Symbiend | Aliens | SFRPG SRD | Glasstop Games

Symbiend

Symbiend

CR 1/3

XP 135

N Diminutive aberration

Init +3; Perception +7

Defense

HP 6

EAC 11; KAC 11

Fort +0; Ref +2; Will +2

Offense

Speed 15 ft.

Melee sting +2 (attach)

Space 1 ft.; Reach 0 ft.

Statistics

Str +0; Dex +3; Con +0; Int +1; Wis +0; Cha +0

Skills Stealth +7, Survival +7

Other Abilities symbiosis

Ecology

Environment any

Organization solitary

Special Abilities

Symbiosis (Ex) As a full action, a symbiend that begins its turn attached to a living aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid can connect to that creature’s nervous system, granting it the abilities of the symbiend’s template graft. The two creatures effectively become one until the host is killed, the symbiend chooses to detach itself, or the symbiend is removed with a medical procedure (usually requiring a successful DC 25 Medicine check). An unwilling host can prevent this connection with a successful DC 15 Will save.

Damaritosh's Arm Host

CR 6

XP 2,400

Human soldier

CN Medium humanoid (human)

Init +6; Perception +13

Defense

HP 90

EAC 21; KAC 23

Fort +8; Ref +6; Will +7 (+5 vs. emotion effects)

Offense

Speed 30 ft.

Melee unarmed strike +16 (1d3+14 B)

Ranged red star plasma pistol +13 (1d8+6 E & F; critical burn 1d8) or frag grenade II +13 (explode [15 ft., 2d6 P, DC 14])

Offensive Abilities charge attack, fighting styles (blitz), frothing rage

Statistics

Str +5; Dex +2; Con +3; Int +0; Wis +1; Cha -1

Skills Athletics +20, Engineering +11, Intimidate +17

Languages Common

Gear vesk overplate I with filtered rebreather, frag grenades II (2), red star plasma pistol with 4 batteries (20 charges each); Augmentations Damoritosh’s arm symbiend

Ecology

Environment any

Organization solitary

This page contains Open Game Content used under the Open Game License (OGL).