Imposed Corpse (5e Race)
From D&D Wiki
A living or dead humanoid as the body and a parasitic being as the brain. Truly a terrible, unknown horror lies beneath.
A normal looking live body or a decomposed zombie ranging in looks from freshly dead to several weeks old dead body becomes the gray leach-like parasite's body of choice. This body that the leach parasite has stolen fuses together with the parasite into a whole new being. If the case is a corpse, the corpse its self stops rotting and becomes a seemingly unholy creature. An imposed corpse looks like a humanoid albeit with silver eyes and traces of poison or acid being found underneath the skin of an imposed corpse.
An evolved parasite originating from the Underdark that appartenly only recently became one with the corpse it inhabits, as though it had always been that creature. Those infected are often confused for being a more intelligent zombie until others realize that the corpse in question has no rotting or horrid scent about it. Much more than that, also capable of speech, complex emotions, and much more.
Once the parasites inhabit a host, they convey emotions in a peculiar, if not strange and eccentric fashion. They are not familiar with normal human society and will question interactions, often at awkward moments. However, the parasites are a very adaptable species. They are capable of learning quickly and will do their best to blend in, as to not attract unnecessary attention to it's actual self. In new hosts with the endless possibilities of proportions, movements may start as awkward and clumsy until the parasite has accustomed itself. Once it has though, the parasite can figure out ways to fully utilize its host and take it beyond its normal potential and blend in with regular society unnoticed.
Imposed Corpse Names
Names are varied widely depending on the current host and situation. However, a few common names of the true parasites are listed here.
Male: Viezon, Raimur, Bilron
Female: Oecahs, Cerran, Thuimahl
Imposed Corpse Traits
Regular looking humanoid with a parasite for brains.
Ability Score Increase. Your Constitution score increases by 1.
Age. You can live in a host for 30 years before the parasite must move to a new host, or dies its self. The parasite can reach an age of 160 years old.
Alignment. Imposed corpses are usually true neutral but can be chaotic and even evil if insanity takes over the creature.
Size. You can only possess the bodies of Medium or Small humanoids.
Speed. Your base walking speed in 30 feet, regardless of the humanoid you inhabit. If you were to have a flying speed, you lose it.
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. You can't discern color in darkness, only shades of gray.
Hidden Existence. Thanks to you always pretending to be someone you are not, you gain proficiency with the Deception skill.
Languages. You can speak, read, and write Common and Undercommon.
A living humanoid that willingly gave itself to the parasite for some extreme reason.
Ability Score Increase. Your Wisdom score increases by 1.
Acidic Bile. As an action, you may spit Acidic Bile at a creature within 60 feet of you. A target must succeed on a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or take 2d8 acid damage, taking half as much on a successful save. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use your Acidic Bile, you can’t use it again until you complete a short or long rest.
Despairing Hours. Before you make an attack roll, a saving throw, or a skill check, you may choose to add 1d6 to the roll. You regain use of this trait after you finish a long rest.
Brave. The host's brain, being directedly controlled by the leach, has no need for useless thoughts. As such you have advantage on saving throws against being frightend.
A humanoid, usually dead or dying, who was somehow infected with the parasite unknowingly or by force.
Ability Score Increase. Your Dexterity score increases by 1.
Mental Fortitude. You have advantage on Wisdom saving throws against magic.
Septic Blood. Whenever the imbued corpse is struck with a melee attack from a creature, he/she can infect the enemy with poison as a reaction. The target must succeed a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or take 2d4 poison damage. The damage increases to 4d4 at 6th level, 6d4 at 11th level, and 8d4 at 16th level. Once you use this trait, you can not use it again until you finish a short or long rest.
Dead Body. Due to your dead or dying body, you are immune to disease.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′ 0″||+1d6||100 lb.||x(2d6) lb.|
When creating an imposed corpse, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use this table in addition to or in place of your background's characteristics.
|4||Hard-pressed to form relationships|
|5||Cares greatly of others, but doesn't want to help personally.|
|6||A glutton in the eyes of most.|
|7||Unaware of the flow of society.|
|8||Finds self lost in empty thought often.|
|1||Envious of other humanoids.|
|2||Perfectionist, even to a fault.|
|3||Greedy, and secretly power hungry.|
|4||Lazy and uncaring about the world.|
|5||Quite defensive when questioned.|
|6||Prideful, with a bit of a superiority complex.|