You have superior vision 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 colour in darkness, only shades of grey.
• Muscle Memory. You gain proficiency in one skill of your choice. You can take this option multiple times.
• Natural Weapon. You have a physical characteristic, such as horns, claws, or teeth, that acts as a natural melee weapon which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning, piercing, or slashing damage (depending on the body part) equal to your Strength modifier plus a damage die determined by your host body’s species, instead of the bludgeoning damage normal for an unarmed strike.
• Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Insporeation

When you die within 100 feet of a humanoid corpse that has been dead no longer than 24 hours, and that hasn’t been subjected to magic that accelerates decay or prevents decay (such as the gentle repose spell), you can use your dying breath to eject crystal spores to inhabit that corpse. Roll percentile dice. If you roll a number equal to or higher than the distance between your body and the corpse in feet, your spores take hold. For example, a target 30 feet away requires a roll of 30 or higher to succeed.

On a success, the new body rises again in 2d6 days. You gain the benefits of a long rest and lose your previous Symbiotic Assimilation adaptations, gaining new ones according to the species of the target corpse. On a failure, you die as normal.

Resonance

The unique collaboration of mineral-hyphae within your body generates a very specific resonation - one that is discernible only by other creatures with a similar network coursing through their body. This resonance can be used to locate your kin, and to communicate with them. The range of this ability is dependent on your level, as shown by the table below.

 

Level

Detection range

telepathy range

1st

15 ft.

10 ft.

3rd

30 ft.

20 ft.

5th

60 ft.

40 ft.

9th

120 ft.

80 ft.

15th

300 ft.

200 ft.

Crystal Awakening

You may reanimate a humanoid corpse that has been dead for no longer than 24 hours by infusing it with mineral-hyphae from your own body, turning it into an extension of yourself. You can cast Animate Dead once per day without using materials. If you cast it on a different target than your current servant, your current servant perishes.

The servant uses the Zombie statlock, with the following modifications:

  • It is a plant, in addition to its other creature types.
  • The range of the effects from your Resonance ability are doubled on it.
  • As an action, if your servant is within range of your Resonance telepathy when you initiate this action, you can you can perceive through your servant's senses and control their actions as long as you remain on the same plane of existence. Additionally, while perceiving through your servant's senses, you can also speak through your servant in your own voice, even if your servant is normally incapable of speech or does not know the language. While doing so, you are Paralyzed.

    You must still use the statistics and abilities of your servant.

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