11YBRl 0 fLIER
SIMIC HYBRIDS
The Guardian Proj ect is a consequence of increasing
tension within the Simic Combine as the threat of inter-
guild conAict looms. Believing that the Simic must be
prepared to fight for their lives when that conflict comes
to a head, biomancers have created soldiers to help
defend the guild. These hybrids (also called guardians,
after the name of the project) are created from human,
vedalken, and elf guild members who volunteer to be
transformed.
Hybrid Brute
Medium humanoid (Simic hybrid), neutral good
Armor Class 18 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 f t.
STR
18 (+4)
DEX
11 (+O)
CON
15 (+2)
Senses passive Perception^10
INT
8 (-1)
WIS
11 (+O)
Languages Common plus any one language
Challenge 2 (450 XP)
Amphibious. The hybrid can breathe air and water.
ACTI O N S
Multiattack. The hybrid makes two claw attacks.
CHA
9 (-1)
Claw. Melee Weapon Attack: +6 to hit, reach^5 ft., one target.
Hit: 7 (ld6 + 4) slashing damage.
Hybrid Flier
Medium humanoid (Simic hybrid), neutral good
Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 30 ft., fly 40 ft.
STR
12 (+l)
DEX
16 (+3)
CON
14 (+2)
Damage Resistances acid
Senses passive Perception 10
INT
11 (+O)
WIS
10 (+O)
Languages Common plus any one language
Challenge 2 (450 XP)
ACTIONS
CHA
11 (+O)
Multiattack. The hybrid makes two javelin attacks. It can re-
place one javelin attack with Spit Acid.
javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 6 (ld6 + 3) piercing damage.
Spit Acid. Ranged Weapon Attack: +5 to hit, range^20 /60 ft., one
target. Hit: 10 (4d4) acid damage.
Hybrid Poisoner
Medium humanoid (Simic hybrid). neutral good
Armor Class^14
Hit Points 26 (4d8 + 8)
Speed 40 ft.
STR
12 (+l)
DEX
19 (+4)
CON
14 (+2)
Saving Throws Dex +6, Con +4
INT
12 (+1)
WIS
13 (+l)
Skills Athletics +3, Perception +3, St ealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 30 f t., passive Perception 13
Languages Common plus any one language
Challenge l (200 XP)
CHA
12 (+l )
Assassinate. During its first turn, the hybrid poisoner has ad-
vantage on attack rolls against any creature that hasn't taken a
turn. Any hit the hybrid scores against a surprised creature is a
critical hit.
Poisonous Skin. Any creature that touches the hybrid or hits it
with a melee attack while within^5 feet of it takes^3 (ld6) poi-
son damage.
ACTIONS
Toxic Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (2d6) bludgeoning damage, and the t arget must
succeed on a DC 12 Constitution saving throw or become poi-
soned for l minute. At the end of each of the poisoned ta rget's
turns, it must repeat the save, taking 3 (ld6) poison damage on
a failed save, or ending the effect on itself on a successful one.
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