N Diminutive aberration
Init +3; Perception +7
EAC 11; KAC 11
Fort +0; Ref +2; Will +2
Speed 15 ft.
Melee sting +2 (attach)
Space 1 ft.; Reach 0 ft.
Str +0; Dex +3; Con +0; Int +1; Wis +0; Cha +0
Skills Stealth +7, Survival +7
Other Abilities symbiosis
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
CN Medium humanoid (human)
Init +6; Perception +13
EAC 21; KAC 23
Fort +8; Ref +6; Will +7 (+5 vs. emotion effects)
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
Str +5; Dex +2; Con +3; Int +0; Wis +1; Cha -1
Skills Athletics +20, Engineering +11, Intimidate +17
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