```metadata title: The Ceresymbiote description: 'A race template for characters who want to be half illithid ' tags: '' systems: - 5e renderer: legacy ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; } ``` # The Ceresymbiote Illithds are among the most feared of beings in the entire multiverse. It's not just because of their harrowing psionic barrage which has earned them the moniker Mind Flayers. Their insatiable hunger for fresh brains, a fanatical racial supremacy philosophy that views all other sentient beings as food or slaves and their parasitical reproductive process make them a truly despised race. ___ It is well known among aberrant scholars that illithids reproduce through ceremorphosis: a mature tadpole is inserted into a humanoid and consumes it's brain, completly taking over the host so that nothing is left, not even memories. What is entirely unknown is that there is another way for illithids to reproduce. A way where the host and the illithid live side-by-side in a symbiotic relationship: the ceresymbiote. #### If you gaze long enough into an abyss, the abyss will gaze back into you
##### - Friedrich Nietzsche
``` ``` While the ceresymbiote grows in the host, it must feed. As it has no mouth in the beginning (or may not yet control the host's mouth) it will first feed of psionic emenations of it's host and surroundings. This means a much slower maturity process than ceremorphosis. Being on the recieveing end of a psychic energy spell might accelarate this growth, but it is slow going until the ceresymbiote can start consuming brain fluids through tenticular suckers. To reach full maturity it will need to consume the brain fluids, if not the full brains, of a living intelligent being. If the host denies this, they may well be driven to insanity. ___ Once mature, the ceresymbiote is a conscious being in the mind of the host with a physical manifestation in the body, but like all living creatures must still consume, learn and grow. It's powers and abilities grow as it is exposed to brain matter or psionic energy, maybe even surpasing the prowess of the host. One might ask, who exactly is in charge here? #### Do not call up that which you cannot put down
##### - H.P. Lovecraft
Credit: Jesper Ejsing
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\page #### I remained too much inside my head and ended up losing my mind
##### - Edgar Allan Poe
___ The ceresymbiote is an entirely seperate being that lives within the same body as the host. They (for illithids are genderless and produce tadpoles asexually) have a seperate personality, powers, skills, philosophy, and even goals. The long term survival of the symbiosis depends on whether the two halves can work together. Alternitavely, one half could try to dominate; relegating the other half to a tortured psychic prisoner in order to win: failure would mean self destruction as both halves war against each other for control. ___ It takes a peculiar set of circumstances for the personality of the ceresymbiote to live peacefully alongside it's host. Perhaps it was exposed to experiences which led it to outgrow an illithid's naturally malignant predisposition to other sentient beings. Perhaps the host was so degenerate that it identified with that predisposition and rejected their humanity. Either way, a successful partnership means that both personalities can mutually agree who is in control at any time and can lend eachother abilities should the other be "underground". #### I don't know what the heart is: I only use the word to denote the mind's frailties
##### - Marquis de Sade
Credit: Jerry Mascho ### Symbiotic abilities The ceresymbiote is a racial template that can fit on any creature with above 7 intelligence who manages to build a coactive bond (and keep it) with the illithid spawn inside them. As illithids are highly intelligant and assertive by nature it would be challenging for any creature to build a harmonious relationship, requireing both cunning and empathy. When a true friendship is established they gain access to unique symbiotic abilities. The abilities they unlock depend on both intimate knowledge as well as nurturing growth. #### I know a secret, and secrets breed paranoia
##### - Simon Holt
##### Intimate knowledge Every time that the host learns a piece of unique information about the ceresymbiote or some deeper understanding that strengthens the relationship, they recieve a Knowledge Point (KP). They can spend Knowledge Points to unlock abilities. Examples of things that can give Knowledge Points are, but not limited to: - learning a piece of history about the ceresymbiote - finding the ceresymbiote's aspirations - discovering a personality trait - uncovering the ceresymbiote's origin - discovering the ceresymbiote's emotional bond with another being - recovering genetic memories - sharing a dream - negotiating an agreement - sacrificing something for the partnership The DM determines can also award KPs if they determine that the relationship has entered a deeper level of understanding. #### Panic is the sudden realization that everything around you is alive
##### - William S. Burroughs
___ It is however not that easy. The ceresymbiote needs nurishment to grow. Every time that KPs are expended to gain a new ability, the ceresymbiote must consume fresh brain matter from a sapient creature. Whether the host eats a brain or brain fluid is injested through cephalopod suckers or in some other way... well that is up to pair to figure out amongst themselves. What that experience does to the host is an entirely different matter. Ultimately the partnership can result in a being with great hidden potential but that can pass as an unchanged host, or become a truly terrifying aberration more monsterous than any illithid. It all depends on the abilities chosen. #### An intellectual is someone whose mind watches itself
##### - Albert Camus
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\page ### Symbiotic imbalaces As the ceresymbiote is nurished with more brain matter, it becomes stronger but also more willful. The struggle for dominance can be tempered with friendship but in times of stress even the closest bonds can break down. If you fail an Intelligence or Wisdom saving throw against a spell or magical ability, the ceresymbiote lashes out in some way. ___ #### Forms of oppression and domination become invisible - the new normal
##### - Michel Foucault
___ ##### Dangerous Knowledge The amount of KPs spent (and brains devoured for that matter) increases the chance of a catastrophic failure in partnership. | KPs spent | Natural throw on a failed Int or Wis save | |:----:|:-------------| | 4 | 1 | | 8 | 1 or 2 | | 12 | 1, 2 or 3 | | 16 | 1, 2, 3 or 4 | | 20 | 1, 2, 3, 4 or 5 | ___ #### My wish is that you may be loved to the point of madness
##### - André Breton
___ When this happens, the player who last spoke directly to the host must roll a d8 which determines the emotional stablity of the ceresymbiote, and what action the ceresymbiote takes: | Emotion | d8 | Effect | |:----:|:--:|:-------------| | Jealous | 1 | Hunger of Hadar is cast centered on the person nearest to you | | Paranoid | 2 | A Darkness spell is cast, centered on you | | Insane | 3 | Dominate Person on the nearest humanoid and the target is directed to attack you | | Angry | 4 | Evard's Black Tentacles is cast centered on you | | Frustrated | 5 | Mind blast in a random direction (the DM rolls a d12 to determine the direction) | | Rebelious | 6 | Confusion is cast centered on (but not including) you | | Petty | 7 | All doors, windows, etc. in view are closed telekinetically, and Arcane Lock is cast on them. There is a password | | Vindictive | 8 | A Slow spell is cast centered on (and including) you | #### Your mind is working at its best when you're being paranoid
##### - Banksy
Credit: Renata Ilciukaite
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## List of ## abilities ___ #### Psychic converter Your brain crackles with potential as the twin minds that inhabit the same space turn synapses into power converters. As a bonus action you can convert any spell or ability of yours that does psychic damage to lightning damage, or vice versa. KP cost: 1 ___ #### Psychic diode Your mind can be wired to work in only one direction. As a bonus action you can gain resistance to psychic energy that lasts for 1 minute, but then you have disadvantage on your psychic energy attacks. You can also choose instead to have advantage on your psychic energy attacks but you become vulnerable to psychic energy attacks. KP cost: 1 ___ #### Psychic capacitor As a reaction you can capture incoming psychic energy, lessening its effect on you and storing it for your next psychic attack. You have resistance to psychic damage type until the start of your next turn. Also, the first time you hit with a psychic energy attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. You can spend another KP to take this ability again and increase the extra damage dice to a d8, d10, and d12. KP cost: 1 \page ___ #### Psychic node You become a psychic junction for those who you are in telepathic communication with. As a reaction when any of your allies that you are telepathically linked with take psychic damage, you can divert that damage to yourself. KP cost: 1 ___ #### Psychic hardening Your mind is hardened against intrusions, or your perhaps other half is the jealous type. You have advantage on saving throws for spells and abilities that give the condition Charmed. KP cost: 2 ___ #### Psychic grounding Your mind is grounded in clarity, or you perhaps are just an incredible cynic. You have advantage on saving throws for spells and abilities that give the condition Frightened. KP cost: 2 ___ #### Elastic limb One limb has been replaced by a tentacle can extend 20 feet as a bonus action: your reach extends that much and enables you to, as an action, deliver touch spells, unarmed strikes, interact with objects, etc. You cannot hold any weapons as your limb extends but you gain an unarmed attack which you are proficient with. It has a budgeoning damage of d6. ___ You can spend another KP to take this ability again and a tentacle will grow from your face or torso in a random location, giving you an extra unarmed strike. Only one can extend as a bonus action per turn. You cannot have more elastic limbs than your proficiency score. KP cost: 1 ___ #### Turritella Shell When you make an unarmed attack an Elastic limb, the tip of your tentacle becomes a hard pointed spiral. On a hit the target takes 2d6 + your Strength modifier piercing damage. ___ You can spend another KP to take this ability on another elastic limb. (pre-requisite: Elastic limb) KP cost: 1 ___ #### Tongue tendrils You mouth opens and dozens of tentacles shoot out to engulf who or whatever you are face to face with. You gain advantage on grappling or escaping a grapple, and can grapple without having free hands. KP cost: 1 ___ #### Aberrant flesh You gain a +2 to Strength and +1 to Constitution. However, spells and abilities that affect Aberrations of a specific CR now affect you, even if your nature is unknown. KP cost: 2 ``` ``` ___ #### Adapted evolution You grow gills and webbing between your fingers and toes, tiny hooked hairs sprout on your extremities. Your climbing and swimming speed are the same as your walking speed and you can breath under water. You can climb vertical objects, while leaving one hand free. (pre-requisite: Aberrant flesh) KP cost: 2 ___ #### Regenerative tissue Your unique dual nature allows you to accelerate healing as your other half concentrates on repairing damage. At the beginning of your turn, you regain hit points equal to your Constitution modifier if you have no more than half your hit points left. If you take poison or acid damage, then this ability has no effect at the beginning of your next turn. If you are unconscious, you are unable to regenerate. (pre-requisite: Aberrant flesh) KP cost: 3 ___ #### Brain extraction If you have another creature grappled and they are Incapacitated (for example by being Stunned), you may make an melee attack with any tentacle. On a hit the target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the target's brain is extracted and devoured by the ceresymbiote. (pre-requisite: Elastic limb or Tongue tendrils) KP cost: 3 ___ #### Mind Blast (Recharge 5–6). As an action you emit psychic energy in a 60-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take Xd8 + X psychic damage and be stunned for 1 minute, where X is your proficiency modifier. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. KP cost: 3 ___ #### Trading places As a bonus action you switch places with the ceresymbiote, who then takes over your body with it's own class and abilities. (Yes, it has a class and levels.) While switched, the DM runs the character but you are able to influence the ceresymbiote's decisions by whispering from "underground". Spells and abilities that affect Aberrations of a specific CR affect you while switched. KP cost: 3 ___
### Credits This template was designed for the Forgotten Realms setting for D&D 5e but can be easily adapted to other campaign settings. Please visit https://gaximplague.obsidianportal.com/ to follow the campaign! This template was made by @Frak_Lou_Elmo with The Homebrewery: http://homebrewery.naturalcrit.com .
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