Homebrew Cerebrian (WIP) Species Details
The cerebrians are mysterious ant-like insectoids that were created by the illithids through experimentation on Umber Hulks. With the intention of capturing humanoids from across the universe to feed their illithid masters, the cerebrian's purpose was to serve as multi-planar hunters, who would discreetly kidnap sapient creatures from their civilisations without a trace. However, in order for the cerebrians to be successful as discreet hunters, the illithids created them with psionic abilities, which in turn gave them sapience and autonomy. Although this would lead to a great deal of success at first, the exposure to various cultures that they targeted would lead the cerebrians to developing a conscience and, like many other races, a drive for independence. Eventually, the cerebrians fled from their masters, finding new homes throughout the many different planes of existence that they once captured people from. For those that found their homes in the Forgotten Realms, the cerebrians now mostly hide in the deepest recesses of the Underdark, living in isolated colonies from both the illithids that seek to retake control of them or the humanoid societies that they know would not accept them, especially if they ever found out what they had done.
Eldritch Anatomy
As the cerebrians are a mutated variant of Umber Hulks, they possess as many similarities as they do differences to their biological predecessors. Firstly, the cerebrians are notably smaller, lack their hypnotic confusing eyes and have weaker claws and chitinous shell, although it is still much stronger than that of the average humanoid. However, what the cerebrians lost in physical abilities, is more than made up for with their psionic prowess. All possess at least some telekinetic abilities and some degree of mental fortitude, with others developing adept enough to influence other's thoughts and lift heavy objects with their mind alone. The strongest of all, often referred to as psionic rangers, can perform reality-bending feats that affect the world in ways that rival the skills of magic users. Additionally, they also have been granted extra arms, to a total of two, which allows them to switch between useful items on the fly (no pun intended). However, since their brain was never designed to handle multiple arms, they have to switch their attention between two of their choosing.
To overcome the fact that they are all biologically mono-gender and can only create more cerebrians through scientific means, they reproduce by capturing Umber Hulks, like the illithids once did, and mutating them into more cerebrians. However, capturing such creatures has proven quite difficult and ultimately unsustainable, so in order to more easily keep their species from going extinct, they have taken to transforming willing humanoids who manage to stumble across their secretive civilisations into cerebrians, promising psionic abilities in return. This helps to continue the species, but also ensures the secrecy of the species, as those who find a cerebrian colony often join their race and live the rest of their lives with them.
Advanced Technology
Due to their other worldly origins, intelligence, and innate psionic abilities, the cerebrian colonies have been able to create and utilise technology that, in some cases, rivals the illithids that they once served. The usage of science, tools and gadgets is the foundation for the survival and culture of the cerebrians, and since many of their creations require the use of psionic energy to operate, the most valued members of cerebrian society are those who possess the strongest telekinetic and telepathic abilities.
Alien Society
WIP
Drive for Independence and Redemption
WIP
Cerebrian (WIP) Traits
Cerebrians share certain racial traits as a result of their illithid origins.Ability Score Increase
Your Constitution score increases by 1, and an ability score of your choice increases by 2.
Age
Cerebrians mature at the same rate as humans but live a few years shorter.
Alignment
Most cerebrians are lawful neutral, typically holding a firm belief that the colony that they are born into must remain secretive and isolated at all costs. However, many cerebrians who leave the colony do so as a result of seeking freedom and independence, leaning towards a more chaotic alignment. Even then, most who leave still refuse to divulge information about their race, sometimes going as far to lie and say they are the only cerebrian alive.
Size
Cerebrians are about the same size and build as humans, since they are smaller than their Umber Hulk ancestors. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
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.
Illithid Insight
Due to your race's ties to the illithids, you are able to overcome the restrictions on the magical items used by them and their thralls, allowing you to attune to magical items that require attunement by a Mind Flayer without one present.
Chitinous Shell
You have tough, insectoid-like skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Innate Psionics
You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the levitate spell once with this trait without material components and regain the ability to do so when you finish a long rest. If you are also the appropriate level to cast the spell, you can also use spell slots to cast these spells freely. Intelligence, Wisdom or Charisma is your spellcasting ability for these spells (You pick one when you select this race).
Eldritch Arms
As a result of the illithid experimentation that created your race, you have a total of four arms, and can hold objects with all of them. However, since the use of extra limbs is not natural to your brain's configuration, you can only choose one main and and one off-hand of your choice to benefit from at the start of your turn. You cannot use or gain the effects of any items, weapons or shields held in the two unchosen hands until you choose them at the start of your next turn, unless it is an item that you benefit from by wearing it, such as a magical necklace or brooch.
Languages
You can speak, read, and write Common and Deep Speech.
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