The Simic Combine uses magic to fuse different life
forms together. In recent years, the Simic Combine has
extended this research to humanoid subjects, magically
transferring the traits of various animals into humans,
elves, and vedalken. The goal of the Guardian Project is
to build a Simic army of soldiers perfectly adapted to a
variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes
refer to themselves as guardians.

Simic Hybrid Stats

Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Size. Your size is Medium, within the normal range of
your humanoid base race.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and your choice of Elvish or Vedalken.

Simic Hybrid Features

Dark vision. 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.

Animal Enhancement. Your body has been altered to
incorporate certain animal characteristics. You choose
one animal enhancement now and a second enhancement at 5th level.
At 1st level, choose one of the fol lowing options:

Manta Glide. You have ray-like fins that you can use as
wings to slow your fall or allow you to glide. When you
fall and aren’t incapacitated, you can subtract up to
100 feet from the fall when calculating falling damage,
and you can move up to 2 feet horizontally for every 1
foot you descend.

Nimble Climber. You have a climbing speed equal to
your walking speed.

Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your
walking speed.

At 5th level, your body evolves further, developing new
characteristics. Choose one of the options you didn’t
take at 1st level, or one of the following options:

Grappling Appendages. You have two special appendages growing alongside your arms. Choose whether
they’re both claws or tentacles. As an action, you can
use one of them to try to grapple a creature. Each one
is also a natural weapon, which you can use to make
an unarmed strike. If you hit with it, the target takes
bludgeoning damage equal to l d6 +your Strength
modifier, instead of the bludgeoning damage normal
for an unarmed strike. Immediately after hitting, you
can try to grapple the target as a bonus action. These
appendages can’t precisely manipulate anything and
can’t wield weapons, magic items. or other specialized
equipment.

Carapace. Your skin in places is covered by a thick
shell. You gain a +1 bonus to AC when you’re not wearing heavy armor.

Acid Spit. As an action, you can spray acid from glands
in your mouth, targeting one creature or object you
can see within 30 feet of you. The target takes 2d10
acid damage unless it succeeds on a Dexterity saving
throw against a DC equal to 8 +your Constitution
modifier+ your proficiency bonus.

This damage increases by ldlO when you reach 11th level (3dl0) and 17th level (4d10).

You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.