Venomized T-Rex
This black t-rex with white streaks along its back, and several tendrils sprouting from its head and back, wriggle about trying to grasp anything it can eat. It's mouth is larger than normal with more and larger fangs, with a long prehensile tongue. It's leathery skin seems to virtually crawl and will sprout extra tendrils around the mouth to help drag prey in faster to feed its insatiable hunger.
The Venomized T-rex is a lone hunter and establishes a large hunting ground, typically 100 square miles.
Venomized Tyrannosaur Rex
CR 15
Huge Size (-2)
HD 20d8+80+20+60, HP 250
Mas 42;
Init +2
Spd 45 ft
Defense 20, touch 10, flat-footed 10 (-2 size, +2 Dex, +10 natural)
BAB +15
Grap +38
Attack +24 melee bite (5d8+30), or +16 ranged pseudopod 6d6+30 200 ft reach,
Full Attack +24 melee bite (5d8+30) and +11 ranged pseudopod 6d6+30, or +16 ranged pseudopod 6d6+30 200 ft reach and +11 ranged pseudopod 6d6+30 200 ft reach,
SQ Improved grap, scent, swallow whole, pseudopods, Extraordinary Strength, Enhanced Durability, Damage Reduction 10, Natural Defense, Fast Heal 3, symbiote traits
SV Fort +17, Ref +11, Will +8;
Rep +3
Str 32, Dex 14, Con 21, Int 2, Wis 15, Cha 10
Skills: Listen +11, Spot +11
Improved Grab (Ex)
To use this ability, the venomized t-rex must hit an opponent one or more size categories smaller than itself with its bite attack. If it gets a hole, it shakes the grabbed opponent back and forth, automatically dealing bite damage each round. Once opponent stops resisting, the creature attempts to swallow on its next turn.
Scent (Ex)
This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Swallow Whole (Ex)
If the venomized t-rex begins its turn with an opponent one or more size categories smaller than itself held in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once inside its stomach, the opponent takes bludgeoning damage equal to the venomized t-rex's bite plus 1d6 acid damage per round. A successful grapple check allows a swallowed creature to climb out of the gizzard and return to the t-rex's maw, where another successful grapple check is needed to get free.
Alternatively, the swallowed creature can attack from the inside with claws or small or tiny slashing weapon. Dealing at least 25 points of damage (Defense 20) in this way creates an opening large enough to permit escape. The Venomized t-rex can hold 1 large, 2 medium, 8 small, 32 tiny, or 128 diminutive or smaller opponents.
Damage Reduction (Ex)
The dense material that makes up the symbiote grants the host Damage Reduction 5 +1 per 5 HD of the host.
Natural Defense (Ex)
The matter of the symbiote is able to absorb or deflect attacks, helping protect the host, granting a Natural Defense +1 +1 per 5 HD of the host.
Extraordinary Strength (Ex) +4 Str
The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +10 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. The recipient's unarmed strikes are 1d4+Str lethal damage instead of the normal 1d3 for medium sized creatures. (If larger, increase to next size die). All of the recipient's melee attacks will deal + Strength Modifier x2, and when using the Power Attack feat, the bonus damage is doubled.
Enhanced Durability (Ex)
The recipient is tougher than normal, able to shrug off light wounds, gaining a weak form of damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10.
Pseudopods (Ex)
The Symbiote can extend parts of its matter to create tendril-like pseudopods to strike targets at a distance, or use them to grapple or help them climb. With a distance of 10 ft per HD of host, dealing 1d6 per 5 HD of host plus Strength bonus as a ranged touch attack. Grants +4 to grapple checks, +4 to Climb checks.
Fast Heal (Ex)
The symbiote grants the host Fast Heal 3, healing 3 hit points every round.
Species Traits
Vulnerabilities: Klyntar/Symbiotes are vulnerable to fire and sonic damage, suffering double damage from these sources, and damage from these sources take twice as long to heal.
Damage Reduction (Ex): Due to the amorphous nature of symbiotes, they are resistant to damage, with DR 5.
Improved Grab (Ex): To use this ability, the symbiote must hit a single target with its tentacle. If it gets a hold, it automatically deals damage, with the option at no penalty of doing subdual damage each round the hold is maintained. It can also attempt to Bond with the target.
Genetic Memory: The symbiotes pass on knowledge from parent to offspring. This even applies to abilities of hosts. If the host had super powers, the symbiote will mimic those powers to the best of its abilities, and will pass those on to its offspring. These can include super strength, speed, abilities like web shooting, etc.
Spawn Offspring (Ex): After reaching 4 hit dice, or being bonded to a host for more than 2 years, the symbiote will break off a piece of itself to create an offspring, which will immediately seek a host of its own.
Bond (Ex): Symbiotes bond with hosts as a source of food and protection, greatly enhancing the host. The symbiote must be in contact with a creature in order to bond, successfully grapple an unwilling target, or simple physical contact for willing hosts. An unwilling host must make a Fort save DC 20 each round of physical contact the symbiote makes to resist it trying to bond with them. On a failed save, the symbiote bonds and the host must make a Will save DC 15 + Symbiote's Con modifier +1 per failed Will save, every 12 hours or the symbiote takes control. A successful save means the host is in control, but prone to bouts of anger, and can attempt another Fort save to remove the symbiote, but at -4 penalty. When the symbiote is in charge, it will seek out food and hunt living creatures, with some symbiotes preferring the flesh of intelligent beings.
When bonded, the host, referred to as the base creature, gains the Symbiote template.