Hybrid Handbook: Quasiceremorph

by Kestrel

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Hybrid Handbook: Quasiceremorph

The creation of a Quasiceremorph is a very rare occurrence. They are typically the result of an incomplete ceremorphosis where an illithid tadpole fuses with it's humanoid host's brain instead of devouring it. An uninfected humanoid could also be slowly converted into a Quasiceremorph after prolonged exposure to an illithid's psionic abilities.

Quasiceremorph Traits

Quasiceremorphs retain many of the traits they possessed in their pre-ceremorphosis form.

• Ability Score Increase. Your Intelligence score increases by 2, and one Ability Score of your choice increases by 1.

• Age. Quasiceremorphs live much longer than their pre-ceremorphosis counterparts. Their lifespan is typically increased by about 200 years.

• Alignment. A Quasiceremorph's alignment will for the most part remain as it was pre-ceremorphosis.

• Size. Your size as a Quasiceremorph will be roughly the same as it was pre-ceremorphosis.

• Speed. Your base walking speed is equal to that of your pre-ceremorphosis form. (Talk to your DM about other speeds!)

• 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.

• Languages. You can speak, read, and write Common, Deep Speech, and the native tongue of your pre-ceremorphosis form.

• Lingering Capabilities. A Quasiceremorph will often retain a portion of the abilities it possessed pre-ceremorphosis. You may choose to keep one suitable feature belonging to the race of your pre-ceremorphosis form.

Not All Features Are Created Equal

Racial features that grant the following cannot be selected as a lingering capability:

  • Standard Delayed Magic (Drow, Tiefling, Etc.)
  • Transformations (Aasimar, Shifter, Etc.)
  • Additional Feats (Variant Human)
  • Magic Resistance (Yuan-Ti Pureblood)

• Brain Food. A Quasiceremorph does not have to consume cerebral matter to survive. However, it does require cerebral matter to keep it's psionic abilities functioning. Going more than three days without consuming enough cerebral matter will render the Ceremorph Psionics feature useless. The cerebral matter a Quasiceremorph consumes can come from non-intelligent creatures, however it must still be consumed fresh, raw and in a volume comparable to that of a normal meal.

• Ceremorph Psionics. You know the Mind Sliver cantrip. At 3rd level, you can cast the Dissonant Whispers spell once with this trait, and you regain the ability to do so when you finish a long rest. At 5th level, you can cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this feature, they don't require components.

• Hidden Talents. A Quasiceremorph will typically possess 2-3 pairs of retractable face tentacles located near the parotid glands in the back of their mouth. When fully extended, these tentacles can reach 5-7 inches outside the mouth and can be used to perform somatic spell components.

Your tentacles can be extended or retracted with a bonus action.

• Family Resemblance. Illithids and their kin are creatures of infamy, and are easily recognized by their face tentacles. You have disadvantage on charisma checks against creatures who have seen you with your tentacles exposed.

Word On The Street

Rumors form fast, and angry mobs form faster. This is especially true when well-meaning townsfolk think their families and neighbors could be in grave danger. Only reveal your tentacles to those you trust completely, or to those you plan on killing.

Credits

Created by u/AlmightyCoconutCrab
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Created using GMBinder
Art by Shawn G. Wood