THE ASSIMILATOR
On a distant alien planet known as Zephyria, a peculiar and intriguing creature has evolved. These creatures, called Assimilants, have a remarkable ability to assimilate to others and can copy their abilities for their own ends.
The society of Assimilants is characterized by a highly observant culture, in which imitation and learning through assimilation are valued. They have an oral tradition rich in stories and legends, transmitting knowledge and experiences from generation to generation. In addition, they developed advanced technologies to assist in the process of assimilation and preservation of absorbed characteristics.
ASSIMILATOR TRAITS
Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.
Age. Assimilators reach adulthood in their late teens and live less than twenty-seven centuries.
Size. Assimilators vary widely in height and construction, from just 5 feet to over 6 feet tall. Regardless of your position in this range, your size is Medium.
Skills. You gain proficiency in one skill of your choice.
Speed. Your base walking speed is 30 feet, and you can hover 1 foot above the ground.
Darkvision. You've lived a long time in space, you have superior vision in dark and dim light. 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 discern colors in the dark.
Languages. You can speak, read, and write Common and one extra language of your choice.
Type. you are a monstrosity.
Inactivity. You don't need sleep, and magic can't put you to sleep. Instead, you remain in inert rapture, listening and seeing everything that happens around you for 8 hours.
Celestial body. By living in space for a long time and absorbing radiation, you are resistant to cold damage and fire damage, in addition you can survive extreme cold and heat
Assimilate. Once per long rest, you can absorb an ability, that you don't have and provided you have the prerequisites, from a creature you observe for 1d6 minutes, that ability only remains in your possession until you rest.
Copy. You learn Disguise Self and can cast it once without expending a spell slot. You regain the ability to cast the spell this way when you finish a long rest. charisma is your spellcasting modifier for this spell.
Otherworldly Being. Once per rest, you can change your appearance, voice, and size to another humanoid creature that doesn't exceed the characteristics of a human, elf, or orc. This new appearance becomes your original appearance. Spells that aim to see your true identity automatically fail, however, if subjected to a magic ant field, your true selestial form will be revealed for 1 second. creatures that see you in this form must make a DC 18 Charisma saving throw or be crazed for 1 minute. creatures that pass the save are immune to them for 1 day.
