After about 6-8 weeks, the eggs hatch, and the juvenile dimaag emerge in a tadpole-like larval form. At this stage, they are only about 6 inches long, and feed primarily on small insects, fish, and underwater plant life. Dimaag stay in this developmental stage for about 3 years, growing to the size of a large fish, about 2 feet long. Once they reach a sufficient size, they begin their metamorphosis into humanoids. Over the course of 5 years, the young dimaag slowly sprout limbs, grow skeletons, lose their gills for lungs, and begin to walk upright. It is only until they reach about 15 years of age that they resemble humanoids.

As most understand it, there are three main catagories of dimaag: the Psions, the Altum, and the Segmentata. Each subrace is extremely different from one another, but share enough similarities to be considered part of the same race. One of their more significant shared characteristics is their reproductive process. Adult dimaag mate in a similar manner to humans, and female dimaag can mate with other humanoids. When another humanoid does so, the offspring is always a dimaag. However, the female's gestation period is only about one month. After that time has passed, the female lays a clutch of 5-10 eggs, usually in a "nest" built of decorative stone, wood, or even sand. These birthing pools are usually filled with water, and kept in a very humid and moist enviornment.

Dimaag anatomy can vary wildly between individuals, but is almost always off-putting and alien. One may possess a myriad of extra, seemingly vestigial apendages, while another might have an entirely different skeletal structure all together. In this way, dimaag can be strange and unnerving, even to themselves. This often alienating effect that they have on others can lead to feelings of isolation and loneliness, which are only exacerbated by the fact that dimaag have no nation of their own, much like the tieflings.

Dimaag are humanoid-aberration hybrids of strange, otherworldly anatomy and behavior, with features resembling all manner of far realms-inspired horrors. Whether their existence originates from macabre experiments carried out by more intelligent aberrations, such as the illithid, or they were merely bred with animalistic creatures, such as the chuul, one thing is clear: Dimaag are unlike any other plane-touched humanoids known to man.

MARCUS STOOD ATOP THE HILL, looking down at the creature standing alone in the ruined temple. The being's mucus-coated skin glistened slightly in the twilight, as it turned towards him. As the aberration reared its bulbous head, Marcus gazed upon its inky black eyes and made what he could only assume was eye contact. The Dimaag's smooth, nearly featureless face echoed the eldritch abominations that tortured Marcus's people for as long as he could remember. "So," he muttered to himself half-heartedly, "Humans really can mate with anything..."

Dimaag Names

Most dimaag adopt more traditional human naming conventions, in an effort to avoid any further alienation from their mundane peers. However, for the dimaag that fully embrace their otherworldly attributes, naming conventions usually incorporate aberrations that the dimaag closely resembles, or even one that the dimaag can trace their lineage back to. Most dimaag are given a mononym, and don't subscribe to the idea of a family surname, unless they are particularly proud of their heritage.

Male Dimaag Names: Frallentius, Xlorth'en, Quari, Usoni, R'yannis, Telvinsk, Zermos, Krepolon, Yelvyn.

Female Dimaag Names: Que'sious, Lavishez, Lerissa, S'ranis, Gthaleos, Phyleos.

Dimaag Traits

Despite the differences between individuals, all dimaag share some common traits.

Ability Score Increase. Your intelligence score increases by 1.

Age. Dimaag mature in about 15 years, and can live to be up to 160 years old.

Alignment. Most dimaag tend to gravitate towards the inscrutable, chaotic nature of their aberrant ancestors, but many quell this urge and appeal to more human sensibilities. Dimaag that fully embrace their aberrant heritage may stray closer to evil, as their disregard for humanoid life grows.

Size. Dimaag are slightly taller and usually slimmer than most humans, with the exception of the segmentata dimaag. Your size is medium.

Darkvision. Your aberrant eyes have adapted to see in dark, underground, underwater crevices and nooks. 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.

Alien Anatomy. Your strange physiology makes it especially difficult for your enemies to land a fatal strike on you. Once per long rest, you may turn a critical hit on you into a normal hit.

Languages. You can speak, read, and write common and deep speech.

Subrace. You may choose from one of the following dimaag subraces: Psion, Altum, or Segmentata.

Psion Dimaag

Psion dimaag are far more mentally capable, possessing psionic aptitude resembling that of the mind flayers. They are often the most humanoid in appearance, with smooth, almost translucent skin and a complete lack of hair or fur. Some have small, sensory tendrils protruding from their face and head that mimic whiskers and hair, but ultimately serve little practical purpose. Their hands are long and spindley, each hand employing five boney fingers with no visible nails or cuticles. Psion dimaag prove to be the most cunning among their kind, and make great use of their abnormally strong minds.

Ability Score Increase. Your charisma and intelligence scores increase by 1.

Psionic Adept. You know the mage hand cantrip. The hand is invisible when you cast it. Once you reach 3rd level, you can cast dissonant whispers once per day as a 2nd level spell. Once you reach 5th level, you can also cast levitate once per day. Intelligence is your spellcasting ability for these spells.

Telepathy. Your alien mind is capable of reaching other, intelligent minds. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. If another feature gives you access to telepathy, the range of your telepathy instead increases by 30 feet.

Altum Dimaag

Altum dimaag appear to have descended from more aquatic creatures, and are well suited to that environment. Their skin is far more slippery, mucous-coated, and hydrodynamic than their cousins'. They are equipped with elongated, flexable limbs that can prove an effective means of locomotion; or, in more dire circumstances, weapons. Altum dimaags occasionally grow tails, and often sprout fin or sail-like protrusions from their backs, heads, arms, and legs. Not only can they maneuver underwater with incredible effectiveness, but they are equally equipped to live underwater with their sensitive eyes. This makes the altum dimaag rather perceptive in pitch-black darkness, and surprisingly adaptable to extreme environments.

Ability Score Increase. Your wisdom and constitution scores increase by 1.

Amphibious. Your lungs are adapted for life above and below the surface. You are able to breathe both on land and in water.

Natural Swimmer. Your fins and tendrils serve as ample locomotion underwater. You have a swim speed of 30 feet.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Tentacles. Your elongated limbs and apendages serve as natural weapons, and deal bludgeoning damage equal to 1d4 + your strength or dexterity modifier, instead of the normal unarmed damage. In addition, your unarmed strikes have the reach property, and when you hit with an unarmed attack, you may attempt to grapple the target as a bonus action.

Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.