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Brain Golem Hybrid

    Brain Golem are constructs of illithid creation, vile monsters that seek to enslave all of humanity. Rarely, a Brain Golem Hybrid will be made, bridging the gap between aberration and construct. Brain golems typically have no thoughts or ambitions of their own, however rarely, whether influenced by magic or born of intense emotion, one may sever its connection from the elder brain and journey into the greater world.

    Roll on the Brain Golem Hybrid History table or choose an entry to determine what event set your character on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.

d8 Story
1 You were created by a rogue illithid and set free, urged to follow your dreams.
2 One day, your connection to the elder brain was severed. You ran away from your colony and never looked back.
3 Your memories were wiped by a powerful mage centuries ago, and you remember almost nothing about your previous life.
4 You were created by accident and tossed out to rot. Now, you seek to destroy your original colony.
5 You were separated from your colony by accident, and long to return to them.
6 You've been assigned to complete a top-secret mission for your colony.
7 You're the last remaining member of your colony, and you desire to create a new one.
8 You strive to become an elder brain and create more like you.

    Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

    Creature Type. You are a Construct.

    Size. Your size is determined by your subrace.

    Speed. Your 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.

    Healing Machine. If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). For this purpose, Mending can be cast as an action. In addition, you benefit from several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.

    Immutable Form. You gain advantage on saving throws against any spell or effect that would alter your form, regardless of whether you are willing or not.

    Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.


Mannequin

    When a brain golem is formed from weak or modified elder brain tissue, it can result in a creature that resembles a nervous system more than a brain. Instead of returning it to the elder brain, some crafty mind flayers have started fashioning wooden shells for these failed brain golems, transforming them into versatile and durable minions for the colony.

    Creature Type. You are a Humanoid, as well as a Construct.

    Size. You are Medium.

    Natural Resilience. You have resistance to psychic and poison damage, immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.

    Wooden Shell. Your shell grants benefits based on the species it was primarily made from. You gain one of the following options of your choice:

  • Beetle Palm. Whenever you restore hit points, you regain additional hit points equal to your proficiency modifier.
  • Bronzewood. While you aren't wearing armor, your base Armor Class is 11 + your Dexterity modifier + your proficiency bonus.
  • Oak. You gain one skill proficiency of your choice, one tool proficiency of your choice, and +5ft of movement speed.
  • Soarwood. You weigh 1/4th as much as normal, and when you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace.
  • Zalantar. You weigh half as much as normal, and gain a +1 to all saving throws you are proficient in.

    Additionally, you gain extra benefits based off of your veneer. Choose one of the following:

  • Calantra. You gain resistance to fire damage.
  • Cedar. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Chime Oak. You gain resistance to cold damage.
  • Suth. You gain a +1 to your AC when not wearing heavy armor.
  • Hiexel. You are immune to poison damage and being poisoned.

    False Appearance. If you remain motionless, you are indistinguishable from an ordinary object that you resemble.


Hat

    Generally created by mind flayer arcanists, a hat-type hybrid is the perfect assistant. What this hybrid lacks in physical prowess, it makes up for with mental capability that rivals the wisest of wizards. An intelligent, near-undetectable illithid, perfect for espionage, hat-type hybrids can coerce humans and monsters into doing their colony's bidding, all whilst the colony hides in the shadows.

    Additional Ability Score Increase. Increase two ability scores by 2, but decrease your Strength and Constitution scores by 4 each.

    Creature Type. You are considered an Aberration, as well as a Construct.

    Size. You are Tiny.

    Speed. Your walking speed is 15 feet.

    Tremorsense. You have no eyes and can only see through vibrations. You have Tremorsense up to 30 feet. This trait replaces your Darkvision.

    Healing Machine. If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). For this purpose, Mending can be cast as an action. In addition, you benefit from all spells that preserve life, even if they normally don't affect Constructs.

    Natural Resilience. You have resistance to psychic damage, and advantage on saving throws against being paralyzed or diseased.

    Tentacles. You can use your illithid tentacles to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength or Dexterity modifier bludgeoning damage (minimum of 1). Additionally, as a bonus action after you hit a creature with your tentacles, you may attempt to grapple them.

    Extract Brain. As an action, you may attempt to extract the brain of a restrained or incapacitated creature within melee range of you. A creature targeted by this action must succeed on a Dexterity saving throw or take 5d10+30 piercing damage. If this damage reduces the target to 0 hit points, you kill the target by extracting and devouring its brain, and gain temporary hp equal to half of the rolled damage (rounded up). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    The DC is equal to 8 + your proficiency modifier + your Strength or Dexterity modifier.

    Psionic Spells. The arcane methods that weave you also grant you some coercive capabilities. You know the Friends cantrip. When you reach 3rd level, you can cast the Command 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 Suggestion spell once and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have.

    Apparent Apparel. As long as you remain atop a creature's head, you can't be targeted by any attack or other harmful effect; you may be used for the verbal components of the creature's spells, at a limit of once per turn; and you may communicate telepathically with the creature.

    False Appearance. If you remain motionless, you are indistinguishable from an ordinary object that you resemble.