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Daelkyr Half-Blood Conglomeration
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<blockquote data-quote="DevistonX" data-source="post: 5693999" data-attributes="member: 6676079"><p>Level 1 Symbionts</p><p>[SBLOCK]</p><p>Clockwork Herald </p><p>[SBLOCK]Size/Type: Diminutive Construct </p><p>Hit Dice: 1/2 1d10 (5 hp hp) </p><p>Initiative: +7 </p><p>Speed: 20 ft.(4 spaces), Fly 100ft.(Perfect) </p><p>Armor Class: 19 (+3 Dex, +4 size, +2 natural), touch 17, flat-footed 16 </p><p>Base Attack/Grapple: +7/-10 </p><p>Attack: Bite +7 (1d3-2) </p><p>Full Attack: Bite +7 (1d3-2) </p><p>Space/Reach: 1ft./0ft. </p><p>Special Qualities: construct traits, Darkvision 30ft, telepathy, Instant Recognition(Su), Message Reciever(Su), Eagle Senses(Ex) </p><p>Saves: Fort +0, Ref +5, Will -1 </p><p>Abilities: Str 6, Dex 16, Con —, Int 5, Wis 8, Cha 6 </p><p>Skills: Hide+15 </p><p>Feats: Improved Initiative, Lightning Reflexes, Weapon Finesse(Bite) </p><p>Environment: any </p><p>Organization: solitary </p><p>Challenge Rating: 1 (singly) or host+1 </p><p>Treasure: None </p><p>Alignment: Always Lawful Neutral </p><p>Advancement: — </p><p>Level Adjustment: — </p><p></p><p>The Clockwork Herald was used by the army commanders during war times to receive messages from his subordinates and commanding officers. The small workings of this construct appear as a lens attached to a mechanical version of a humming bird. It places its body over one of the eyes of the host and lays its body against the side of the host's head with a wing placed over the ear. This takes the place of goggles. </p><p></p><p>This small machine like creation is very useful to find criminals who are skilled at disguise aswell as to recognize those who are either speaking or sending a message to the host. The Clockwork Herald is very methodical; it seeks the leader of a group and presents itself to that person. </p><p></p><p>Its abilities include receiving messages at any distance from a person that has been memorized by the Herald, recognizing a previously met person even if they are disguised, and increasing the host's senses. </p><p></p><p>The Clockwork Herald usually speaks Common, but any one language (except secret languages) chosen upon its construction. </p><p></p><p>Combat</p><p>The Clockwork Herald can only attach itself to a willingly or helpless host(as a full-round action). Attaching or removing the Clockwork Herald deals 1d2 Wisdom damage. A Will save DC 10 can negate the Wisdom damage. </p><p></p><p>Host Benefits: While wearing the Clockwork Herald the host can record a person's defining factors (i.e. facial features, voice, body's build/stance, Etc.) and add it to the Herald's memories. Memorizing the person take the following factors; the host must be within 30 feet of the person, the Herald must be able to see and hear the person, the host and person must not be attacking or threatened. There are a total of 10 personnel slots available in the Herald’s memory.</p><p>The sender must have had themselves added to the Clockwork Herald's Memory to use this next function. This function allows the Message spell to be received by the Herald from any distance, unless the sender and host aren't on the same plane or one is in an extra-dimensional space. The message is only heard by the host, then can be recorded and saved by the Herald at the request of the host; a total of 5 messages can be stored at any time. The Herald can play any of the stored messages at the request of the host.</p><p></p><p>Eagle Senses(ex): The Clockwork Herald enhances hearing and sight. The Herald imparts circumstance bonuses of +2 on spot and listen checks. These bonuses stack with the Alertness feat.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] </p><p></p><p></p><p>Detection Worm</p><p>[SBLOCK]Diminutive Aberration (Symbiont)</p><p>Hit Dice: 1/4d8 (2 hp)</p><p>Initiative: +1</p><p>Speed: 10 feet (2 squares)</p><p>Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14</p><p>Base Attack/Grapple: +0/-21</p><p>Attack: +5 melee (1d2-5)</p><p>Full Attack: bite +5 melee (1d2-5)</p><p>Space/Reach: 2-1/2 ft./2-1/2 ft.</p><p>Special Attacks: None</p><p>Special Qualities: Symbiont traits, darkvision 60 ft.</p><p>Saves: Fort +0, Ref +1, Will +5</p><p>Abilities: Str 1, Dex 12, Con 11, Int 4, Wis 16, Cha 2, Ego 2</p><p>Skills: Hide +19, Move Silently +7</p><p>Feats: Stealthy, Weapon Finesse*</p><p>Environment: Underground</p><p>Organization: Solitary</p><p>Challenge Rating: 1/2 (singly) or host +1/2 (when worn)</p><p>Treasure: None</p><p>Alignment: Usually lawful evil</p><p>Advancement: None</p><p>Level Adjustment: –</p><p></p><p>A tiny slug, almost unnoticed, slides by. Were it not for the pulsing colors beneath the bilious skin and the human teeth growing along its back, one might have completely forgotten its presence.</p><p></p><p>Detection worms are very small, almost unnoticeable, naturally occurring symbionts that have found their way into even Gatekeeper use. They have the ability to know where aberrations and other creatures hide, usually ferreting them out despite any wards or protections they may have.</p><p>A detection worm does not speak any language, but it understands Undercommon.</p><p></p><p>Combat</p><p>A detection worm can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a detection worm to gains its benefits or encounters one accidentally. Detection worms also attach themselves to sleeping creatures in attempts to draw nutrients from the host.</p><p></p><p>Attaching or removing a detection worm deals 1d3 points of Constitution damage.</p><p></p><p>Host Benefit: A creature with an attached detection worm can detect aberrations as if studying a location for three rounds at will, using only a swift action to do so.</p><p>Telepathy (Su): A detection worm can communicate telepathically with its host, if its host has a language.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK]</p><p></p><p>Dockman</p><p>[SBLOCK]Large Aberration (Symbiont)</p><p>Hit Dice: 7d8+14 (45 hp)</p><p>Initiative: -1</p><p>Speed: 10 feet (2 squares)</p><p>Armor Class: 15 (-1 size, -1 Dex, +7 natural), touch 8, flat-footed 8</p><p>Base Attack/Grapple: +3/+12</p><p>Attack: +12 melee (1d6+8)</p><p>Full Attack: Slam +12 melee (1d6+8)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Crush</p><p>Special Qualities: Symbiont traits, darkvision 60 feet, Strong Back</p><p>Saves: Fort +6, Ref +1, Will +4</p><p>Abilities: Str 26, Dex 8, Con 15, Int 1, Wis 8, Cha 11, Ego 4</p><p>Skills: Jump +15</p><p>Feats: Weapon Focus (Slam), Great Fortitude</p><p>Environment: Underground</p><p>Organization: Solitary</p><p>Challenge Rating: 1 (singly) or host +2 (when worn)</p><p>Treasure: None</p><p>Alignment: Usually lawful evil</p><p>Advancement: None</p><p>Level Adjustment: –</p><p></p><p>This massive, burly figure, scarcely humanoid, lurches on a heavy frame, holding out three-fingered fists while the interior of its empty chest squirms with mauve polyps.</p><p></p><p>Dockmen aren't men, and indeed, like most symbiotic creatures, hermaphroditic. They are workhorse symbionts, and are very simple minded creatures, almost incapable of even forming coherent thoughts to communicate to their hosts.</p><p>A dockman does not speak any language, but it understands Undercommon.</p><p></p><p>Combat</p><p>A dockman can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a dockman to gain its benefits or encounters one accidentally. A dockman encloses most of the host's body, including legs, arms, and parts of the chest, inside a massive frame useful for carrying heavy objects.</p><p></p><p>Attaching or removing a dockman deals 1 point of Constitution damage.</p><p></p><p>Host Benefit: A creature with an attached dockman gains a +4 natural armor bonus, becomes a Large-sized creature, and gains a +8 bonus to its Strength score. The host's base movement speed drops to 10 feet and is treated as though he or she were wearing heavy armor with an armor check penalty of -10 for the purposes of movement. The host cannot use the dockman's crush, but can use the Strong Back ability. A host wearing a dockman cannot use weapons or make attacks.</p><p>Crush (Ex): If a dockman is holding an object, it can, as a full round action, make an attack that deals double normal damage and ignores the object's hardness.</p><p>Strong Back (Su): A dockman can, once per day, increase its own or its host's Strength score by +10. This ability lasts until the dockman moves more than ten feet.</p><p>Telepathy (Su): A dockman can communicate telepathically with its host, if its host has a language.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK]</p><p></p><p></p><p>Jade Sludge </p><p>[SBLOCK]Size/Type: Tiny Ooze Aberration</p><p>Hit Dice: 1d10 (5 hp) </p><p>Initiative: +8 </p><p>Speed: 10ft. </p><p>Armor Class: 16, 16 touch , 12 flat-footed </p><p>Base Attack/Grapple: +2/-10 </p><p>Attack: Slam +1 (1d4-2 + 2d6 acid dmg) </p><p>Full Attack: Slam +1 (1d4-2 + 2d6 acid dmg) </p><p>Space/Reach: 2-1/2ft./5ft. </p><p>Special Attacks: Acid(Ex) </p><p>Special Qualities: Resistance to Acid(Ex, ooze traits, Symbiotic traits </p><p>Saves: Fort +0, Ref +4, Will +1 </p><p>Abilities: Str 6, Dex 18, Con 11, Int n/a, Wis 12, Cha 6 </p><p>Skills: n/a </p><p>Feats: n/a </p><p>Environment: underground </p><p>Organization: solitary </p><p>Challenge Rating: 1 or host+1 </p><p>Treasure: None </p><p>Alignment: Always Neutral </p><p>Advancement: -</p><p>Level Adjustment: -</p><p></p><p> </p><p>This slime is hungry, very hungry. It can hide within the body of the host feeding on the bodies excess things in other words wastes. It distributes itself throughout the host's body. When the host wills the symbiont into action it quickly flows out of the pores, open wounds, or mouth/orifices and becomes thick. It sits on the body striking at nearby creatures and can be used to make long ranged unarmed strike. If the host does not need to eat for some reason, he must eat normally as a human of his size category to satiate and keep this symbiont. Attaching or removing deals 1d4 Con dmg. </p><p></p><p>Ego </p><p>Ego Score: 3 (+1 wis, -2 cha, +2 acid, +1 Immune to acid, +1 ooze traits) </p><p></p><p>Combat</p><p>Acid (Ex) A jade sludge can attack once per round causing 1d6 points of acid damage to a target within 10ft. </p><p>Immunity to Acid (Ex) The host becomes immune to acid damage. </p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK]</p><p></p><p></p><p>Perception Tentacle</p><p>[SBLOCK]Tiny Aberration (Symbiont)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative:+6</p><p>Speed: 10ft.</p><p>Armor Class: 15 (+2 size, +2 dex, +1 natural)</p><p>Bab/Grapple: +0/-10</p><p>Attack: +4 slam (1d3-2 and nerve slap)</p><p>Space/Reach: 2-1/2 ft / 5ft</p><p>Special Attacks: Nerve Slap</p><p>Special Qualities: Symbiont traits, blindsight 60ft, telepathy</p><p>Saves: Fort +0, Ref +2, Will +2</p><p>Abilities: Str 6, Dex 15, Con 11, Int 5, Wis 14, Cha 10, Ego 2</p><p>Skills: Hide +12, Move Silently +4, Listen +4*, Spot +4*</p><p>Feats: Improved Initiative, Weapon Finesse</p><p>CR: Host +1</p><p></p><p>Looking at the grounds of the mansion you are casing, you notice a guard with puslating fleshy strand wrapped over his eyes and ears. Ah drat, you think to yourself. A perception tentacle! This place isn't going to be as easy to break into as you thought... </p><p></p><p>A mass of sensory organs wrapped in a ropy length of muscle, a perception tentacle integrates itself into it's host's visual and auditory senses, granting improved detection capabilities. Usually wrapping itself around the eyes and ears of its host (this does not diminish the host's sight or hearing in any way, as is uses the tentacle's "eyes and ears" to aid). Unfortunately, this also means that it is very difficult to hide a perception tentacle. Attaching or removing a perception tentacle deals 1d3 points of wisdom damage.</p><p>Combat</p><p>A perception tentacle latches on to willing or helpless creatures, drawing nourishment from their connection. </p><p>Nerve Slap: If a tentacle hits with it's slam attack, it can secrete a stinging oil. This oil attacks the victim's nervous system, dazing them with pain for one round. Fort save DC 10 negates. Cannot use if attached to a host.</p><p>Host Benefits: A host enjoys a +4 bonus on it's listen and spot checks, as well as a +2 insight bonus to initiative. It's increased detection capabilities give it that extra moment's notice.</p><p>Telepathy: Can communicate telepathically with its host, if its host has a language.</p><p>*+4 racial bonus to listen and spot checks</p><p>Available at level one to half-daelkyr.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK]</p><p></p><p></p><p>Restless Armor</p><p>[SBLOCK]Medium Aberration (Symbiont)</p><p>Hit Die: 1d8+3 (hp: 7)</p><p>Initiative: +7</p><p>Speed: 30ft</p><p>Armor Class: 16 (Dex +2, Natural +3)</p><p>Base Atk/Grp: +0/-3</p><p>Attack: Slam +1 melee (1d6+1)</p><p>Full Attack: Slam +1 melee (1d6+1)</p><p>Space/Reach: 5ft / 5ft</p><p>Special Attacks: ---</p><p>Special Qualities: Symbiont Traits, darkvision 60ft, telepathy</p><p>Saves: Fort +3, Ref +2, Will +2</p><p>Abilities: Str 12, Dex 15, Con 16, Int 10, Wis 12, Cha 10, Ego 3</p><p>Skills: Listen +5, Spot +5</p><p>Feats: Improved Initiative</p><p>Environment: Underground</p><p>Organization: Solitary</p><p>Challenge Rating: 1 (singly), or host +1 (when worn)</p><p>Treasure: None</p><p>Alignment: Usually lawful evil</p><p>Advancement: None</p><p>Level Adjustment: ---</p><p></p><p>Restless armors are a rare form of naturally occurring symbiont that are the precursor to the living breastplate symbiont. They look like animated studded leather with a large eye in the center of the chest piece and a primitive mouth.</p><p>Restless armors are the only symbiont capable of speech with the ability to speak both Undercommon and Common.</p><p></p><p>Combat</p><p>A restless armor can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a restless armor to gain its benefits or encounters it accidentally. A restless armor attaches by sinking needle-like teeth into the host.</p><p>Attaching or removing an restless armor deals 1d3 points of Str damage.</p><p></p><p>Host Benefits: The host gains a +3 armor bonus. A reckless armor has no armor check penalty, a maximum Dex bonus of +10, and an arcane spell failure chance of 5%. The host is treated as wearing light armor.</p><p></p><p>Telepathy: A reckless armor can communicate telepathically with its host, if its host has a language.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK]</p><p></p><p></p><p>Skewer Ant </p><p>[SBLOCK]Size/Type: Tiny Aberration </p><p>Hit Dice: 1d8 (4 hp) </p><p>Initiative: +8 </p><p>Speed: 20ft(4 spaces) </p><p>Armor Class: 17(+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13 </p><p>Base Attack/Grapple: +4/-10 </p><p>Attack: Bite +6 melee (1d6-2 pierce) </p><p>Full Attack: Melee (1d6-2 pierce) </p><p>Space/Reach: 2-1/2ft./5ft </p><p>Special Attacks: Acid Skewer(Ex) </p><p>Special Qualities: Symbiotic traits, telepathy </p><p>Saves: Fort +0, Ref +4, Will -1 </p><p>Abilities: Str 6, Dex 18, Con 11, Int 10, Wis 8, Cha 10 </p><p>Skills: Hide+12, Move silently+6 </p><p>Feats: SRD:Improved Initiative, SRD:Weapon Finesse(bite) </p><p>Environment: Underground </p><p>Organization: Solitary </p><p>Challenge Rating: 1(singly) or host+1(when worn) </p><p>Treasure: None </p><p>Alignment: Usually Lawful Evil </p><p>Advancement: — </p><p>Level Adjustment: — </p><p></p><p>An unusually large ant sits up on its four back legs revealing its dull red underside. It scurries forward then leaps into the air towards your neck. </p><p>The Skewer Ant is a large insectoid creature with six legs and a set of mandibles. Atop the head of the Skewer Ant is a set of antennae to allow it to find its way in the dark. These are quite dangerous to unwary travelers as they are very good at sneaking around in caves then quickly moving to strike with their leap attack. </p><p>Ego</p><p>Ego Score: 3(-1 wis, -2 cha, +2 leap, +2 Acid skewer, +1 telepathy) </p><p>Combat</p><p>A Skewer Ant can only attach itself to a willingly or helpless host (as a full-round action). In general, a creature either seeks out a Skewer Ant to gain its benefits or encounters it accidently. The Skewer Ant wraps its limbs around the host's wrist. The Skewer Ant's body segments become completely rigid and tiny tendrils are sent into the flesh bonding to the host's nervous system to communicate with the host. Attaching or removing deals 1d3 Dexterity damage to the host. </p><p>Host Benefit: A Skewer Ant acts as a buckler its shell becoming harder than steel. The buckler form of the Skewer Ant gives a +1 Shield bonus to AC. The buckler form has no armor check penalty or arcane spell failure. You need not be proficient with shields to gain the +1 shield bonus and this doesn't stack with other bonuses from shields. </p><p>Acid Skewer (Ex): As a move action the Skewer Ant can open its mandibles wide and a green goo oozes from its open mouth. It quickly hardens into a sharp icicle-like rod it can be used as a punching dagger. The punching dagger form of the Skewer Ant deals 1d4 pierce damage as a punching dagger of a medium size and an additional 1d4 acid damage. The Acid Skewer is treated as a punching dagger for proficiency and feats. As a free action the Acid Skewer can be removed from the Skewer Ant the Acid Skewer turns back into ooze and evaporates into nothing. Using this option removes the shield bonus to AC.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK]</p><p></p><p></p><p>Sob Sister</p><p>[SBLOCK]Small Aberration (Symbiont)</p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +2</p><p>Speed: 20 feet (4 squares)</p><p>Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 13</p><p>Base Attack/Grapple: +1/-4</p><p>Attack: +3 melee (1d3-1)</p><p>Full Attack: Slam +3 melee (1d3-1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Despair, dirge</p><p>Special Qualities: Symbiont traits, Darkvision 60 feet, telepathy, hope</p><p>Saves: Fort +1, Ref +2, Will +2</p><p>Abilities: Str 8, Dex 15, Con 12, Int 5, Wis 11, Cha 16, Ego 5</p><p>Skills: Hide +7, Move Silently +3</p><p>Feats: Ability Focus (Despair), Weapon Finesse*</p><p>Environment: Underground</p><p>Organization: Solitary</p><p>Challenge Rating: 1 (singly) or host +1 (when worn)</p><p>Treasure: None</p><p>Alignment: Usually lawful evil</p><p>Advancement: None</p><p>Level Adjustment: –</p><p></p><p>A toddler lurches forward into the light, her face a smooth patch of skin and the front of her body covered in tiny, writhing tendrils. Despite a lack of mouth, it still seems to squeal and cry as a normal child.</p><p></p><p>Sob sisters are symbionts who play upon the deep-seated protective qualities of humanoid creatures for their young, as well as the fears of loss and the sorrow that accompanies the end of a war. They can also attach to willing hosts, wrapping themselves around the host from behind, like a child riding piggy-back, providing a small measure of hope to the host and provoking irrational sadness in others.</p><p>A sob sister does not speak any language, but it understands Undercommon.</p><p></p><p>Combat</p><p>A sob sister can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a sob sister to gains its benefits or encounters one accidentally. A sob sister rides piggy-back on a host, like a lost or frightened child, its faceless head leaning on the host's shoulder, the tendrils that cover its body digging into the host's flesh for nourishment.</p><p></p><p>Attaching or removing a sob sister deals 1d3 points of Constitution damage.</p><p></p><p>Host Benefit: A creature with an attached sob sister can use its dirge and hope abilities.</p><p>Despair (Su): A sob sister generates an aura of despair when not attached to a host. Anyone who can see and hear the sob sister must make a Will save (DC 16) or suffer a -2 penalty on attack rolls, damage rolls, and saves against fear. The saving throw is made only once per encounter, and a creature that makes a successful save is immune to this effect for 24 hours. This is a mind-affecting fear effect.</p><p>Dirge (Su): A sob sister attached to a host can start to generate an aura of despair as a swift action, playing on the subconscious sympathies in every living being. Any enemy within 60 feet who can see or hear the host suffers a -1 penalty to attack rolls, damage rolls, and saves against fear. This is a mind-affecting fear effect.</p><p>Hope (Su): A sob sister attached to a host gives it some small measure of comfort. A sob sister's host gains a +1 morale bonus on Will saves.</p><p>Telepathy (Su): A sob sister can communicate telepathically with its host, if its host has a language.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK][/SBLOCK]</p><p></p><p></p><p>Level 5 Symbionts</p><p>[SBLOCK]</p><p>Angel Claw</p><p>[SBLOCK]Small Aberration (Symbiont)</p><p>Hit Die: 1d8 +1 (hp: 5)</p><p>Initiative: +4</p><p>Speed: 30ft</p><p>Armor Class: 16 (Size +1, Dex +4, Natural +1)</p><p>Base Atk/Grp: +0/-4</p><p>Attack: Claw +4 melee (2d4)</p><p>Full Attack: 2 Claws +4 melee (2d4)</p><p>Space/Reach: 5ft / 5ft</p><p>Special Attacks: ---</p><p>Special Qualities: Symbiont Traits, darkvision 60ft, telepathy</p><p>Saves: Fort +1, Ref +4, Will +4</p><p>Abilities: Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 10, Ego 5</p><p>Skills: Hide +12, Move Silently +12</p><p>Feats: Improved Natural Attack (claws), Weapon FinesseB</p><p>Environment: Underground</p><p>Organization: Solitary</p><p>Challenge Rating: 1 (singly), or host +1 (when worn)</p><p>Treasure: None</p><p>Alignment: Usually chaotic neutral</p><p>Advancement: None</p><p>Level Adjustment: ---</p><p></p><p>Angel claws are a failed daelkyr experiment. Intelligent enough to know they were in danger of destruction they fled on dominated hosts and made pacts with a cadre of powerful sorcerers turning them into the creatures they are today.</p><p>An angel claw appears as a pair of skeletal arms that attach to the shoulders of the host. They end in long serrated claws that can strike with lethal force.</p><p>An angel claw does not speak any language, but it understands Undercommon.</p><p></p><p>Combat</p><p>An angel claw can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out an angel claw to gain its benefits or encounters it accidentally. An angel claw attaches by sinking tendril into the host’s shoulders and upper back.</p><p>Attaching or removing an angel claw deals 1d3 points of Wis damage.</p><p></p><p>Host Benefits: A creature with an attached angel claw gains a pair of claw attacks that deal 2d4 points of slashing damage, when attached to a medium creature. They are treated as magic for the purpose of overcoming damage reduction.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.</p><p></p><p>Telepathy (Su): An angel claw can communicate telepathically with its host, if its host has a language.[/SBLOCK]</p><p></p><p></p><p>Carapace Shell</p><p>[SBLOCK]Small aberration(symbiont)</p><p>HD: 1d8+4 (8hp)</p><p>Init: +1</p><p>Speed: 20ft</p><p>Armor Class: 18 (+1 size, +1 dex, +6 natural)</p><p>Bab/Grp: 0/0</p><p>Attack: Bite +1 melee (1d4)</p><p>Space/Reach: 5/5</p><p>Special Qualities: Symbiont Traits, Darkvision 60ft, telepathy</p><p>Saves: Fort +4, Ref +1, Will +2</p><p>Abilities: Str 10, Dex 13, Con 18, Int 5, Wis 12, Cha 6 Ego?</p><p>Skills: Hide +7, Spot +5, Listen +5</p><p>Feats: Alertness, Improved Grapple</p><p>Environment: Underground</p><p>Organization: Solitary</p><p>CR: 1 or host+1</p><p>Treasure: none</p><p>Alignment: usually lawful evil</p><p></p><p>With a clatter, a misshapen crab-like creature scuttles forward. Excess deep blue chitinous plating seems to flop and bounce all over as the carapace crab rushes toward it's unconscious target. The crab jumps onto the unwitting victim, and suddenly the purpose behind all those loose chitin places is revealed. They wrap around the humanoid in a flash, covering a substantial amount of the victim in hard carapace. With a last wriggle, the crab secures itself, and sends it's feeders into the target. Attaching or removing a carapace crab deals 1d3 points of Wisdom damage.</p><p></p><p>-Host Benefit: Due to the plentiful layers of chitin now covering you, the host gains the carapace shell's natural armor as an armor bonus (+6). This has a max dex bonus of +3, and an armor check penalty of -4, with a 25% arcane spell failure chance. It counts as Medium Armor, and weighs roughly 30lbs. There is no penalty for sleeping in the symbiont. It can be enchanted as normal armor. </p><p>-Symbiont Traits: See page 299 of the ECS.</p><p>-Telepathy: A carapace shell can communicate telepathically with its host, if its host has a language.[/SBLOCK]</p><p></p><p></p><p>Cladonil </p><p>[SBLOCK]Size/Type: Diminutive Plant Aberration</p><p>Hit Dice: 1/4d8 (1 hp) </p><p>Initiative: +0 </p><p>Speed: 5ft.,climb 5ft. </p><p>Armor Class: 14 (+4 size), touch 14, flat-footed 14 </p><p>Base Attack/Grapple: +0/-17 </p><p>Attack: - </p><p>Full Attack: - </p><p>Space/Reach: 1ft./0ft. </p><p>Special Attacks: - </p><p>Special Qualities: Barkskin, Plant Traits, Symbiotic Subtype </p><p>Saves: Fort , Ref , Will </p><p>Abilities: Str 1, Dex 10, Con 8, Int 5, Wis 10, Cha 10 </p><p>Skills: Hide +22, Listen +3, Move Silently +1, Spot +2 </p><p>Feats: Alertness </p><p>Environment: Temperate forests </p><p>Organization: Solitary </p><p>Challenge Rating: 1/10 </p><p>Treasure: None </p><p>Alignment: Always Neutral </p><p>Advancement: - </p><p>Level Adjustment: - </p><p></p><p>You have a strange pale green moss growing up the side of your leg. </p><p>Cladonil are ambulatory lichens that seek out a host to protect them from predators. Cladonil appear as pale blue-green lichen that moves by rippling its many tiny fringes. </p><p></p><p>Ego</p><p>Ego score: -1 (-2 int, +1 Barkskin) </p><p>Combat</p><p>Lacking any natural attacks, cladonil prefer to hide when threatened, usually on a tree or rock. A cladonil can only attach itself to a willingly or helpless host (as a full-round action). Attaching or removing a cladonil deals 1 point of Con damage to the host. </p><p>Host Benefits: A cladonil grants its host a continuous +2 bonus to Strength while attached. </p><p>Barkskin (Su): This works exactly like the druid spell of the same name except the a cladonil may only use it on its host. 1/day, CL 9. </p><p>Skills: A cladonil has a +20 bonus on Hide checks due to a mundane plant appearance. </p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK]</p><p></p><p></p><p>Control Slug</p><p>[SBLOCK]Tiny Aberration (Symbiont)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative: +6</p><p>Speed: 10 feet (2 squares)</p><p>Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13</p><p>Base Attack/Grapple: +0/-11</p><p>Attack: +4 melee (1d2-2)</p><p>Full Attack: Bite +4 melee (1d2-2 plus poison)</p><p>Space/Reach: 2-1/2 ft./5 ft.</p><p>Special Attacks: Poison, spell-like abilities</p><p>Special Qualities: Symbiont traits, darkvision 60 feet, spell-like abilities</p><p>Saves: Fort +0, Ref +2, Will +1</p><p>Abilities: Str 6, Dex 15, Con 11, Int 5, Wis 8, Cha 15, Ego 4</p><p>Skills: Hide +10, Move Silently +3, Jump +27**</p><p>Feats: Improved Initiative, Weapon Finesse*</p><p>Environment: Underground</p><p>Organization: Solitary</p><p>Challenge Rating: 1 (singly) or host +1 (when worn)</p><p>Treasure: None</p><p>Alignment: Usually lawful evil</p><p>Advancement: None</p><p>Level Adjustment: –</p><p>**Includes +30 racial bonus.</p><p></p><p>This small, bruise-violet slug resembles a manta ray. It writhes, agitated, and produces a sound not unlike a rattlesnake before leaping into the air and screeching with an unearthly cry.</p><p></p><p>Control slugs are symbionts that can influence the actions of others. They may be related to puppeteers in some way, warped by the Daelkyr, or else are some form of native life to Xoriat with a useful ability. Either way, some cults of the Dragon Below outfit their leaders with these wonderful creatures.</p><p>A control slug does not speak any language, but it understands Undercommon.</p><p></p><p>Combat</p><p>A control slug can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a control slug to gains its benefits or encounters one accidentally. A control slug hides on the small of its host's back, digging its teeth and stinger into the host's spine for nourishment and to link to its host's nervous system.</p><p></p><p>Attaching or removing a control slug deals 1d3 points of Constitution damage.</p><p></p><p>Host Benefit: A creature with an attached control slug can use its charm person spell-like ability. Use the host's Charisma modifier (if it is better) to figure the save DC of the ability.</p><p>Poison (Ex): Injury, DC 11, initial damage stunned for 1 round, secondary damage none.</p><p>Spell-like abilities: (DC 12 + spell level) 3/day – charm person, 1/day – dominate person. When attached to a host, a control slug cannot use its spell-like abilities.</p><p>Telepathy (Su): A control slug can communicate telepathically with its host, if its host has a language.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK][/SBLOCK]</p></blockquote><p></p>
[QUOTE="DevistonX, post: 5693999, member: 6676079"] Level 1 Symbionts [SBLOCK] Clockwork Herald [SBLOCK]Size/Type: Diminutive Construct Hit Dice: 1/2 1d10 (5 hp hp) Initiative: +7 Speed: 20 ft.(4 spaces), Fly 100ft.(Perfect) Armor Class: 19 (+3 Dex, +4 size, +2 natural), touch 17, flat-footed 16 Base Attack/Grapple: +7/-10 Attack: Bite +7 (1d3-2) Full Attack: Bite +7 (1d3-2) Space/Reach: 1ft./0ft. Special Qualities: construct traits, Darkvision 30ft, telepathy, Instant Recognition(Su), Message Reciever(Su), Eagle Senses(Ex) Saves: Fort +0, Ref +5, Will -1 Abilities: Str 6, Dex 16, Con —, Int 5, Wis 8, Cha 6 Skills: Hide+15 Feats: Improved Initiative, Lightning Reflexes, Weapon Finesse(Bite) Environment: any Organization: solitary Challenge Rating: 1 (singly) or host+1 Treasure: None Alignment: Always Lawful Neutral Advancement: — Level Adjustment: — The Clockwork Herald was used by the army commanders during war times to receive messages from his subordinates and commanding officers. The small workings of this construct appear as a lens attached to a mechanical version of a humming bird. It places its body over one of the eyes of the host and lays its body against the side of the host's head with a wing placed over the ear. This takes the place of goggles. This small machine like creation is very useful to find criminals who are skilled at disguise aswell as to recognize those who are either speaking or sending a message to the host. The Clockwork Herald is very methodical; it seeks the leader of a group and presents itself to that person. Its abilities include receiving messages at any distance from a person that has been memorized by the Herald, recognizing a previously met person even if they are disguised, and increasing the host's senses. The Clockwork Herald usually speaks Common, but any one language (except secret languages) chosen upon its construction. Combat The Clockwork Herald can only attach itself to a willingly or helpless host(as a full-round action). Attaching or removing the Clockwork Herald deals 1d2 Wisdom damage. A Will save DC 10 can negate the Wisdom damage. Host Benefits: While wearing the Clockwork Herald the host can record a person's defining factors (i.e. facial features, voice, body's build/stance, Etc.) and add it to the Herald's memories. Memorizing the person take the following factors; the host must be within 30 feet of the person, the Herald must be able to see and hear the person, the host and person must not be attacking or threatened. There are a total of 10 personnel slots available in the Herald’s memory. The sender must have had themselves added to the Clockwork Herald's Memory to use this next function. This function allows the Message spell to be received by the Herald from any distance, unless the sender and host aren't on the same plane or one is in an extra-dimensional space. The message is only heard by the host, then can be recorded and saved by the Herald at the request of the host; a total of 5 messages can be stored at any time. The Herald can play any of the stored messages at the request of the host. Eagle Senses(ex): The Clockwork Herald enhances hearing and sight. The Herald imparts circumstance bonuses of +2 on spot and listen checks. These bonuses stack with the Alertness feat. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Detection Worm [SBLOCK]Diminutive Aberration (Symbiont) Hit Dice: 1/4d8 (2 hp) Initiative: +1 Speed: 10 feet (2 squares) Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14 Base Attack/Grapple: +0/-21 Attack: +5 melee (1d2-5) Full Attack: bite +5 melee (1d2-5) Space/Reach: 2-1/2 ft./2-1/2 ft. Special Attacks: None Special Qualities: Symbiont traits, darkvision 60 ft. Saves: Fort +0, Ref +1, Will +5 Abilities: Str 1, Dex 12, Con 11, Int 4, Wis 16, Cha 2, Ego 2 Skills: Hide +19, Move Silently +7 Feats: Stealthy, Weapon Finesse* Environment: Underground Organization: Solitary Challenge Rating: 1/2 (singly) or host +1/2 (when worn) Treasure: None Alignment: Usually lawful evil Advancement: None Level Adjustment: – A tiny slug, almost unnoticed, slides by. Were it not for the pulsing colors beneath the bilious skin and the human teeth growing along its back, one might have completely forgotten its presence. Detection worms are very small, almost unnoticeable, naturally occurring symbionts that have found their way into even Gatekeeper use. They have the ability to know where aberrations and other creatures hide, usually ferreting them out despite any wards or protections they may have. A detection worm does not speak any language, but it understands Undercommon. Combat A detection worm can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a detection worm to gains its benefits or encounters one accidentally. Detection worms also attach themselves to sleeping creatures in attempts to draw nutrients from the host. Attaching or removing a detection worm deals 1d3 points of Constitution damage. Host Benefit: A creature with an attached detection worm can detect aberrations as if studying a location for three rounds at will, using only a swift action to do so. Telepathy (Su): A detection worm can communicate telepathically with its host, if its host has a language. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Dockman [SBLOCK]Large Aberration (Symbiont) Hit Dice: 7d8+14 (45 hp) Initiative: -1 Speed: 10 feet (2 squares) Armor Class: 15 (-1 size, -1 Dex, +7 natural), touch 8, flat-footed 8 Base Attack/Grapple: +3/+12 Attack: +12 melee (1d6+8) Full Attack: Slam +12 melee (1d6+8) Space/Reach: 10 ft./10 ft. Special Attacks: Crush Special Qualities: Symbiont traits, darkvision 60 feet, Strong Back Saves: Fort +6, Ref +1, Will +4 Abilities: Str 26, Dex 8, Con 15, Int 1, Wis 8, Cha 11, Ego 4 Skills: Jump +15 Feats: Weapon Focus (Slam), Great Fortitude Environment: Underground Organization: Solitary Challenge Rating: 1 (singly) or host +2 (when worn) Treasure: None Alignment: Usually lawful evil Advancement: None Level Adjustment: – This massive, burly figure, scarcely humanoid, lurches on a heavy frame, holding out three-fingered fists while the interior of its empty chest squirms with mauve polyps. Dockmen aren't men, and indeed, like most symbiotic creatures, hermaphroditic. They are workhorse symbionts, and are very simple minded creatures, almost incapable of even forming coherent thoughts to communicate to their hosts. A dockman does not speak any language, but it understands Undercommon. Combat A dockman can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a dockman to gain its benefits or encounters one accidentally. A dockman encloses most of the host's body, including legs, arms, and parts of the chest, inside a massive frame useful for carrying heavy objects. Attaching or removing a dockman deals 1 point of Constitution damage. Host Benefit: A creature with an attached dockman gains a +4 natural armor bonus, becomes a Large-sized creature, and gains a +8 bonus to its Strength score. The host's base movement speed drops to 10 feet and is treated as though he or she were wearing heavy armor with an armor check penalty of -10 for the purposes of movement. The host cannot use the dockman's crush, but can use the Strong Back ability. A host wearing a dockman cannot use weapons or make attacks. Crush (Ex): If a dockman is holding an object, it can, as a full round action, make an attack that deals double normal damage and ignores the object's hardness. Strong Back (Su): A dockman can, once per day, increase its own or its host's Strength score by +10. This ability lasts until the dockman moves more than ten feet. Telepathy (Su): A dockman can communicate telepathically with its host, if its host has a language. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Jade Sludge [SBLOCK]Size/Type: Tiny Ooze Aberration Hit Dice: 1d10 (5 hp) Initiative: +8 Speed: 10ft. Armor Class: 16, 16 touch , 12 flat-footed Base Attack/Grapple: +2/-10 Attack: Slam +1 (1d4-2 + 2d6 acid dmg) Full Attack: Slam +1 (1d4-2 + 2d6 acid dmg) Space/Reach: 2-1/2ft./5ft. Special Attacks: Acid(Ex) Special Qualities: Resistance to Acid(Ex, ooze traits, Symbiotic traits Saves: Fort +0, Ref +4, Will +1 Abilities: Str 6, Dex 18, Con 11, Int n/a, Wis 12, Cha 6 Skills: n/a Feats: n/a Environment: underground Organization: solitary Challenge Rating: 1 or host+1 Treasure: None Alignment: Always Neutral Advancement: - Level Adjustment: - This slime is hungry, very hungry. It can hide within the body of the host feeding on the bodies excess things in other words wastes. It distributes itself throughout the host's body. When the host wills the symbiont into action it quickly flows out of the pores, open wounds, or mouth/orifices and becomes thick. It sits on the body striking at nearby creatures and can be used to make long ranged unarmed strike. If the host does not need to eat for some reason, he must eat normally as a human of his size category to satiate and keep this symbiont. Attaching or removing deals 1d4 Con dmg. Ego Ego Score: 3 (+1 wis, -2 cha, +2 acid, +1 Immune to acid, +1 ooze traits) Combat Acid (Ex) A jade sludge can attack once per round causing 1d6 points of acid damage to a target within 10ft. Immunity to Acid (Ex) The host becomes immune to acid damage. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Perception Tentacle [SBLOCK]Tiny Aberration (Symbiont) Hit Dice: 1d8 (4 hp) Initiative:+6 Speed: 10ft. Armor Class: 15 (+2 size, +2 dex, +1 natural) Bab/Grapple: +0/-10 Attack: +4 slam (1d3-2 and nerve slap) Space/Reach: 2-1/2 ft / 5ft Special Attacks: Nerve Slap Special Qualities: Symbiont traits, blindsight 60ft, telepathy Saves: Fort +0, Ref +2, Will +2 Abilities: Str 6, Dex 15, Con 11, Int 5, Wis 14, Cha 10, Ego 2 Skills: Hide +12, Move Silently +4, Listen +4*, Spot +4* Feats: Improved Initiative, Weapon Finesse CR: Host +1 Looking at the grounds of the mansion you are casing, you notice a guard with puslating fleshy strand wrapped over his eyes and ears. Ah drat, you think to yourself. A perception tentacle! This place isn't going to be as easy to break into as you thought... A mass of sensory organs wrapped in a ropy length of muscle, a perception tentacle integrates itself into it's host's visual and auditory senses, granting improved detection capabilities. Usually wrapping itself around the eyes and ears of its host (this does not diminish the host's sight or hearing in any way, as is uses the tentacle's "eyes and ears" to aid). Unfortunately, this also means that it is very difficult to hide a perception tentacle. Attaching or removing a perception tentacle deals 1d3 points of wisdom damage. Combat A perception tentacle latches on to willing or helpless creatures, drawing nourishment from their connection. Nerve Slap: If a tentacle hits with it's slam attack, it can secrete a stinging oil. This oil attacks the victim's nervous system, dazing them with pain for one round. Fort save DC 10 negates. Cannot use if attached to a host. Host Benefits: A host enjoys a +4 bonus on it's listen and spot checks, as well as a +2 insight bonus to initiative. It's increased detection capabilities give it that extra moment's notice. Telepathy: Can communicate telepathically with its host, if its host has a language. *+4 racial bonus to listen and spot checks Available at level one to half-daelkyr. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Restless Armor [SBLOCK]Medium Aberration (Symbiont) Hit Die: 1d8+3 (hp: 7) Initiative: +7 Speed: 30ft Armor Class: 16 (Dex +2, Natural +3) Base Atk/Grp: +0/-3 Attack: Slam +1 melee (1d6+1) Full Attack: Slam +1 melee (1d6+1) Space/Reach: 5ft / 5ft Special Attacks: --- Special Qualities: Symbiont Traits, darkvision 60ft, telepathy Saves: Fort +3, Ref +2, Will +2 Abilities: Str 12, Dex 15, Con 16, Int 10, Wis 12, Cha 10, Ego 3 Skills: Listen +5, Spot +5 Feats: Improved Initiative Environment: Underground Organization: Solitary Challenge Rating: 1 (singly), or host +1 (when worn) Treasure: None Alignment: Usually lawful evil Advancement: None Level Adjustment: --- Restless armors are a rare form of naturally occurring symbiont that are the precursor to the living breastplate symbiont. They look like animated studded leather with a large eye in the center of the chest piece and a primitive mouth. Restless armors are the only symbiont capable of speech with the ability to speak both Undercommon and Common. Combat A restless armor can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a restless armor to gain its benefits or encounters it accidentally. A restless armor attaches by sinking needle-like teeth into the host. Attaching or removing an restless armor deals 1d3 points of Str damage. Host Benefits: The host gains a +3 armor bonus. A reckless armor has no armor check penalty, a maximum Dex bonus of +10, and an arcane spell failure chance of 5%. The host is treated as wearing light armor. Telepathy: A reckless armor can communicate telepathically with its host, if its host has a language. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Skewer Ant [SBLOCK]Size/Type: Tiny Aberration Hit Dice: 1d8 (4 hp) Initiative: +8 Speed: 20ft(4 spaces) Armor Class: 17(+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13 Base Attack/Grapple: +4/-10 Attack: Bite +6 melee (1d6-2 pierce) Full Attack: Melee (1d6-2 pierce) Space/Reach: 2-1/2ft./5ft Special Attacks: Acid Skewer(Ex) Special Qualities: Symbiotic traits, telepathy Saves: Fort +0, Ref +4, Will -1 Abilities: Str 6, Dex 18, Con 11, Int 10, Wis 8, Cha 10 Skills: Hide+12, Move silently+6 Feats: SRD:Improved Initiative, SRD:Weapon Finesse(bite) Environment: Underground Organization: Solitary Challenge Rating: 1(singly) or host+1(when worn) Treasure: None Alignment: Usually Lawful Evil Advancement: — Level Adjustment: — An unusually large ant sits up on its four back legs revealing its dull red underside. It scurries forward then leaps into the air towards your neck. The Skewer Ant is a large insectoid creature with six legs and a set of mandibles. Atop the head of the Skewer Ant is a set of antennae to allow it to find its way in the dark. These are quite dangerous to unwary travelers as they are very good at sneaking around in caves then quickly moving to strike with their leap attack. Ego Ego Score: 3(-1 wis, -2 cha, +2 leap, +2 Acid skewer, +1 telepathy) Combat A Skewer Ant can only attach itself to a willingly or helpless host (as a full-round action). In general, a creature either seeks out a Skewer Ant to gain its benefits or encounters it accidently. The Skewer Ant wraps its limbs around the host's wrist. The Skewer Ant's body segments become completely rigid and tiny tendrils are sent into the flesh bonding to the host's nervous system to communicate with the host. Attaching or removing deals 1d3 Dexterity damage to the host. Host Benefit: A Skewer Ant acts as a buckler its shell becoming harder than steel. The buckler form of the Skewer Ant gives a +1 Shield bonus to AC. The buckler form has no armor check penalty or arcane spell failure. You need not be proficient with shields to gain the +1 shield bonus and this doesn't stack with other bonuses from shields. Acid Skewer (Ex): As a move action the Skewer Ant can open its mandibles wide and a green goo oozes from its open mouth. It quickly hardens into a sharp icicle-like rod it can be used as a punching dagger. The punching dagger form of the Skewer Ant deals 1d4 pierce damage as a punching dagger of a medium size and an additional 1d4 acid damage. The Acid Skewer is treated as a punching dagger for proficiency and feats. As a free action the Acid Skewer can be removed from the Skewer Ant the Acid Skewer turns back into ooze and evaporates into nothing. Using this option removes the shield bonus to AC. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Sob Sister [SBLOCK]Small Aberration (Symbiont) Hit Dice: 2d8+2 (11 hp) Initiative: +2 Speed: 20 feet (4 squares) Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 13 Base Attack/Grapple: +1/-4 Attack: +3 melee (1d3-1) Full Attack: Slam +3 melee (1d3-1) Space/Reach: 5 ft./5 ft. Special Attacks: Despair, dirge Special Qualities: Symbiont traits, Darkvision 60 feet, telepathy, hope Saves: Fort +1, Ref +2, Will +2 Abilities: Str 8, Dex 15, Con 12, Int 5, Wis 11, Cha 16, Ego 5 Skills: Hide +7, Move Silently +3 Feats: Ability Focus (Despair), Weapon Finesse* Environment: Underground Organization: Solitary Challenge Rating: 1 (singly) or host +1 (when worn) Treasure: None Alignment: Usually lawful evil Advancement: None Level Adjustment: – A toddler lurches forward into the light, her face a smooth patch of skin and the front of her body covered in tiny, writhing tendrils. Despite a lack of mouth, it still seems to squeal and cry as a normal child. Sob sisters are symbionts who play upon the deep-seated protective qualities of humanoid creatures for their young, as well as the fears of loss and the sorrow that accompanies the end of a war. They can also attach to willing hosts, wrapping themselves around the host from behind, like a child riding piggy-back, providing a small measure of hope to the host and provoking irrational sadness in others. A sob sister does not speak any language, but it understands Undercommon. Combat A sob sister can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a sob sister to gains its benefits or encounters one accidentally. A sob sister rides piggy-back on a host, like a lost or frightened child, its faceless head leaning on the host's shoulder, the tendrils that cover its body digging into the host's flesh for nourishment. Attaching or removing a sob sister deals 1d3 points of Constitution damage. Host Benefit: A creature with an attached sob sister can use its dirge and hope abilities. Despair (Su): A sob sister generates an aura of despair when not attached to a host. Anyone who can see and hear the sob sister must make a Will save (DC 16) or suffer a -2 penalty on attack rolls, damage rolls, and saves against fear. The saving throw is made only once per encounter, and a creature that makes a successful save is immune to this effect for 24 hours. This is a mind-affecting fear effect. Dirge (Su): A sob sister attached to a host can start to generate an aura of despair as a swift action, playing on the subconscious sympathies in every living being. Any enemy within 60 feet who can see or hear the host suffers a -1 penalty to attack rolls, damage rolls, and saves against fear. This is a mind-affecting fear effect. Hope (Su): A sob sister attached to a host gives it some small measure of comfort. A sob sister's host gains a +1 morale bonus on Will saves. Telepathy (Su): A sob sister can communicate telepathically with its host, if its host has a language. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK][/SBLOCK] Level 5 Symbionts [SBLOCK] Angel Claw [SBLOCK]Small Aberration (Symbiont) Hit Die: 1d8 +1 (hp: 5) Initiative: +4 Speed: 30ft Armor Class: 16 (Size +1, Dex +4, Natural +1) Base Atk/Grp: +0/-4 Attack: Claw +4 melee (2d4) Full Attack: 2 Claws +4 melee (2d4) Space/Reach: 5ft / 5ft Special Attacks: --- Special Qualities: Symbiont Traits, darkvision 60ft, telepathy Saves: Fort +1, Ref +4, Will +4 Abilities: Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 10, Ego 5 Skills: Hide +12, Move Silently +12 Feats: Improved Natural Attack (claws), Weapon FinesseB Environment: Underground Organization: Solitary Challenge Rating: 1 (singly), or host +1 (when worn) Treasure: None Alignment: Usually chaotic neutral Advancement: None Level Adjustment: --- Angel claws are a failed daelkyr experiment. Intelligent enough to know they were in danger of destruction they fled on dominated hosts and made pacts with a cadre of powerful sorcerers turning them into the creatures they are today. An angel claw appears as a pair of skeletal arms that attach to the shoulders of the host. They end in long serrated claws that can strike with lethal force. An angel claw does not speak any language, but it understands Undercommon. Combat An angel claw can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out an angel claw to gain its benefits or encounters it accidentally. An angel claw attaches by sinking tendril into the host’s shoulders and upper back. Attaching or removing an angel claw deals 1d3 points of Wis damage. Host Benefits: A creature with an attached angel claw gains a pair of claw attacks that deal 2d4 points of slashing damage, when attached to a medium creature. They are treated as magic for the purpose of overcoming damage reduction. Symbiont Traits: See page 299 of the Eberron Campaign Setting. Telepathy (Su): An angel claw can communicate telepathically with its host, if its host has a language.[/SBLOCK] Carapace Shell [SBLOCK]Small aberration(symbiont) HD: 1d8+4 (8hp) Init: +1 Speed: 20ft Armor Class: 18 (+1 size, +1 dex, +6 natural) Bab/Grp: 0/0 Attack: Bite +1 melee (1d4) Space/Reach: 5/5 Special Qualities: Symbiont Traits, Darkvision 60ft, telepathy Saves: Fort +4, Ref +1, Will +2 Abilities: Str 10, Dex 13, Con 18, Int 5, Wis 12, Cha 6 Ego? Skills: Hide +7, Spot +5, Listen +5 Feats: Alertness, Improved Grapple Environment: Underground Organization: Solitary CR: 1 or host+1 Treasure: none Alignment: usually lawful evil With a clatter, a misshapen crab-like creature scuttles forward. Excess deep blue chitinous plating seems to flop and bounce all over as the carapace crab rushes toward it's unconscious target. The crab jumps onto the unwitting victim, and suddenly the purpose behind all those loose chitin places is revealed. They wrap around the humanoid in a flash, covering a substantial amount of the victim in hard carapace. With a last wriggle, the crab secures itself, and sends it's feeders into the target. Attaching or removing a carapace crab deals 1d3 points of Wisdom damage. -Host Benefit: Due to the plentiful layers of chitin now covering you, the host gains the carapace shell's natural armor as an armor bonus (+6). This has a max dex bonus of +3, and an armor check penalty of -4, with a 25% arcane spell failure chance. It counts as Medium Armor, and weighs roughly 30lbs. There is no penalty for sleeping in the symbiont. It can be enchanted as normal armor. -Symbiont Traits: See page 299 of the ECS. -Telepathy: A carapace shell can communicate telepathically with its host, if its host has a language.[/SBLOCK] Cladonil [SBLOCK]Size/Type: Diminutive Plant Aberration Hit Dice: 1/4d8 (1 hp) Initiative: +0 Speed: 5ft.,climb 5ft. Armor Class: 14 (+4 size), touch 14, flat-footed 14 Base Attack/Grapple: +0/-17 Attack: - Full Attack: - Space/Reach: 1ft./0ft. Special Attacks: - Special Qualities: Barkskin, Plant Traits, Symbiotic Subtype Saves: Fort , Ref , Will Abilities: Str 1, Dex 10, Con 8, Int 5, Wis 10, Cha 10 Skills: Hide +22, Listen +3, Move Silently +1, Spot +2 Feats: Alertness Environment: Temperate forests Organization: Solitary Challenge Rating: 1/10 Treasure: None Alignment: Always Neutral Advancement: - Level Adjustment: - You have a strange pale green moss growing up the side of your leg. Cladonil are ambulatory lichens that seek out a host to protect them from predators. Cladonil appear as pale blue-green lichen that moves by rippling its many tiny fringes. Ego Ego score: -1 (-2 int, +1 Barkskin) Combat Lacking any natural attacks, cladonil prefer to hide when threatened, usually on a tree or rock. A cladonil can only attach itself to a willingly or helpless host (as a full-round action). Attaching or removing a cladonil deals 1 point of Con damage to the host. Host Benefits: A cladonil grants its host a continuous +2 bonus to Strength while attached. Barkskin (Su): This works exactly like the druid spell of the same name except the a cladonil may only use it on its host. 1/day, CL 9. Skills: A cladonil has a +20 bonus on Hide checks due to a mundane plant appearance. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Control Slug [SBLOCK]Tiny Aberration (Symbiont) Hit Dice: 1d8 (4 hp) Initiative: +6 Speed: 10 feet (2 squares) Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13 Base Attack/Grapple: +0/-11 Attack: +4 melee (1d2-2) Full Attack: Bite +4 melee (1d2-2 plus poison) Space/Reach: 2-1/2 ft./5 ft. Special Attacks: Poison, spell-like abilities Special Qualities: Symbiont traits, darkvision 60 feet, spell-like abilities Saves: Fort +0, Ref +2, Will +1 Abilities: Str 6, Dex 15, Con 11, Int 5, Wis 8, Cha 15, Ego 4 Skills: Hide +10, Move Silently +3, Jump +27** Feats: Improved Initiative, Weapon Finesse* Environment: Underground Organization: Solitary Challenge Rating: 1 (singly) or host +1 (when worn) Treasure: None Alignment: Usually lawful evil Advancement: None Level Adjustment: – **Includes +30 racial bonus. This small, bruise-violet slug resembles a manta ray. It writhes, agitated, and produces a sound not unlike a rattlesnake before leaping into the air and screeching with an unearthly cry. Control slugs are symbionts that can influence the actions of others. They may be related to puppeteers in some way, warped by the Daelkyr, or else are some form of native life to Xoriat with a useful ability. Either way, some cults of the Dragon Below outfit their leaders with these wonderful creatures. A control slug does not speak any language, but it understands Undercommon. Combat A control slug can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a control slug to gains its benefits or encounters one accidentally. A control slug hides on the small of its host's back, digging its teeth and stinger into the host's spine for nourishment and to link to its host's nervous system. Attaching or removing a control slug deals 1d3 points of Constitution damage. Host Benefit: A creature with an attached control slug can use its charm person spell-like ability. Use the host's Charisma modifier (if it is better) to figure the save DC of the ability. Poison (Ex): Injury, DC 11, initial damage stunned for 1 round, secondary damage none. Spell-like abilities: (DC 12 + spell level) 3/day – charm person, 1/day – dominate person. When attached to a host, a control slug cannot use its spell-like abilities. Telepathy (Su): A control slug can communicate telepathically with its host, if its host has a language. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK][/SBLOCK] [/QUOTE]
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