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Daelkyr Half-Blood Conglomeration
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<blockquote data-quote="DevistonX" data-source="post: 5694002" data-attributes="member: 6676079"><p>Level 5 Symbionts (Cont.)</p><p>[SBLOCK]</p><p>Flame Glove</p><p>[SBLOCK]Tiny Aberration (Symbiont, Fire)</p><p>Hit Die: 1d8+2 (hp: 6)</p><p>Initiative: +3</p><p>Speed: 20ft</p><p>Armor Class: 17 (Size +2, Dex +4, Natural +1)</p><p>Base Atk/Grp: +0/-8</p><p>Attack: Claw +4 melee (1d6)</p><p>Full Attack: Claw +4 melee (1d6)</p><p>Space/Reach: 2-½ft / 0ft</p><p>Special Attacks: Flame gout</p><p>Special Qualities: Symbiont Traits, darkvision 60ft, telepathy</p><p>Saves: Fort +2, Ref +3, Will +1</p><p>Abilities: Str 10, Dex 17, Con 14, Int 10, Wis 8, Cha 12, Ego 5</p><p>Skills: Hide +15, Move Silently +15</p><p>Feats: 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>Flame gloves evolved from crawling gauntlets that were exposed to creatures with the fire subtype. Ever since the daelkyr have created hundreds of flame gloves for their servitors.</p><p>A flame glove does not speak any language, but it understands Undercommon and Ignan.</p><p></p><p>Combat</p><p>A flame glove can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a flame glove to gain its benefits or encounters it accidentally. A flame glove attaches by sinking tendril into the host’s arm.</p><p>Attaching or removing an flame glove deals 1d3 points of Wis damage.</p><p></p><p>Host Benefits: A creature with an attached flame glove gains a claw attacks that deal damage as a crawling gauntlet plus 1 point of fire damage. They are treated as magic for the purpose of overcoming damage reduction. Once every round, the host can make a ranged touch attack to deal 1d4 points of fire damage to any one target within 60ft. A flame glove does not attack on its own while attached to a host.</p><p></p><p>Flame Gout (Su): Once every other round, a flame glove can make a ranged touch attack that deals 2d4 points of fire damage to any one target within 60ft.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.</p><p></p><p>Telepathy (Su): A flame glove can communicate telepathically with its host, if its host has a language.[/SBLOCK]</p><p></p><p></p><p>Heart Scarab </p><p>[SBLOCK]Size/Type: fine Aberration </p><p>Hit Dice: 1d8 (4 hp) </p><p>Initiative: +1 </p><p>Speed: 20ft(land); 10ft(Burrow) </p><p>Armor Class: 22(+8 Size, +1 Dex, +3 natural), touch 19, flat-footed 21 </p><p>Base Attack/Grapple: +0/-20 </p><p>Attack: Bite +1 melee (1d4-5 Slash +1d6 Electric damage) </p><p>Full Attack: Bite +1 melee (1d4-5 Slash +1d6 Electric damage) </p><p>Space/Reach: 1/2 ft./0 ft. </p><p>Special Attacks: Electric Damage(su) </p><p>Special Qualities: Symbiotic Traits, Telepathy, Flesh Burrow(ex), Reverse Flesh Heal(Su)</p><p>Saves: Fort +0, Ref +1, Will +1 </p><p>Abilities: Str 3, Dex 12, Con 10, Int 5, Wis 12, Cha 6 </p><p>Skills: Hide +17, Listen +3, Spot +3 </p><p>Feats: Alertness, 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: — </p><p>Level Adjustment: — </p><p></p><p>This small scarab looks like a piece of jewlery until its legs twitch to life revealing its true nature, its carapace shines with a slick viscus layer making shine like and polished agate. A pair of razor sharp mandibles fold out from its head.From its underside a set of arms held close to its body unfold into two small arms each tipped with strange shaped hands. </p><p>Heart scarabs are a special Symbiotic Subtype, nearly harmless to those with heartier bodies. This very small beetle can burrow into the ground or flesh of willing or helpless creatures. It can burrow into relaxed flesh only tense muscles hinder it from burrowing freely into flesh. Its smooth carapace is covered in viscous mucus like film which allows it to move freely through flesh and organs secreting a regenerating slime which heals the host's flesh that it has damaged slightly as it moved about. </p><p>The Heart Scarab attaches to the host's heart pressing its six legs into the cardiac muscle its limbs cause no damage to the host's heart just in a sleep like rest. If the host is ever in extreme danger or communicates to the scarab it awakens ready to work. It can deliver a light electrical current through the host's heart affectively keeping it beating even after death. </p><p>A Heart Scarab does not speak any Language, but it can understand Undercommon. </p><p>Ego</p><p>Ego Score: 0(-3 Int, +1 wis, -2 cha, +2 electric damage, +1 Flesh burrow, +1 Reverse Flesh Heal.) </p><p>Combat</p><p>A Heart Scarab can only attach itself to a willingly or helpless host (as a full-round action). In general, a creature either seeks out a Heart Scarab to gain its benefits or encounters it accidently. The Heart Scarab makes a surgical like incision in the skin using its razor sharp mandible and burrows through the flesh to the host's heart attaching to it. Attaching or removing it deals 1d2 constitution damage. </p><p>Flesh Burrow (Ex):A Heart Scarab can burrow through bodies of creatures which are either dead or helpless at a speed equal to its burrow speed. Burrowing through flesh causes no damage to the creatures’ body, because the Heart Scarab secretes healing mucus that instantly heals any damage caused by the Heart Scarab's movement and only the movement of the Heart Scarab. </p><p>Host Benefits: Once per round during the host's turn, the Heart Scarab can, as a free action jumpstart the host's heart the same round the host dies. The host is left stabilized at -9 HP. This ability can't be used on any other round than the round the host has died. </p><p>Electric Damage (Ex): The Heart Scarab's ability to send a current through the body of its host allows it to channel it into the flesh of the host; the effect is that when the host wields a metal weapon he deals an extra 1d4 electric damage this also applies to the host's unarmed strike. This deals 1 point of subdual to the host each time used. The host may communicate to the Scarab to not send out this electrical pulse.</p><p>Reverse Flesh Heal (Su): Heart Scarabs can move freely through a host when the host is completely relaxed (helpless or unconscious). At that time the Heart Scarab can take pieces of the host a alter them to be used to heal damages that have caused to the host's body. The Heart Scarab as a standard action can heal 1d8+2 damage by dealing 1 point of constitution damage to the host. This ability cannot be used be used if it would reduce the host's constitution score to 0. </p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK]</p><p></p><p></p><p>Keratin Sage</p><p>[SBLOCK]Tiny Aberration (Symbiont)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative: +2</p><p>Speed: 20 feet (4 squares)</p><p>Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14</p><p>Base Attack/Grapple: +0/-11</p><p>Attack: Gore +2 melee (1d3-2)</p><p>Full Attack: Gore +2 melee (1d3-2)</p><p>Space/Reach: 2-1/2 ft./5 ft.</p><p>Special Attacks: Blinding flash</p><p>Special Qualities: Symbiont traits, darkvision 60 ft., psi-like abilities</p><p>Saves: Fort +1, Ref +2, Will +5</p><p>Abilities: Str 6, Dex 15, Con 12, Int 19, Wis 17, Cha 16, Ego 5</p><p>Skills: Hide +14, Knowledge (any five) +8, Move Silently +6, Sense Motive +7</p><p>Feats: Research, 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 neutral</p><p>Advancement: None</p><p>Level Adjustment: –</p><p></p><p>A pile of waving tendrils and bony plates, with eyes gleaming like gemstones, crawls ever forward, pulsing lights dancing over pulpous flesh. Two sinuous tentacles dance over the earth, searching for unseen purchases on the rough surface.</p><p></p><p>A rarity among symbionts, keratin sages are creatures that offer their hosts stores of knowledge as well as advice about the world at large. Not normally as twisted as their symbiont brethren, these creatures are content to simply ride along and experience the world, emotions, and discovery vicariously through their hosts.</p><p>A keratin sage does not speak any language, but it understands Undercommon, Common, Daelkyr, Draconic, Elven, and Giant.</p><p></p><p>Combat</p><p>A keratin sage can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a keratin sage to gains its benefits, encounters one accidentally, or is sought out by one. The creature can attach to any number of sundry locations, from the host's forehead to the base of the neck, the arm, the back, and so on, and indeed, attaches itself wherever it is convenient to the host, rather than the first place that presents itself.</p><p></p><p>Attaching or removing a keratin sage deals 1d3 points of Constitution damage.</p><p></p><p>Host Benefit: A creature with an attached keratin sage gains no obvious benefit, but the creature can see through the host's eyes and sense what it senses, making the host capable of vicariously using the keratin sage's knowledge skills and Research feat, as well as its psi-like ability.</p><p>Blinding Flash (Ex): As a standard action, a keratin sage can activate all its biolights at once, generating an intense wave of light that blinds onlookers for one round. A Fortitude save (DC 11) negates the effect. That save DC is Constitution based. This ability does not function if the creature is attached to a host.</p><p>Psi-like Abilities (Ps): 2/day – call to mind.</p><p>Telepathy (Su): A keratin sage 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>Skull Mantle</p><p>[SBLOCK]Tiny Undead (Symbiont)</p><p>Hit Die: 1d12 (hp: 6)</p><p>Initiative: +3</p><p>Speed: 20ft, Climb 20ft</p><p>Armor Class: 17 (Size +2, Dex +3, Natural +2)</p><p>Base Atk/Grp: +0/-8</p><p>Attack: Tail +1 melee (1d4-1)</p><p>Full Attack: Tail +1 melee (1d4-1) and Bite -4 melee (1d3-1)</p><p>Space/Reach: 2-½ft / 0ft</p><p>Special Attacks: ---</p><p>Special Qualities: Symbiont Traits, low-light vision, scent, telepathy</p><p>Saves: Fort +1, Ref +3, Will +2</p><p>Abilities: Str 8, Dex 16, Con -, Int 14, Wis 14, Cha 6, Ego 6</p><p>Skills: Hide +14, Listen +6, Move Silently +14, Spot +6</p><p>Feats: Track</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>Skull mantles were created by the daelkyr as a way to create elite tracking units, the result was a snake-like creature with a draconic skull that can be retracted into its body.</p><p>A skull mantle does not speak any language, but it understands Undercommon.</p><p></p><p>Combat</p><p>A skull mantle can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a skull mantle to gain its benefits or encounters the skull mantle accidentally. The skull mantle attaches by sinking tendril on the bottom of its body into the host’s spinal column and extending its skull-like head over the host’s head.</p><p>Attaching or removing a skull mantle deals 1d3 points of Con damage.</p><p></p><p>Host Benefits: A creature with an attached skull mantle gains a natural tail attack that deals 1d6 points of damage, when attached to a medium creature. It also gains a climb speed of 20ft, low-light vision, darkvision out to 60ft, the scent ability, and the benefits of the Track feat.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.</p><p></p><p>Telepathy (Su): A skull mantle can communicate telepathically with its host, if its host has a language.[/SBLOCK]</p><p></p><p></p><p>Spellfilter Claw</p><p>[SBLOCK]Tiny Aberration (Symbiont)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative: +4</p><p>Speed: 20 feet (4 squares)</p><p>Armor Class: 17 (+2 size, +4 Dex, +1 natural)</p><p>Base Attack/Grapple: +0/-12</p><p>Attack: +4 melee (1d3-4)</p><p>Full Attack: claw +4 melee (1d3-4)</p><p>Space/Reach: 2-1/2 ft./5 ft.</p><p>Special Attacks: Spells</p><p>Special Qualities: Symbiont traits, darkvision 60 ft.</p><p>Saves: Fort +0, Ref +4, Will +2</p><p>Abilities: Str 3, Dex 19, Con 11, Int 8, Wis 10, Cha 14, Ego 4</p><p>Skills: Hide +15, Move Silently +6</p><p>Feats: Any one metamagic feat, 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 brown and purple cuttlefish possessed of a mantle not unlike a carapaced human hand, six eyes glowing with arcane energy, and a mass of waving tentacles leaps out of the shadows.</p><p></p><p>Spellfilter claws are rare, magical symbionts that bond with spellcasters. They tend to keep to themselves, but are often pressed into service by cultists of the Dragon Below for their sorcerers or wizards, and are used as a method to pass around the secrets of manipulating and filtering magic.</p><p>A spellfilter claw does not speak any language, but it understands Undercommon.</p><p></p><p>Combat</p><p>A spellfilter claw can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a spellfilter claw to gains its benefits or encounters one accidentally. Spellfilter claws attach themselves to the hand and forearm of their host, and when the host casts arcane spells, the "hand" of the symbiont dances with ethereal green energy, and its eyes flash a variety of sickening colors.</p><p></p><p>Attaching or removing a spellfilter claw deals 1d3 points of Constitution damage.</p><p></p><p>Host Benefit: A creature with an attached spellfilter claw gains access to the symbiont's metamagic feat, which can be used normally. In addition, the host can choose to suffer an amount of Constitution burn equal to the adjustment of the spell's level due to the metamagic feat to apply that metamagic feat to a spell without increase the spell's level or casting time.</p><p>Spells: A spellfilter claw casts spells as a 3rd-level sorcerer. It does not have access to these spells if it is attached to a host.</p><p>Telepathy (Su): A spellfilter claw 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>Swiftjerkers</p><p>[SBLOCK]Dimunitive Aberration (Psionic, Swarm, Symbiont)</p><p>Hit Dice: 4d8-12 (6 HD)</p><p>Initiative: +10</p><p>Speed: 10 ft. (1 square), climb 10 ft.</p><p>Armor Class: 21 (+6 dex, +1 natural, +4 size), touch 20, flat-footed 15 </p><p>Base Attack/Grapple: +3/-14</p><p>Attack: Swarm (paralyzing shock)</p><p>Full attack: Swarm (paralyzing shock)</p><p>Space/Reach: 10 ft./0 ft.</p><p>Special Attacks: Attach, paralyzing shock </p><p>Special Qualities: Blindsight 60 ft., darkvision 60 ft., detect psionics, psi-like abilities, share power, swift as thought, symbiont traits</p><p>Saves: Fort -2, Ref +9, Will +8</p><p>Abilities: Str 1, Dex 22, Con 5, Int 2, Wis 19, Cha 5 </p><p>Skills: Balance +14, Climb +10, Hide +19, Move Silently +16</p><p>Feats: Ability Focus (paralyzing shock), Improved Initiative(B), Lightening Reflexes</p><p>Environment: Underground</p><p>Organization: Swarm (symbiont)</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>A Swiftjerker's individual silver-dollar sized bodies are nearly completely transparent and appear almost as crabs with a toughened membrane in place of shell. It stands upon six long, thin legs that give it an agile appearance. A mass of silvery tendrils extend from its belly in all direction out to five feet, rising into the air or feeling along the ground. They are only barely visible as glints in the air, being far finer than hairs. These tendrils twist and meld with dozens of other jerkers like individual parts of a single creature. When attached to a psionic creature they flicker with a vague white fire within.</p><p></p><p>Swiftjerkers are phenomenally swift, as they don't act, but react with explosive bursts of sudden, inexplicable speed. Despite this they are weak and their mode of locomotion painfully slow so that they often fall prey to predators. To increase their chances of survival they thus meld with larger, more powerful creatures and enhance their ability to react to their surroundings, making it more likely for both host and symbiont to survive. </p><p></p><p>It is speculated that swiftjerkers are partially responsible for the evolution of the Xephs, having become true symbionts that now breed true. This supposition is further strengthened by the fact that the Xeph rifts are amongst the favorite locale of the swiftjerkers, and that Xephs are completely immune to the swiftjerker's attempts at joining. </p><p></p><p>Swiftjerkers subsist on the electrical energy of their host, though they hardly drain enough to be noticed. They do not understand or speak any language but their own, an instinctive sharing of informationg through electrical impulses. </p><p></p><p>Combat</p><p>Swiftjerkers often hide within cracks or above ledges, waiting for a potential host to pass through. If they are in an area small enough they link together to form a web-like obstruction. Creatures passing through are immediately shocked, giving the symbionts a chance to join with the beast. Swiftjerkers are particularly attracted to psionic creatures, energized and fed by the flow of psi energy. </p><p></p><p>Attach (Ex):</p><p>A swiftjerker swarm can, as a full round action, completely envelope the body of a helpless creature, attaching to key muscle groupings and along the spinal column. They then thread their tendrils throughout their host's body and meld with those of other jerkers to form an enhancement to the neural-muscular system. These tendrils then feed into the jerker who attaches to the base of its opponent's skull. It in turn melds with special portions of the brain itself. Xephs are immune to the attachment of a swiftjerker. </p><p></p><p>Detect Psionics (Ps):</p><p>A swiftjerker can continuously sense psionic creatures as the Detect Psionics power. </p><p></p><p>Paralyzing Shock (Ps):</p><p>The neural energy coursing through the swiftjerkers deals 1d6 electricity damage to any living creature who end their round in the jerker's space. Those whom take damage must succeed on a DC 11 fortitude save or fall into paralyzing spasms for 1 round per damage dealt. Once attached it loses this ability, instead using this energy to enhance the host. The save DC is Charisma based. </p><p></p><p>Share Power (Su):</p><p>Any power or spell the host creature manifests or casts on itself also affects the symbiont. Additionally, the host may cast a spell with a target of “You” on the symbiont instead of on itself. Likewise, a symbiont can choose to have any power or psi-like ability it uses on itself also affect the host creature, and may manifest a power with a target of “You”; on its host instead of on itself. The host and symbiont can share spells and powers even if the spells or powers normally do not affect creatures of the host or symbiont's type. Powers or spells targeted on the host by another caster or manifests do not affect the symbiont, and vice versa. </p><p></p><p>Host Benefits: At will - Burst. Each time the swiftjerker uses the Burst ability it drains 1 power point from its host. If the host is a non-psionic creature it takes 1d4 points of non-lethal damage from the exertion.</p><p>Swift As Thought (Ex): The host of a swiftjerker find themselves reacting so quickly to their surroundings that they have the sensation of the entire world slowing around them. The new tendril connection produces reaction time far superior to the original creature's, forming a sort of neural shortcut. This provides the host with a +2 enhancement bonus to reflex saves and a +6 enhancement bonus to initiative checks. </p><p>Creatures with a power point reserve also gain Evasion, being drained of 1 power point for each use. </p><p></p><p>Upon a roll of 1 when these enhancements would be used the signals of the host and symbiont conflict violently. This surge of random impulses stuns the host for 1 round. </p><p></p><p>Skills: Swiftjerker's have a +4 racial bonus on Climb and Move Silently checks. They have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb. A swiftjerker can always choose to take 10 on Climb checks, even if rushed or threatened.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK][/SBLOCK]</p><p></p><p></p><p>Level 10 Symbionts</p><p>[SBLOCK]</p><p>Eldritch Claw</p><p>[SBLOCK]Tiny Aberration (Symbiont)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative: +4</p><p>Speed: 20 feet (4 squares)</p><p>Armor Class: 17 (+2 size, +4 Dex, +1 natural)</p><p>Base Atk/Gpl: +0/-10</p><p>Attack: Claw -2 melee (1d3-2) or Eldritch blast +4 ranged touch (3d6)</p><p>Full Attack: Claw -2 melee (1d3-2) or Eldritch blast +4 ranged touch (3d6)</p><p>Space/Reach: 2-1/2 ft./5 ft.</p><p>Special Attacks: Eldritch Blast</p><p>Special Qualities: Symbiont Traits, Darkvision 60 ft, Telepathy</p><p>Saves: Fort +0, Ref +4, Will +2</p><p>Abilities: Str 7, Dex 19, Con 11, Int 10, Wis 10, Cha 14, Ego 7</p><p>Skills: Hide +16, Move Silently +8</p><p>Feats: Empower Spell-like Ability (Eldritch Blast)</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>Eldritch claws are rare symbionts that bond with spellcasters giving them greater versatility with their spells. Eldritch claws were created from oversized illithid tadpoles exposed to the husk of infinite worlds.</p><p>They appear much like large manta rays with a retractable, hand like appendage with a circular mouth seated in the center of the “hand“.</p><p>An eldritch claw does not speak any language, but it understands Undercommon.</p><p></p><p>Combat</p><p>An eldritch claw can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out an eldritch claw to gains its benefits or encounters one accidentally. It attaches by wrapping its ray-like fins around the host’s arm and covering the hand in the extendable mouthpiece.</p><p>Attaching or removing an eldritch claw deals 1d3-1 points of Int damage.</p><p></p><p>Host Benefit: The host gains a claw attack that deals the same damage as a crawling gauntlet. The host can use the eldritch claw’s eldritch blast ability and Empower Spell-like Ability feat. Additionally, the host can channel a touch or ray spell into the eldritch blast, a target hit by the eldritch blast is also affected by the channeled spell.</p><p></p><p>Eldritch Blast (Sp): An eldritch claw can create an eldritch blast as a 5th level warlock.</p><p></p><p>Telepathy (Su): An eldritch claw 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>Spellknight</p><p>[SBLOCK]Small Aberration (Symbiont)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative: +3</p><p>Speed: 30 feet (6 squares)</p><p>Armor Class: 20 (+1 size, +4 Dex, +5 natural)</p><p>Base Atk/Gpl: +0/-5</p><p>Attack: Slam +0 melee (1d3-1)</p><p>Full Attack: Slam +0 melee (1d3-1)</p><p>Space/Reach: 5ft/5ft</p><p>Special Attacks: Spells</p><p>Special Qualities: Symbiont Traits, Darkvision 60 ft, Telepathy</p><p>Saves: Fort +0, Ref +3, Will +2</p><p>Abilities: Str 8, Dex 16, Con 11, Int 13, Wis 10, Cha 14, Ego 8</p><p>Skills: Knowledge (arcana) +5, Spellcraft +7, Use Magic Device +8</p><p>Feats: Magical Aptitude</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>Spellknights were created by daelkyr half-blood sorcerers and wizards as a way to increase their defense without wasting spells. Spellknights are unique in that, they are not used by the daelkyr. When not attached to a host, a spellknight looks like a sphere of silver with eldritch markings of a deep crimson or violet color. When it is attached to a host, it looks like an incomplete suit of silver half plate with the same runes on it.</p><p>A spellknight does not speak any language, but it understands Undercommon.</p><p></p><p>Combat</p><p>A spellknight can only attach itself to a willing host (as a full-round action). In general, a creature seeks out a spellknight to gains its benefits or encounters one accidentally. It attaches by unfurling into a suit of armor that is then donned by the host.</p><p>Attaching or removing a spellknight deals 1 point of Con damage.</p><p></p><p>Host Benefit: The host gains a +5 armor bonus. Additionally, the host adds the spellknight’s spell-like abilities to his spells known list and may use the spellknight’s spell-like abilities.</p><p></p><p>Spell-Like Abilities: At Will- Resistance, Detect Magic, Read Magic, Dancing Lights, Light, Ghost Sound, Mage Hand, Prestidigitation; 3/day- Shield, Protection From Arrows, Resist Energy, Invisibility, Dispel Magic; 1/day- Stoneskin. A spellknight will not use its spell-like abilities when attached to a host.</p><p></p><p>Telepathy (Su): A spellknight 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>Shadow Symbionts</p><p>[SBLOCK]</p><p>by Igor Calija </p><p>Outsider (Extraplanar, Symbiont) </p><p>Shadow symbionts are mysterious beings from the Plane of Shadow. Appearing on their home plane as harmless amorphous blobs of shadow-stuff, these sentient creatures can assume the form of an object, typically a garment, and enter a symbiotic relation with a willing planewalker in order to be taken away from the Plane of Shadow. </p><p>When worn, shadow symbionts begin to feed on the wearer's life energy, and grant him special benefits in return. The shadow symbionts often feel incomplete if separated from each other, and try to influence their wearer to find the missing symbionts. </p><p>COMBAT </p><p>Shadow symbionts damage Charisma from their hosts when using their special abilities. See descriptions below. This Charisma damage cannot reduce the host's total below 1. </p><p>A host can also actively suppress the activation of a symbiont's protective ability by making a personality check (a Will save against a DC equal to the symbiont's Ego score; see symbiont traits below). </p><p>Plane Shift (Su): When reduced to 0 or less hit points, a shadow symbiont spontaneously travels to the Plane of Shadow, as if using the plane shift spell. Normally it brings its host along, but the host can attempt a personality check (a Will save against a DC equal to the symbiont's Ego score) if he wants to remain behind. The symbiont can also plane shift to Shadow if it chooses to abandon its host. </p><p>Symbiont Traits: A symbiont is attached to a part of the host creature's body, occupying one of the available magic item slots. Exterior symbionts can be attacked as objects, provoking an attack of opportunity from the host. A symbiont is also treated as an object in regard to taking damage from effects directed at the host (it uses the host's saving throws if they are better than its own). Like intelligent magic items, a symbiont has an Ego score used to resolve potential conflicts with the host. A symbiont acts on its host's turn, regardless of its own initiative. It is never flat-footed unless the host is, and it is aware of any danger the host is aware of. </p><p>Skills: A shadow symbiont has a +4 racial bonus on Hide checks. </p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.</p><p></p><p></p><p>SHADOW BOOTS </p><p>This symbiont appears as a pair of fine, knee-high leather boots. It takes up the "boots" magic item slot. </p><p>Shadow Door (Su): Once per day, as a free action, a shadow boots symbiont can transfer itself and its host to another location within 100 ft., as if using the dimension door spell. Both the starting point and the destination must be within an area of shadowy illumination. This ability drains 2 Charisma points from the host. A shadow boots symbiont automatically attempts to use this ability whenever it decides that the host is in immediate physical danger (flanked, unconscious, falling, etc.) </p><p></p><p>[SBLOCK]Shadow boots </p><p>Tiny Outsider (Extraplanar, Symbiont) </p><p>Hit Dice: 2d8 (9 hp) </p><p>Initiative: -3 </p><p>Speed: Fly 10 ft. (perfect) </p><p>Armour Class: 11 (+2 size, -3 Dex, +2 natural), touch 9, flat-footed 11 </p><p>Base Attack/Grapple: +2/-10 </p><p>Attack: Slam +1 melee (1d3-4) </p><p>Full Attack: 2 slams +1 melee (1d3-4) </p><p>Space/Reach: 2 1/2 ft./0 ft. </p><p>Special Attacks: - </p><p>Special Qualities: Damage reduction 5/magic, darkvision 60 ft., plane shift, shadow door, symbiont traits </p><p>Saves: Fort +4, Ref +0, Will +5 </p><p>Abilities: Str 3, Dex 5, Con 12, Int 12, Wis 10, Cha 13, Ego 9 </p><p>Skills: Diplomacy +3, Disguise +6, Hide +13, Intimidate +5, Listen +5, Move Silently +1, Search +6, Sense Motive +5, Spot +5, Survival +5 </p><p>Feats: Iron Will, Weapon Finesse (B) </p><p>Environment: Plane of Shadow </p><p>Organization: Solitary </p><p>Challenge Rating: 1/2 or host +1 </p><p>Treasure: None </p><p>Alignment: Usually neutral </p><p>Advancement: - </p><p>Level Adjustment: - [/SBLOCK]</p><p></p><p></p><p>SHADOW CLOAK </p><p>This symbiont appears as large black cloak enveloping the wearer in shadows. It takes up the "cloak" magic item slot. </p><p>Life Guard (Su): Once per day, as a swift action, a shadow cloak symbiont can save its host from a potentially lethal spell effect. When the host would be reduced to 0 or fewer hit points by damage in combat from a spell or spell-like ability (not a weapon or other special ability), the cloak can halve this damage. The host and symbiont must be aware of the attack and able to react to it - if denied their Dexterity bonus to AC, the life guard cannot be activated. This ability drains 2 Charisma points from the host. A shadow cloak automatically attempts to use this ability whenever the host would be reduced to 0 or fewer hit points by a spell or spell-like effect. </p><p></p><p>[SBLOCK]Shadow Cloak </p><p>Medium Outsider (Extraplanar, Symbiont) </p><p>Hit Dice: 2d8+2 (11 hp) </p><p>Initiative: -3 </p><p>Speed: Fly 10 ft. (perfect) </p><p>Armour Class: 9 (-3 Dex, +2 natural), touch 7, flat-footed 9 </p><p>Base Attack/Grapple: +2/-1 </p><p>Attack: Slam -1 melee (1d4-3) </p><p>Full Attack: Slam -1 melee (1d4-3) </p><p>Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: - </p><p>Special Qualities: Damage reduction 5/magic, darkvision 60 ft., life guard, plane shift, symbiont traits </p><p>Saves: Fort +4, Ref +2, Will +4 </p><p>Abilities: Str 5, Dex 5, Con 12, Int 10, Wis 12, Cha 10, Ego 8 </p><p>Skills: Diplomacy +7, Disguise +5, Hide +5, Listen +6, Move Silently +1, Search +5, Sense Motive +6, Spot +6 </p><p>Feats: Lightning Reflexes, Weapon Finesse (B) </p><p>Environment: Plane of Shadow </p><p>Organisation: Solitary </p><p>Challenge Rating: 1/2 or host +1 </p><p>Treasure: None </p><p>Alignment: Usually neutral </p><p>Advancement: - </p><p>Level Adjustment: - [/SBLOCK]</p><p></p><p></p><p>SHADOW GLOVES </p><p>This symbiont appears as a pair of fine gloves made of black leather. It takes up the "gloves" magic item slot. </p><p>Lucky Touch (Su): Three times per day, as a free action, a shadow gloves symbiont can add a +10 luck bonus on the host's Disable Device, Open Lock, Sleight of Hand, or Use Rope check. This ability drains 1 Charisma points from the host when used the first time, but the further two uses do not require a drain. A shadow gloves symbiont automatically attempts to use this ability whenever the host attempts one of the above skill checks, regardless of the difficulty. </p><p></p><p>[SBLOCK]Shadow Gloves </p><p>Tiny Outsider (Extraplanar, Symbiont) </p><p>Hit Dice: 1d8 (4 hp) </p><p>Initiative: -1 </p><p>Speed: Fly 10 ft. (perfect) </p><p>Armour Class: 12 (+2 size, -1 Dex, +1 natural), touch 11, flat-footed 12 </p><p>Base Attack/Grapple: +1/-11 </p><p>Attack: Slam +2 melee (1d2-4) </p><p>Full Attack: 2 slams +2 melee (1d2-4) </p><p>Space/Reach: 2 1/2 ft./0 ft. </p><p>Special Attacks: - </p><p>Special Qualities: Damage reduction 5/magic, darkvision 60 ft., lucky touch, plane shift, symbiont traits </p><p>Saves: Fort +2, Ref +1, Will +3 </p><p>Abilities: Str 3, Dex 9, Con 10, Int 12, Wis 12, Cha 13, Ego 10 </p><p>Skills: Diplomacy +3, Disable Device +5, Disguise +3, Hide +15, Open Lock +5, Search 4, Sleight of Hands +5, Tumble +3, Use Rope +3 </p><p>Feats: Nimble Hands, Weapon Finesse (B) </p><p>Environment: Plane of Shadow </p><p>Organisation: Solitary </p><p>Challenge Rating: 1/2 or host +1 </p><p>Treasure: None </p><p>Alignment: Usually neutral </p><p>Advancement: - </p><p>Level Adjustment: - [/SBLOCK]</p><p></p><p></p><p>SHADOW MASK </p><p>This symbiont appears as a black bandanna or scarf, which should be worn on the head. It takes up the "helmet" magic item slot. </p><p>Mind Shield (Su): Three times per day, as a swift action, a shadow mask symbiont can extend its immunity to mind-affecting effects to its host for 1 full round. This ability drains 1 Charisma point from the host. A shadow mask automatically attempts to use this ability whenever the host is targeted by a mind-affecting effect, even if the effect is harmless. </p><p></p><p>[SBLOCK]Shadow Mask </p><p>Tiny Outsider (Extraplanar, Symbiont) </p><p>Hit Dice: 1d8 (4 hp) </p><p>Initiative: -3 </p><p>Speed: Fly 10 ft. (perfect) </p><p>Armour Class: 10 (+2 size, -3 Dex, +1 natural), touch 9, flat-footed 10 </p><p>Base Attack/Grapple: +1/-11 </p><p>Attack: Slam +0 melee (1d2-4) </p><p>Full Attack: Slam +0 melee (1d2-4) </p><p>Space/Reach: 2 1/2 ft./0 ft. </p><p>Special Attacks: - </p><p>Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to mind-affecting effects, mind shield, plane shift, symbiont traits </p><p>Saves: Fort +2, Ref -1, Will +3 </p><p>Abilities: Str 3, Dex 5, Con 10, Int 12, Wis 12, Cha 14, Ego 12 </p><p>Skills: Diplomacy +4, Disguise +4, Hide +12, Intimidate +4, Listen +7, Move Silently +0, Search +5, Sense Motive +5, Spot +7 </p><p>Feats: Alertness, Weapon Finesse (B) </p><p>Environment: Plane of Shadow </p><p>Organisation: Solitary </p><p>Challenge Rating: 1/2 or host +1 </p><p>Treasure: None </p><p>Alignment: Usually neutral </p><p>Advancement: - </p><p>Level Adjustment: - [/SBLOCK][/SBLOCK]</p><p></p><p></p><p>Sky Scourge</p><p>[SBLOCK]Small Aberration (Symbiont)</p><p>Hit Die: 1d8 +1 (hp: 5)</p><p>Initiative: +3</p><p>Speed: 20ft, fly 60ft (good)</p><p>Armor Class: 16 (Size +1, Dex +3, Natural +2)</p><p>Base Atk/Grp: +1/-3</p><p>Attack: Bite +1 melee (1d4)</p><p>Full Attack: Bite +1 melee (1d4)</p><p>Space/Reach: 5ft / 0ft</p><p>Special Attacks: ---</p><p>Special Qualities: Symbiont Traits, telepathy</p><p>Saves: Fort +1, Ref +3, Will +5</p><p>Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 15, Cha 8, Ego 3</p><p>Skills: Climb +4, Hide +6, Move Silently +6</p><p>Feats: Flyby Attack, HoverB</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>Sky scourges were created by illithid spellcasters as a way to create aerial combat units, the result was a beetle-like creature with demonic wings that connected with its host.</p><p>A sky scourge does not speak any language, but it understands Undercommon.</p><p></p><p>Combat</p><p>A sky scourge can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a sky scourge to gain its benefits or encounters the sky scourge accidentally. The sky scourge attaches by sinking tendril on the bottom of its body into the host’s back and wrapping its legs around the hosts torso.</p><p>Attaching or removing a sky scourge deals 1d3 points of strength damage.</p><p></p><p>Host Benefits: A creature with an attached sky scourge gains a fly speed of 60ft with good maneuverability, the host also gains the benefit of the sky scourge’s feats (Flyby Attack and Hover). While attached to a host, the sky scourge does not attack on its own.</p><p></p><p>Symbiont Traits: See page 299 of the Eberron Campaign Setting.</p><p></p><p>Telepathy (Su): A sky scourge can communicate telepathically with its host, if its host has a language.[/SBLOCK][/SBLOCK]</p><p></p><p></p><p>Level 20 Symbiont</p><p>[SBLOCK]</p><p>Hulk Skin </p><p>[SBLOCK]Small Aberration (Symbiont)</p><p>Hit Dice: 2d8+5 (13 hp)</p><p>Initiative: +2</p><p>Speed: 20ft., climb 10ft</p><p>Armor Class: 17 (+1 size, +2 dex, +4 natural)</p><p>Bab/Grapple: +1/-1</p><p>Attack: +5 slam (1d4+1)</p><p>Space/Reach: 5ft / 5ft</p><p>Special Attacks: Improved Grapple</p><p>Special Qualities: Symbiont traits, Enhance body, Hungry, telepathy</p><p>Saves: Fort +2, Ref +1, Will +4</p><p>Abilities: Str 12, Dex 12, Con 14, Int 10, Wis 14, Cha 14, Ego 8 </p><p>Skills: Jump +5 </p><p>Feats: Toughness, Improved Grapple</p><p>Alignment: Chaotic Evil</p><p>CR: 2, or Host +~2(?)</p><p></p><p>A large blob of living goo surges onto the peasant, quickly encasing her. She no longer looks like herself: she is larger, stronger, more savage... and in a bad mood. The newly formed beast hunches over and gives a roar, bounding into the nearest man. It rakes him with razor claws, then picks him up and smashes him to the ground with little effort. </p><p></p><p>A hulk skin is a symbiont that gifts its host with great strength, speed and stamina, as well as a veritable natural arsenal. It covers the host like a second skin, except that it significantly increases the overall mass. A single solid colour, with occasional patterns, an englufed host is unrecognizable. Unfortunately, these symbionts are strong-minded and like to take control, to further their own plots. Which happen to be smashing and killing anything they feel like.</p><p></p><p>Combat</p><p>A host becomes a killing machine when bonded to a hulk skin. Attaching or removing a hulk skin deals 1d3 points of constitution and wisdom damage. Also, one point of wisdom damage is drained every day, resulting in a net -1 to wisdom while the symbiont is worn.</p><p></p><p>Host Benefits: </p><p></p><p>Enhance Body (Ex): The host gets a +6 bonus to strength, +4 to constitution, and +4 to dexterity. </p><p></p><p>Powerful Build: Physical stature increases, letting the host function in many ways as though she were one size category larger. Whenever a host is subject to a size modifier or special size modifier for an opposed check, she is treated as one size larger if doing so is advantageous to her. Also considered one size larger when determining whether a creature's special attacks based on size can affect her, and for carrying capacity. Can use weapons designed for a creature one size larger without penalty. However, space and reach remain those of a creature of the host's actual size. Benefits of this stack with the effects of powers, abilities and spells that change the subject's size category.</p><p></p><p>Natural Attacks: Host gets a bite for 1d8 damage, and two claw attacks for 1d6 damage each. Also, all unarmed strikes are considered armed, and do lethal damage as though the host were one size larger (1d4 for medium size). The host has access to the skin's improved grapple feat while bonded. A side effect of the savage nature of the hulk skin is that the host gets a -4 on all attacks made with manufactured weapons. The overwhelming desire to rend and tear with your bare hands impairs any training or logical thought. Damage given assumes medium sized host.</p><p></p><p>Uncanny Dodge: Host retains dexterity bonus to AC regardless of being caught flat-footed or being struck by an invisible attacker. Dex to AC is still lost if immobilized.</p><p></p><p>Superior Movement: The host gains a 20 foot climb speed. Gains the benefits of the Run feat, and height is no longer a limiting factor in a jump.</p><p></p><p>Thick Skin: Grants a +2 bonus to the host's natural armor. If the host does not have natural armor, treat their natural armor score as 0.</p><p></p><p>Hungry(Ex): With great power comes great hunger. The host must consume three times the normal amount of food and water every day while bonded. Any organic matter can be consumed (host is immune to filth fever disease, if from an in ingested source) and the symbiont has carnivorous tendencies. The flesh of intelligent victims is particularly enjoyed and will pacify the symbiont, negating the wisdom damage for the next day.</p><p></p><p>Telepathy: 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: 5694002, member: 6676079"] Level 5 Symbionts (Cont.) [SBLOCK] Flame Glove [SBLOCK]Tiny Aberration (Symbiont, Fire) Hit Die: 1d8+2 (hp: 6) Initiative: +3 Speed: 20ft Armor Class: 17 (Size +2, Dex +4, Natural +1) Base Atk/Grp: +0/-8 Attack: Claw +4 melee (1d6) Full Attack: Claw +4 melee (1d6) Space/Reach: 2-½ft / 0ft Special Attacks: Flame gout Special Qualities: Symbiont Traits, darkvision 60ft, telepathy Saves: Fort +2, Ref +3, Will +1 Abilities: Str 10, Dex 17, Con 14, Int 10, Wis 8, Cha 12, Ego 5 Skills: Hide +15, Move Silently +15 Feats: 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: --- Flame gloves evolved from crawling gauntlets that were exposed to creatures with the fire subtype. Ever since the daelkyr have created hundreds of flame gloves for their servitors. A flame glove does not speak any language, but it understands Undercommon and Ignan. Combat A flame glove can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a flame glove to gain its benefits or encounters it accidentally. A flame glove attaches by sinking tendril into the host’s arm. Attaching or removing an flame glove deals 1d3 points of Wis damage. Host Benefits: A creature with an attached flame glove gains a claw attacks that deal damage as a crawling gauntlet plus 1 point of fire damage. They are treated as magic for the purpose of overcoming damage reduction. Once every round, the host can make a ranged touch attack to deal 1d4 points of fire damage to any one target within 60ft. A flame glove does not attack on its own while attached to a host. Flame Gout (Su): Once every other round, a flame glove can make a ranged touch attack that deals 2d4 points of fire damage to any one target within 60ft. Symbiont Traits: See page 299 of the Eberron Campaign Setting. Telepathy (Su): A flame glove can communicate telepathically with its host, if its host has a language.[/SBLOCK] Heart Scarab [SBLOCK]Size/Type: fine Aberration Hit Dice: 1d8 (4 hp) Initiative: +1 Speed: 20ft(land); 10ft(Burrow) Armor Class: 22(+8 Size, +1 Dex, +3 natural), touch 19, flat-footed 21 Base Attack/Grapple: +0/-20 Attack: Bite +1 melee (1d4-5 Slash +1d6 Electric damage) Full Attack: Bite +1 melee (1d4-5 Slash +1d6 Electric damage) Space/Reach: 1/2 ft./0 ft. Special Attacks: Electric Damage(su) Special Qualities: Symbiotic Traits, Telepathy, Flesh Burrow(ex), Reverse Flesh Heal(Su) Saves: Fort +0, Ref +1, Will +1 Abilities: Str 3, Dex 12, Con 10, Int 5, Wis 12, Cha 6 Skills: Hide +17, Listen +3, Spot +3 Feats: Alertness, Weapon Finesse Environment: Underground Organization: Solitary Challenge Rating: 1(singly) or host+1(when worn) Treasure: None Alignment: Usually Lawful Evil Advancement: — Level Adjustment: — This small scarab looks like a piece of jewlery until its legs twitch to life revealing its true nature, its carapace shines with a slick viscus layer making shine like and polished agate. A pair of razor sharp mandibles fold out from its head.From its underside a set of arms held close to its body unfold into two small arms each tipped with strange shaped hands. Heart scarabs are a special Symbiotic Subtype, nearly harmless to those with heartier bodies. This very small beetle can burrow into the ground or flesh of willing or helpless creatures. It can burrow into relaxed flesh only tense muscles hinder it from burrowing freely into flesh. Its smooth carapace is covered in viscous mucus like film which allows it to move freely through flesh and organs secreting a regenerating slime which heals the host's flesh that it has damaged slightly as it moved about. The Heart Scarab attaches to the host's heart pressing its six legs into the cardiac muscle its limbs cause no damage to the host's heart just in a sleep like rest. If the host is ever in extreme danger or communicates to the scarab it awakens ready to work. It can deliver a light electrical current through the host's heart affectively keeping it beating even after death. A Heart Scarab does not speak any Language, but it can understand Undercommon. Ego Ego Score: 0(-3 Int, +1 wis, -2 cha, +2 electric damage, +1 Flesh burrow, +1 Reverse Flesh Heal.) Combat A Heart Scarab can only attach itself to a willingly or helpless host (as a full-round action). In general, a creature either seeks out a Heart Scarab to gain its benefits or encounters it accidently. The Heart Scarab makes a surgical like incision in the skin using its razor sharp mandible and burrows through the flesh to the host's heart attaching to it. Attaching or removing it deals 1d2 constitution damage. Flesh Burrow (Ex):A Heart Scarab can burrow through bodies of creatures which are either dead or helpless at a speed equal to its burrow speed. Burrowing through flesh causes no damage to the creatures’ body, because the Heart Scarab secretes healing mucus that instantly heals any damage caused by the Heart Scarab's movement and only the movement of the Heart Scarab. Host Benefits: Once per round during the host's turn, the Heart Scarab can, as a free action jumpstart the host's heart the same round the host dies. The host is left stabilized at -9 HP. This ability can't be used on any other round than the round the host has died. Electric Damage (Ex): The Heart Scarab's ability to send a current through the body of its host allows it to channel it into the flesh of the host; the effect is that when the host wields a metal weapon he deals an extra 1d4 electric damage this also applies to the host's unarmed strike. This deals 1 point of subdual to the host each time used. The host may communicate to the Scarab to not send out this electrical pulse. Reverse Flesh Heal (Su): Heart Scarabs can move freely through a host when the host is completely relaxed (helpless or unconscious). At that time the Heart Scarab can take pieces of the host a alter them to be used to heal damages that have caused to the host's body. The Heart Scarab as a standard action can heal 1d8+2 damage by dealing 1 point of constitution damage to the host. This ability cannot be used be used if it would reduce the host's constitution score to 0. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Keratin Sage [SBLOCK]Tiny Aberration (Symbiont) Hit Dice: 1d8 (4 hp) Initiative: +2 Speed: 20 feet (4 squares) Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14 Base Attack/Grapple: +0/-11 Attack: Gore +2 melee (1d3-2) Full Attack: Gore +2 melee (1d3-2) Space/Reach: 2-1/2 ft./5 ft. Special Attacks: Blinding flash Special Qualities: Symbiont traits, darkvision 60 ft., psi-like abilities Saves: Fort +1, Ref +2, Will +5 Abilities: Str 6, Dex 15, Con 12, Int 19, Wis 17, Cha 16, Ego 5 Skills: Hide +14, Knowledge (any five) +8, Move Silently +6, Sense Motive +7 Feats: Research, Weapon Finesse* Environment: Underground Organization: Solitary Challenge Rating: 1 (singly) or host +1 (when worn) Treasure: None Alignment: Usually lawful neutral Advancement: None Level Adjustment: – A pile of waving tendrils and bony plates, with eyes gleaming like gemstones, crawls ever forward, pulsing lights dancing over pulpous flesh. Two sinuous tentacles dance over the earth, searching for unseen purchases on the rough surface. A rarity among symbionts, keratin sages are creatures that offer their hosts stores of knowledge as well as advice about the world at large. Not normally as twisted as their symbiont brethren, these creatures are content to simply ride along and experience the world, emotions, and discovery vicariously through their hosts. A keratin sage does not speak any language, but it understands Undercommon, Common, Daelkyr, Draconic, Elven, and Giant. Combat A keratin sage can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a keratin sage to gains its benefits, encounters one accidentally, or is sought out by one. The creature can attach to any number of sundry locations, from the host's forehead to the base of the neck, the arm, the back, and so on, and indeed, attaches itself wherever it is convenient to the host, rather than the first place that presents itself. Attaching or removing a keratin sage deals 1d3 points of Constitution damage. Host Benefit: A creature with an attached keratin sage gains no obvious benefit, but the creature can see through the host's eyes and sense what it senses, making the host capable of vicariously using the keratin sage's knowledge skills and Research feat, as well as its psi-like ability. Blinding Flash (Ex): As a standard action, a keratin sage can activate all its biolights at once, generating an intense wave of light that blinds onlookers for one round. A Fortitude save (DC 11) negates the effect. That save DC is Constitution based. This ability does not function if the creature is attached to a host. Psi-like Abilities (Ps): 2/day – call to mind. Telepathy (Su): A keratin sage can communicate telepathically with its host, if its host has a language. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Skull Mantle [SBLOCK]Tiny Undead (Symbiont) Hit Die: 1d12 (hp: 6) Initiative: +3 Speed: 20ft, Climb 20ft Armor Class: 17 (Size +2, Dex +3, Natural +2) Base Atk/Grp: +0/-8 Attack: Tail +1 melee (1d4-1) Full Attack: Tail +1 melee (1d4-1) and Bite -4 melee (1d3-1) Space/Reach: 2-½ft / 0ft Special Attacks: --- Special Qualities: Symbiont Traits, low-light vision, scent, telepathy Saves: Fort +1, Ref +3, Will +2 Abilities: Str 8, Dex 16, Con -, Int 14, Wis 14, Cha 6, Ego 6 Skills: Hide +14, Listen +6, Move Silently +14, Spot +6 Feats: Track Environment: Underground Organization: Solitary Challenge Rating: 1 (singly), or host +1 (when worn) Treasure: None Alignment: Usually lawful evil Advancement: None Level Adjustment: --- Skull mantles were created by the daelkyr as a way to create elite tracking units, the result was a snake-like creature with a draconic skull that can be retracted into its body. A skull mantle does not speak any language, but it understands Undercommon. Combat A skull mantle can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a skull mantle to gain its benefits or encounters the skull mantle accidentally. The skull mantle attaches by sinking tendril on the bottom of its body into the host’s spinal column and extending its skull-like head over the host’s head. Attaching or removing a skull mantle deals 1d3 points of Con damage. Host Benefits: A creature with an attached skull mantle gains a natural tail attack that deals 1d6 points of damage, when attached to a medium creature. It also gains a climb speed of 20ft, low-light vision, darkvision out to 60ft, the scent ability, and the benefits of the Track feat. Symbiont Traits: See page 299 of the Eberron Campaign Setting. Telepathy (Su): A skull mantle can communicate telepathically with its host, if its host has a language.[/SBLOCK] Spellfilter Claw [SBLOCK]Tiny Aberration (Symbiont) Hit Dice: 1d8 (4 hp) Initiative: +4 Speed: 20 feet (4 squares) Armor Class: 17 (+2 size, +4 Dex, +1 natural) Base Attack/Grapple: +0/-12 Attack: +4 melee (1d3-4) Full Attack: claw +4 melee (1d3-4) Space/Reach: 2-1/2 ft./5 ft. Special Attacks: Spells Special Qualities: Symbiont traits, darkvision 60 ft. Saves: Fort +0, Ref +4, Will +2 Abilities: Str 3, Dex 19, Con 11, Int 8, Wis 10, Cha 14, Ego 4 Skills: Hide +15, Move Silently +6 Feats: Any one metamagic feat, 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 brown and purple cuttlefish possessed of a mantle not unlike a carapaced human hand, six eyes glowing with arcane energy, and a mass of waving tentacles leaps out of the shadows. Spellfilter claws are rare, magical symbionts that bond with spellcasters. They tend to keep to themselves, but are often pressed into service by cultists of the Dragon Below for their sorcerers or wizards, and are used as a method to pass around the secrets of manipulating and filtering magic. A spellfilter claw does not speak any language, but it understands Undercommon. Combat A spellfilter claw can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a spellfilter claw to gains its benefits or encounters one accidentally. Spellfilter claws attach themselves to the hand and forearm of their host, and when the host casts arcane spells, the "hand" of the symbiont dances with ethereal green energy, and its eyes flash a variety of sickening colors. Attaching or removing a spellfilter claw deals 1d3 points of Constitution damage. Host Benefit: A creature with an attached spellfilter claw gains access to the symbiont's metamagic feat, which can be used normally. In addition, the host can choose to suffer an amount of Constitution burn equal to the adjustment of the spell's level due to the metamagic feat to apply that metamagic feat to a spell without increase the spell's level or casting time. Spells: A spellfilter claw casts spells as a 3rd-level sorcerer. It does not have access to these spells if it is attached to a host. Telepathy (Su): A spellfilter claw can communicate telepathically with its host, if its host has a language. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Swiftjerkers [SBLOCK]Dimunitive Aberration (Psionic, Swarm, Symbiont) Hit Dice: 4d8-12 (6 HD) Initiative: +10 Speed: 10 ft. (1 square), climb 10 ft. Armor Class: 21 (+6 dex, +1 natural, +4 size), touch 20, flat-footed 15 Base Attack/Grapple: +3/-14 Attack: Swarm (paralyzing shock) Full attack: Swarm (paralyzing shock) Space/Reach: 10 ft./0 ft. Special Attacks: Attach, paralyzing shock Special Qualities: Blindsight 60 ft., darkvision 60 ft., detect psionics, psi-like abilities, share power, swift as thought, symbiont traits Saves: Fort -2, Ref +9, Will +8 Abilities: Str 1, Dex 22, Con 5, Int 2, Wis 19, Cha 5 Skills: Balance +14, Climb +10, Hide +19, Move Silently +16 Feats: Ability Focus (paralyzing shock), Improved Initiative(B), Lightening Reflexes Environment: Underground Organization: Swarm (symbiont) Challenge Rating: 1 or host +1 Treasure: None Alignment: Always neutral Advancement: - Level Adjustment: - A Swiftjerker's individual silver-dollar sized bodies are nearly completely transparent and appear almost as crabs with a toughened membrane in place of shell. It stands upon six long, thin legs that give it an agile appearance. A mass of silvery tendrils extend from its belly in all direction out to five feet, rising into the air or feeling along the ground. They are only barely visible as glints in the air, being far finer than hairs. These tendrils twist and meld with dozens of other jerkers like individual parts of a single creature. When attached to a psionic creature they flicker with a vague white fire within. Swiftjerkers are phenomenally swift, as they don't act, but react with explosive bursts of sudden, inexplicable speed. Despite this they are weak and their mode of locomotion painfully slow so that they often fall prey to predators. To increase their chances of survival they thus meld with larger, more powerful creatures and enhance their ability to react to their surroundings, making it more likely for both host and symbiont to survive. It is speculated that swiftjerkers are partially responsible for the evolution of the Xephs, having become true symbionts that now breed true. This supposition is further strengthened by the fact that the Xeph rifts are amongst the favorite locale of the swiftjerkers, and that Xephs are completely immune to the swiftjerker's attempts at joining. Swiftjerkers subsist on the electrical energy of their host, though they hardly drain enough to be noticed. They do not understand or speak any language but their own, an instinctive sharing of informationg through electrical impulses. Combat Swiftjerkers often hide within cracks or above ledges, waiting for a potential host to pass through. If they are in an area small enough they link together to form a web-like obstruction. Creatures passing through are immediately shocked, giving the symbionts a chance to join with the beast. Swiftjerkers are particularly attracted to psionic creatures, energized and fed by the flow of psi energy. Attach (Ex): A swiftjerker swarm can, as a full round action, completely envelope the body of a helpless creature, attaching to key muscle groupings and along the spinal column. They then thread their tendrils throughout their host's body and meld with those of other jerkers to form an enhancement to the neural-muscular system. These tendrils then feed into the jerker who attaches to the base of its opponent's skull. It in turn melds with special portions of the brain itself. Xephs are immune to the attachment of a swiftjerker. Detect Psionics (Ps): A swiftjerker can continuously sense psionic creatures as the Detect Psionics power. Paralyzing Shock (Ps): The neural energy coursing through the swiftjerkers deals 1d6 electricity damage to any living creature who end their round in the jerker's space. Those whom take damage must succeed on a DC 11 fortitude save or fall into paralyzing spasms for 1 round per damage dealt. Once attached it loses this ability, instead using this energy to enhance the host. The save DC is Charisma based. Share Power (Su): Any power or spell the host creature manifests or casts on itself also affects the symbiont. Additionally, the host may cast a spell with a target of “You” on the symbiont instead of on itself. Likewise, a symbiont can choose to have any power or psi-like ability it uses on itself also affect the host creature, and may manifest a power with a target of “You”; on its host instead of on itself. The host and symbiont can share spells and powers even if the spells or powers normally do not affect creatures of the host or symbiont's type. Powers or spells targeted on the host by another caster or manifests do not affect the symbiont, and vice versa. Host Benefits: At will - Burst. Each time the swiftjerker uses the Burst ability it drains 1 power point from its host. If the host is a non-psionic creature it takes 1d4 points of non-lethal damage from the exertion. Swift As Thought (Ex): The host of a swiftjerker find themselves reacting so quickly to their surroundings that they have the sensation of the entire world slowing around them. The new tendril connection produces reaction time far superior to the original creature's, forming a sort of neural shortcut. This provides the host with a +2 enhancement bonus to reflex saves and a +6 enhancement bonus to initiative checks. Creatures with a power point reserve also gain Evasion, being drained of 1 power point for each use. Upon a roll of 1 when these enhancements would be used the signals of the host and symbiont conflict violently. This surge of random impulses stuns the host for 1 round. Skills: Swiftjerker's have a +4 racial bonus on Climb and Move Silently checks. They have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb. A swiftjerker can always choose to take 10 on Climb checks, even if rushed or threatened. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK][/SBLOCK] Level 10 Symbionts [SBLOCK] Eldritch Claw [SBLOCK]Tiny Aberration (Symbiont) Hit Dice: 1d8 (4 hp) Initiative: +4 Speed: 20 feet (4 squares) Armor Class: 17 (+2 size, +4 Dex, +1 natural) Base Atk/Gpl: +0/-10 Attack: Claw -2 melee (1d3-2) or Eldritch blast +4 ranged touch (3d6) Full Attack: Claw -2 melee (1d3-2) or Eldritch blast +4 ranged touch (3d6) Space/Reach: 2-1/2 ft./5 ft. Special Attacks: Eldritch Blast Special Qualities: Symbiont Traits, Darkvision 60 ft, Telepathy Saves: Fort +0, Ref +4, Will +2 Abilities: Str 7, Dex 19, Con 11, Int 10, Wis 10, Cha 14, Ego 7 Skills: Hide +16, Move Silently +8 Feats: Empower Spell-like Ability (Eldritch Blast) Environment: Underground Organization: Solitary Challenge Rating: 1 (singly) or host +1 (when worn) Treasure: None Alignment: Usually lawful evil Advancement: None Level Adjustment: – Eldritch claws are rare symbionts that bond with spellcasters giving them greater versatility with their spells. Eldritch claws were created from oversized illithid tadpoles exposed to the husk of infinite worlds. They appear much like large manta rays with a retractable, hand like appendage with a circular mouth seated in the center of the “hand“. An eldritch claw does not speak any language, but it understands Undercommon. Combat An eldritch claw can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out an eldritch claw to gains its benefits or encounters one accidentally. It attaches by wrapping its ray-like fins around the host’s arm and covering the hand in the extendable mouthpiece. Attaching or removing an eldritch claw deals 1d3-1 points of Int damage. Host Benefit: The host gains a claw attack that deals the same damage as a crawling gauntlet. The host can use the eldritch claw’s eldritch blast ability and Empower Spell-like Ability feat. Additionally, the host can channel a touch or ray spell into the eldritch blast, a target hit by the eldritch blast is also affected by the channeled spell. Eldritch Blast (Sp): An eldritch claw can create an eldritch blast as a 5th level warlock. Telepathy (Su): An eldritch claw can communicate telepathically with its host, if its host has a language. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Spellknight [SBLOCK]Small Aberration (Symbiont) Hit Dice: 1d8 (4 hp) Initiative: +3 Speed: 30 feet (6 squares) Armor Class: 20 (+1 size, +4 Dex, +5 natural) Base Atk/Gpl: +0/-5 Attack: Slam +0 melee (1d3-1) Full Attack: Slam +0 melee (1d3-1) Space/Reach: 5ft/5ft Special Attacks: Spells Special Qualities: Symbiont Traits, Darkvision 60 ft, Telepathy Saves: Fort +0, Ref +3, Will +2 Abilities: Str 8, Dex 16, Con 11, Int 13, Wis 10, Cha 14, Ego 8 Skills: Knowledge (arcana) +5, Spellcraft +7, Use Magic Device +8 Feats: Magical Aptitude Environment: Underground Organization: Solitary Challenge Rating: 1 (singly) or host +1 (when worn) Treasure: None Alignment: Usually lawful evil Advancement: None Level Adjustment: – Spellknights were created by daelkyr half-blood sorcerers and wizards as a way to increase their defense without wasting spells. Spellknights are unique in that, they are not used by the daelkyr. When not attached to a host, a spellknight looks like a sphere of silver with eldritch markings of a deep crimson or violet color. When it is attached to a host, it looks like an incomplete suit of silver half plate with the same runes on it. A spellknight does not speak any language, but it understands Undercommon. Combat A spellknight can only attach itself to a willing host (as a full-round action). In general, a creature seeks out a spellknight to gains its benefits or encounters one accidentally. It attaches by unfurling into a suit of armor that is then donned by the host. Attaching or removing a spellknight deals 1 point of Con damage. Host Benefit: The host gains a +5 armor bonus. Additionally, the host adds the spellknight’s spell-like abilities to his spells known list and may use the spellknight’s spell-like abilities. Spell-Like Abilities: At Will- Resistance, Detect Magic, Read Magic, Dancing Lights, Light, Ghost Sound, Mage Hand, Prestidigitation; 3/day- Shield, Protection From Arrows, Resist Energy, Invisibility, Dispel Magic; 1/day- Stoneskin. A spellknight will not use its spell-like abilities when attached to a host. Telepathy (Su): A spellknight can communicate telepathically with its host, if its host has a language. Symbiont Traits: See page 299 of the Eberron Campaign Setting.[/SBLOCK] Shadow Symbionts [SBLOCK] by Igor Calija Outsider (Extraplanar, Symbiont) Shadow symbionts are mysterious beings from the Plane of Shadow. Appearing on their home plane as harmless amorphous blobs of shadow-stuff, these sentient creatures can assume the form of an object, typically a garment, and enter a symbiotic relation with a willing planewalker in order to be taken away from the Plane of Shadow. When worn, shadow symbionts begin to feed on the wearer's life energy, and grant him special benefits in return. The shadow symbionts often feel incomplete if separated from each other, and try to influence their wearer to find the missing symbionts. COMBAT Shadow symbionts damage Charisma from their hosts when using their special abilities. See descriptions below. This Charisma damage cannot reduce the host's total below 1. A host can also actively suppress the activation of a symbiont's protective ability by making a personality check (a Will save against a DC equal to the symbiont's Ego score; see symbiont traits below). Plane Shift (Su): When reduced to 0 or less hit points, a shadow symbiont spontaneously travels to the Plane of Shadow, as if using the plane shift spell. Normally it brings its host along, but the host can attempt a personality check (a Will save against a DC equal to the symbiont's Ego score) if he wants to remain behind. The symbiont can also plane shift to Shadow if it chooses to abandon its host. Symbiont Traits: A symbiont is attached to a part of the host creature's body, occupying one of the available magic item slots. Exterior symbionts can be attacked as objects, provoking an attack of opportunity from the host. A symbiont is also treated as an object in regard to taking damage from effects directed at the host (it uses the host's saving throws if they are better than its own). Like intelligent magic items, a symbiont has an Ego score used to resolve potential conflicts with the host. A symbiont acts on its host's turn, regardless of its own initiative. It is never flat-footed unless the host is, and it is aware of any danger the host is aware of. Skills: A shadow symbiont has a +4 racial bonus on Hide checks. Symbiont Traits: See page 299 of the Eberron Campaign Setting. SHADOW BOOTS This symbiont appears as a pair of fine, knee-high leather boots. It takes up the "boots" magic item slot. Shadow Door (Su): Once per day, as a free action, a shadow boots symbiont can transfer itself and its host to another location within 100 ft., as if using the dimension door spell. Both the starting point and the destination must be within an area of shadowy illumination. This ability drains 2 Charisma points from the host. A shadow boots symbiont automatically attempts to use this ability whenever it decides that the host is in immediate physical danger (flanked, unconscious, falling, etc.) [SBLOCK]Shadow boots Tiny Outsider (Extraplanar, Symbiont) Hit Dice: 2d8 (9 hp) Initiative: -3 Speed: Fly 10 ft. (perfect) Armour Class: 11 (+2 size, -3 Dex, +2 natural), touch 9, flat-footed 11 Base Attack/Grapple: +2/-10 Attack: Slam +1 melee (1d3-4) Full Attack: 2 slams +1 melee (1d3-4) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: - Special Qualities: Damage reduction 5/magic, darkvision 60 ft., plane shift, shadow door, symbiont traits Saves: Fort +4, Ref +0, Will +5 Abilities: Str 3, Dex 5, Con 12, Int 12, Wis 10, Cha 13, Ego 9 Skills: Diplomacy +3, Disguise +6, Hide +13, Intimidate +5, Listen +5, Move Silently +1, Search +6, Sense Motive +5, Spot +5, Survival +5 Feats: Iron Will, Weapon Finesse (B) Environment: Plane of Shadow Organization: Solitary Challenge Rating: 1/2 or host +1 Treasure: None Alignment: Usually neutral Advancement: - Level Adjustment: - [/SBLOCK] SHADOW CLOAK This symbiont appears as large black cloak enveloping the wearer in shadows. It takes up the "cloak" magic item slot. Life Guard (Su): Once per day, as a swift action, a shadow cloak symbiont can save its host from a potentially lethal spell effect. When the host would be reduced to 0 or fewer hit points by damage in combat from a spell or spell-like ability (not a weapon or other special ability), the cloak can halve this damage. The host and symbiont must be aware of the attack and able to react to it - if denied their Dexterity bonus to AC, the life guard cannot be activated. This ability drains 2 Charisma points from the host. A shadow cloak automatically attempts to use this ability whenever the host would be reduced to 0 or fewer hit points by a spell or spell-like effect. [SBLOCK]Shadow Cloak Medium Outsider (Extraplanar, Symbiont) Hit Dice: 2d8+2 (11 hp) Initiative: -3 Speed: Fly 10 ft. (perfect) Armour Class: 9 (-3 Dex, +2 natural), touch 7, flat-footed 9 Base Attack/Grapple: +2/-1 Attack: Slam -1 melee (1d4-3) Full Attack: Slam -1 melee (1d4-3) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Damage reduction 5/magic, darkvision 60 ft., life guard, plane shift, symbiont traits Saves: Fort +4, Ref +2, Will +4 Abilities: Str 5, Dex 5, Con 12, Int 10, Wis 12, Cha 10, Ego 8 Skills: Diplomacy +7, Disguise +5, Hide +5, Listen +6, Move Silently +1, Search +5, Sense Motive +6, Spot +6 Feats: Lightning Reflexes, Weapon Finesse (B) Environment: Plane of Shadow Organisation: Solitary Challenge Rating: 1/2 or host +1 Treasure: None Alignment: Usually neutral Advancement: - Level Adjustment: - [/SBLOCK] SHADOW GLOVES This symbiont appears as a pair of fine gloves made of black leather. It takes up the "gloves" magic item slot. Lucky Touch (Su): Three times per day, as a free action, a shadow gloves symbiont can add a +10 luck bonus on the host's Disable Device, Open Lock, Sleight of Hand, or Use Rope check. This ability drains 1 Charisma points from the host when used the first time, but the further two uses do not require a drain. A shadow gloves symbiont automatically attempts to use this ability whenever the host attempts one of the above skill checks, regardless of the difficulty. [SBLOCK]Shadow Gloves Tiny Outsider (Extraplanar, Symbiont) Hit Dice: 1d8 (4 hp) Initiative: -1 Speed: Fly 10 ft. (perfect) Armour Class: 12 (+2 size, -1 Dex, +1 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/-11 Attack: Slam +2 melee (1d2-4) Full Attack: 2 slams +2 melee (1d2-4) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: - Special Qualities: Damage reduction 5/magic, darkvision 60 ft., lucky touch, plane shift, symbiont traits Saves: Fort +2, Ref +1, Will +3 Abilities: Str 3, Dex 9, Con 10, Int 12, Wis 12, Cha 13, Ego 10 Skills: Diplomacy +3, Disable Device +5, Disguise +3, Hide +15, Open Lock +5, Search 4, Sleight of Hands +5, Tumble +3, Use Rope +3 Feats: Nimble Hands, Weapon Finesse (B) Environment: Plane of Shadow Organisation: Solitary Challenge Rating: 1/2 or host +1 Treasure: None Alignment: Usually neutral Advancement: - Level Adjustment: - [/SBLOCK] SHADOW MASK This symbiont appears as a black bandanna or scarf, which should be worn on the head. It takes up the "helmet" magic item slot. Mind Shield (Su): Three times per day, as a swift action, a shadow mask symbiont can extend its immunity to mind-affecting effects to its host for 1 full round. This ability drains 1 Charisma point from the host. A shadow mask automatically attempts to use this ability whenever the host is targeted by a mind-affecting effect, even if the effect is harmless. [SBLOCK]Shadow Mask Tiny Outsider (Extraplanar, Symbiont) Hit Dice: 1d8 (4 hp) Initiative: -3 Speed: Fly 10 ft. (perfect) Armour Class: 10 (+2 size, -3 Dex, +1 natural), touch 9, flat-footed 10 Base Attack/Grapple: +1/-11 Attack: Slam +0 melee (1d2-4) Full Attack: Slam +0 melee (1d2-4) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: - Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to mind-affecting effects, mind shield, plane shift, symbiont traits Saves: Fort +2, Ref -1, Will +3 Abilities: Str 3, Dex 5, Con 10, Int 12, Wis 12, Cha 14, Ego 12 Skills: Diplomacy +4, Disguise +4, Hide +12, Intimidate +4, Listen +7, Move Silently +0, Search +5, Sense Motive +5, Spot +7 Feats: Alertness, Weapon Finesse (B) Environment: Plane of Shadow Organisation: Solitary Challenge Rating: 1/2 or host +1 Treasure: None Alignment: Usually neutral Advancement: - Level Adjustment: - [/SBLOCK][/SBLOCK] Sky Scourge [SBLOCK]Small Aberration (Symbiont) Hit Die: 1d8 +1 (hp: 5) Initiative: +3 Speed: 20ft, fly 60ft (good) Armor Class: 16 (Size +1, Dex +3, Natural +2) Base Atk/Grp: +1/-3 Attack: Bite +1 melee (1d4) Full Attack: Bite +1 melee (1d4) Space/Reach: 5ft / 0ft Special Attacks: --- Special Qualities: Symbiont Traits, telepathy Saves: Fort +1, Ref +3, Will +5 Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 15, Cha 8, Ego 3 Skills: Climb +4, Hide +6, Move Silently +6 Feats: Flyby Attack, HoverB Environment: Underground Organization: Solitary Challenge Rating: 1 (singly), or host +1 (when worn) Treasure: None Alignment: Usually lawful evil Advancement: None Level Adjustment: --- Sky scourges were created by illithid spellcasters as a way to create aerial combat units, the result was a beetle-like creature with demonic wings that connected with its host. A sky scourge does not speak any language, but it understands Undercommon. Combat A sky scourge can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a sky scourge to gain its benefits or encounters the sky scourge accidentally. The sky scourge attaches by sinking tendril on the bottom of its body into the host’s back and wrapping its legs around the hosts torso. Attaching or removing a sky scourge deals 1d3 points of strength damage. Host Benefits: A creature with an attached sky scourge gains a fly speed of 60ft with good maneuverability, the host also gains the benefit of the sky scourge’s feats (Flyby Attack and Hover). While attached to a host, the sky scourge does not attack on its own. Symbiont Traits: See page 299 of the Eberron Campaign Setting. Telepathy (Su): A sky scourge can communicate telepathically with its host, if its host has a language.[/SBLOCK][/SBLOCK] Level 20 Symbiont [SBLOCK] Hulk Skin [SBLOCK]Small Aberration (Symbiont) Hit Dice: 2d8+5 (13 hp) Initiative: +2 Speed: 20ft., climb 10ft Armor Class: 17 (+1 size, +2 dex, +4 natural) Bab/Grapple: +1/-1 Attack: +5 slam (1d4+1) Space/Reach: 5ft / 5ft Special Attacks: Improved Grapple Special Qualities: Symbiont traits, Enhance body, Hungry, telepathy Saves: Fort +2, Ref +1, Will +4 Abilities: Str 12, Dex 12, Con 14, Int 10, Wis 14, Cha 14, Ego 8 Skills: Jump +5 Feats: Toughness, Improved Grapple Alignment: Chaotic Evil CR: 2, or Host +~2(?) A large blob of living goo surges onto the peasant, quickly encasing her. She no longer looks like herself: she is larger, stronger, more savage... and in a bad mood. The newly formed beast hunches over and gives a roar, bounding into the nearest man. It rakes him with razor claws, then picks him up and smashes him to the ground with little effort. A hulk skin is a symbiont that gifts its host with great strength, speed and stamina, as well as a veritable natural arsenal. It covers the host like a second skin, except that it significantly increases the overall mass. A single solid colour, with occasional patterns, an englufed host is unrecognizable. Unfortunately, these symbionts are strong-minded and like to take control, to further their own plots. Which happen to be smashing and killing anything they feel like. Combat A host becomes a killing machine when bonded to a hulk skin. Attaching or removing a hulk skin deals 1d3 points of constitution and wisdom damage. Also, one point of wisdom damage is drained every day, resulting in a net -1 to wisdom while the symbiont is worn. Host Benefits: Enhance Body (Ex): The host gets a +6 bonus to strength, +4 to constitution, and +4 to dexterity. Powerful Build: Physical stature increases, letting the host function in many ways as though she were one size category larger. Whenever a host is subject to a size modifier or special size modifier for an opposed check, she is treated as one size larger if doing so is advantageous to her. Also considered one size larger when determining whether a creature's special attacks based on size can affect her, and for carrying capacity. Can use weapons designed for a creature one size larger without penalty. However, space and reach remain those of a creature of the host's actual size. Benefits of this stack with the effects of powers, abilities and spells that change the subject's size category. Natural Attacks: Host gets a bite for 1d8 damage, and two claw attacks for 1d6 damage each. Also, all unarmed strikes are considered armed, and do lethal damage as though the host were one size larger (1d4 for medium size). The host has access to the skin's improved grapple feat while bonded. A side effect of the savage nature of the hulk skin is that the host gets a -4 on all attacks made with manufactured weapons. The overwhelming desire to rend and tear with your bare hands impairs any training or logical thought. Damage given assumes medium sized host. Uncanny Dodge: Host retains dexterity bonus to AC regardless of being caught flat-footed or being struck by an invisible attacker. Dex to AC is still lost if immobilized. Superior Movement: The host gains a 20 foot climb speed. Gains the benefits of the Run feat, and height is no longer a limiting factor in a jump. Thick Skin: Grants a +2 bonus to the host's natural armor. If the host does not have natural armor, treat their natural armor score as 0. Hungry(Ex): With great power comes great hunger. The host must consume three times the normal amount of food and water every day while bonded. Any organic matter can be consumed (host is immune to filth fever disease, if from an in ingested source) and the symbiont has carnivorous tendencies. The flesh of intelligent victims is particularly enjoyed and will pacify the symbiont, negating the wisdom damage for the next day. Telepathy: 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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