A Simic hybrid name is a constructed creature name, the first part of which was designed to fit with Ravnican descriptions of monstrous humanoid creatures (specifically, humanoids with animal features/traits or which resemble an animal).
Hybrid names were constructed by combining two words from different natural languages.
The Simic Combine is one of five guilds from the plane and city-plane of Ravnica.
It specializes in manipulating life—whether the life is of plants, animals, or its own kind. To this end, they employ grafting spells to alter and improve upon existing creatures.
By combining the strength of multiple creatures into a single being, the Simic take their motto of “improvement through hybridization” quite literally.
They makes for a great spy or assassination target, if you can manage to get one alone. They are useful to know because they can see in dim light within 60' of you as if it were bright light, and in darkness as if it were dim light.
They cannot discern color in darkness, only shades of gray 20/60 vision. The downside is that they're blind at any light less than candlelight, have a -2 penalty to attack rolls and Will saves while under those conditions.
Hybrids are the result of crossbreeding experiments in an attempt to save both the elven and human races from destruction.
The few surviving males and females were allowed to breed freely, and their descendants are now widely scattered among the cities and wilds of Dominaria.
The size of your race is Medium, within the normal range of your humanoid base race. Your toothy maw fills most of your face, though you have a wide, angular pair of eyes on either side.
A large ridge curves around the back and sides of your head and down the nape of your neck before it dips under your shirt in a zig-zag pattern.
Another ridge runs from either side of the top of your head, just above your ears, out to two prominent points on the top sides of your face and then bends down to blend into that whole “toothy maw” thing.
They are a cross between human and merfolk. the walking pace is 30 feet for this race.
They can speak Common and your choice of Elvish or Vedalken. In addition, They can cast one additional spell each day without expending a spell slot. If they has the ability to cast arcane spells, she can't cast anti-spell charm person , or exorcism .
She also can't use verbal components to cast spells requiring them.