I started out trying to think up a "Alien" type monster that I could through at my PCs, but I didn't want one that started out by clawing its way out of some poor soul's chest (because if the PCs become victims I want a *chance* of surviving). Then someone mentioned Living Symbionts out of the Eberron Campaign Setting and I thought of something like Venom/Carnage from the Spiderman comics, or an evil Guyver suit if you're familiar with that. Based on the stats for a Dire Ape equipped with a Living Breastplate and a Tentacle Whip on each arm, I think this creature fits the bill. I'd be greatful for any suggests or opinions, especially on whether I've got the Challenge Rating about right.
This creature is a remnant of an ancient age when the Daelkyr invaded the world of Khorvaire. Originally mutated suits of living armor, the Kri proved too strongwilled to be relied on for protection and evolved into a species in their own right. Asexual creatures, they reproduce by producing an ooze-like spore which bonds to a living, generally unconscious humanoid, feeding off the host victim symbiotically as it grows and envelopes most of the humanoid's body. During the 2-3 days it takes for the new Kri to mature, the growing mass secretes poison's into the host body that keep it unconscious. When the process is complete, the Kri keeps the host's mind subdued with a combination of subtle poisons and psionic domination while it takes over the host body. Because the Kri covers most of the host's head, body and limbs in a ugly, wet, grey mass of muscle, tendon, chitin and claws, those that knew to host often do not recognise them (DC 15 Spot check to do so).
Kri Hunter
Medium Aberration
Hit Dice: 5d8+20 (45 hp)
Initiative: +1
Speed: 30 ft, climb 10 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+9
Attack: Claw +9 melee (1d6+6), Tentacle Whips +7 melee
Full Attack: 2 claws (1d6+6) and 2 tentacle whips (1d4+5 plus Poison)
Space/Reach: 5 ft./5 ft (claws) or 15 ft (tentacles).
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +7
Abilities: Str 22, Dex 13, Con 18, Int 8, Wis 12, Cha 7
Skills: Hide +8, Listen +5, Move Silently +8, Spot +6
Feats: Iron Will, Multiattack
Environment: Any
Organization: Solitary or pack (5–8)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 6–15 HD (Large)
Level Adjustment: —
A kri hunter stands about 6 feet tall and weighs from 200 to 300 pounds.
Combat
Kri hunters attack anything that enters their territory, except other Kri.
Damage Reduction 10/Byeshk;
Light Fortification 25% (ignore critical hits/sneak attacks);
Stabilize Host (whenever the Kri's host is reduced to –1 Hps they are automatically stabilized);
Living Tentacle Whips (2): Reach 15’; Poison (DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness).
Acidic Blood, the Kri organism has acidic elements, enabling a developing Kri spawn to melt armor off of a host it is bonding with through prolonged contact. In a mature Kri, any weapon inflicting piercing or slashing damage takes 1d4 points acid damage per round, unless/until a move action is taken to clean the weapon.
Parasitic Symbiote, the Kri organism takes control of a host body by instinctive psionic domination. If the symbiote is rendered unconscious or immobile (by Hold Monster for example) it can be physically removed from the host. Removing the symbiote is a traumatic process for the host, taking 1d10+10 rounds and inflicting 4d6 Con damage.
[edited/correct a/p Krishnath's post; added Acidic Blood & Parasitic Symbiote]
This creature is a remnant of an ancient age when the Daelkyr invaded the world of Khorvaire. Originally mutated suits of living armor, the Kri proved too strongwilled to be relied on for protection and evolved into a species in their own right. Asexual creatures, they reproduce by producing an ooze-like spore which bonds to a living, generally unconscious humanoid, feeding off the host victim symbiotically as it grows and envelopes most of the humanoid's body. During the 2-3 days it takes for the new Kri to mature, the growing mass secretes poison's into the host body that keep it unconscious. When the process is complete, the Kri keeps the host's mind subdued with a combination of subtle poisons and psionic domination while it takes over the host body. Because the Kri covers most of the host's head, body and limbs in a ugly, wet, grey mass of muscle, tendon, chitin and claws, those that knew to host often do not recognise them (DC 15 Spot check to do so).
Kri Hunter
Medium Aberration
Hit Dice: 5d8+20 (45 hp)
Initiative: +1
Speed: 30 ft, climb 10 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+9
Attack: Claw +9 melee (1d6+6), Tentacle Whips +7 melee
Full Attack: 2 claws (1d6+6) and 2 tentacle whips (1d4+5 plus Poison)
Space/Reach: 5 ft./5 ft (claws) or 15 ft (tentacles).
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +7
Abilities: Str 22, Dex 13, Con 18, Int 8, Wis 12, Cha 7
Skills: Hide +8, Listen +5, Move Silently +8, Spot +6
Feats: Iron Will, Multiattack
Environment: Any
Organization: Solitary or pack (5–8)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 6–15 HD (Large)
Level Adjustment: —
A kri hunter stands about 6 feet tall and weighs from 200 to 300 pounds.
Combat
Kri hunters attack anything that enters their territory, except other Kri.
Damage Reduction 10/Byeshk;
Light Fortification 25% (ignore critical hits/sneak attacks);
Stabilize Host (whenever the Kri's host is reduced to –1 Hps they are automatically stabilized);
Living Tentacle Whips (2): Reach 15’; Poison (DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness).
Acidic Blood, the Kri organism has acidic elements, enabling a developing Kri spawn to melt armor off of a host it is bonding with through prolonged contact. In a mature Kri, any weapon inflicting piercing or slashing damage takes 1d4 points acid damage per round, unless/until a move action is taken to clean the weapon.
Parasitic Symbiote, the Kri organism takes control of a host body by instinctive psionic domination. If the symbiote is rendered unconscious or immobile (by Hold Monster for example) it can be physically removed from the host. Removing the symbiote is a traumatic process for the host, taking 1d10+10 rounds and inflicting 4d6 Con damage.
[edited/correct a/p Krishnath's post; added Acidic Blood & Parasitic Symbiote]
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