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Deviston
2011-09-13, 01:11 AM
Plagiarizer's Note

Key Note: This was done due to Veyr getting banned and his post obviously not being able to be added to.

Veyr's Fleshwarping: A List of Grafts, Symbionts, and Related Goodies (http://www.giantitp.com/forums/showthread.php?p=10528085#post10528085)

This thread has very little of my own work and I take no credit for nearly anything in here. I changed a few things in some other peoples work for balance as I saw fit and would like to know if the community agrees with the content within.

I give full credit to those who originated these ideas. Not sure where I got them all (grabbed them a while back and only now got to posting this) so let me know when you see your work and I'll put your name where it belongs.

This is work in progress so please PEACH (for example) the level obtainable and price tables. Please make suggestions and direct me to more daelkyr half-blood feats, symbionts, class options and so forth. The more the merrier.

Additionally, you and I both know this thing is disgustingly formatted. For the obvious "dude that's just sh*t" I'll take care of those things as time permits. For the things that are maybe oversights, please feel free to "hey give this a go" and I'll getir done.

TY! ;D



Base Classes
Daelkyr Bloodlord PrC (http://www.giantitp.com/forums/showthread.php?t=184786)
By EdroGrimshell
Daelkyr Broodlord PrC (http://www.giantitp.com/forums/showthread.php?p=11894284#post11894284)
By Deviston
Aberrant Armorlord (http://www.giantitp.com/forums/showthread.php?t=83133)
By Krimm_Blackleaf
Daelkyr Half-Blood Paragon (http://www.identicalsoftware.com/rpg/dnd/eberron/daelkyr_halfblood_paragon.pdf)
By Warforged Goblin
Daelkyr Half-Blood Paragon (http://www.giantitp.com/forums/showthread.php?p=11934029#post11934029)
By DragoonWraith
Daelkyr Half-Blood Paragon (bottom of the page) (http://www.thepiazza.org.uk/bb/viewtopic.php?f=16&t=1142)
By Werebat
Daelkyr Hostmaster (http://www.dandwiki.com/wiki/Daelkyr_Hostmaster_(DnD_Prestige_Class))
By ??
Sothoth (http://www.giantitp.com/forums/showthread.php?t=157013&highlight=sothoth)
By Nanoblack
Daelkyr Monster Class (http://www.giantitp.com/forums/showthread.php?t=96699)
By Krimm Blackleaf

Feats
Symbiont Self Containment
You have the ability to meld symbionts into your being, hiding them from sight but also removing their benefits.
Prerequisite: Symbiont Mastery, Con 15+
Benefit: You may submerge symbionts into your body at the cost of 1 hp per symbiont. This hp damage does not heal as long as you have the symbiont that dealt it submerged. You may emerge a single symbiont at a time at the cost of one hp as a move action. You may also emerge more than one at a time, as few or as many as you choose, as a full-round action which still cost 1 hp to emerge each.
Improved Symbiont Mastery
Your tie to your bretheren grows stronger, as does your reliance on them.Prerequisite: Symbiont Mastery, Chosen Child of the Warped Ones
Benefit: You gain an additional +2 hp per symbiont. You also must have at least two symbionts attached or your feel the effects of your symbiont dependancy. When you begin to die from symbiont dependency, you now take two points of Con damage each 24 hour period.
Chosen Child of the Warped Ones
Through depraved intervention, you have a closer tie to your daelkyr parent than most of your mixed heritage.
Prerequisite: Daelkyr Half-Blood
Benefit: You grow a second Personal Symbiont from your flesh. The same rules that apply to the original Personal Symbiont apply to this second one.
Engineer of Flesh
Through a mix of curious biological study and insight gifted by alien minds, you have learned to shape the growth of life and flesh to suit your needs.
Prerequisites: Daelkyr Half-Blood, Chosen Child of the Dark Ones, character level 3
Benefit: Your Personal Symbiont can be re-grown and evolve, gaining varying benefits. Upon taking this feat you gain benefits to your selected symbiont. You absorb your symbiont into yourself for the duration of the evolution (the 2d4 days required to grow a symbiont), after which the symbiont emerges in an new and improved state. Evolutionary traits depend on the kind of symbiont, and your level. The benefits of this feat only extend to the symbiont obtained from your race, not to any other symbionts obtained from class features, feats, buying, finding etc.

Level 1 Symbionts

Crawling Gauntlet:
-Lev 1: 1d6 claw damage for medium size, claw treated as magic for purposes of bypassing DR.
-Lev 5: 1d8 claw damage for medium size, effective strength score when attacking with the claw or grappling increased by 2.
-Lev 10: 1d10 claw damage for medium size, claw treated as adamantium weapon.
-Lev 15: 1d12 claw damage for medium size, claw treated as your alignment for bypassing damage reduction.

Breed Leech:
-Lev 1: Bolster Body increased to +7hp, +2 fort
-Lev 5: Bolster Body increased to +10hp, Host gains immunity to poisons
-Lev 10: Bolster Body increased to +15hp, Host gains immunity to diseases
-Lev 15: Bolster Body increased to +20hp, Host gains immunity to magical poison or disease, selection can not be changed unless a new breed leech is evolved.

Throwing Scarab:
-Lev 1: Range increased to 30ft, shards last 2 rounds once detached from the symbiont.
-Lev 5: Range increased to 40ft, 1 additional shard/round is secreted and can be thrown.
-Lev 10: Range increased to 50ft, Shards deal an additional 1d6 acid damage on the following round.
-Lev 15: Acid damage in increased by +1d6

Shadow Sibling:
-Lev 1: Blink useable 1/day at 5th caster level, +4 to move silently checks
-Lev 5: Blink useable 2/day at 10th caster level, +6 to hide checks
-Lev 10: Blink at 10th caster level, Shadow Walk 1/day at 10th caster level, +6 to move silently checks
-Lev 15: Blink and Shadow Walk at 15th caster level and usable 3/day and 2/day respectively.

Perception Tentacle:
-Lev 1: Bonus to listen and spot increases to +6, bonus to initiative increases to +3, gains darkvision 20ft
-Lev 5: Bonus to listen and spot increases to +8, bonus to initiative increases to +4, gains darkvision 60ft
-Lev 10: Bonus to listen and spot increases to +10, bonus to initiative increases to +5, gains blindsense 20ft
-Lev: Gain blindsight 20ft and can not be flanked except by a rogue 4 levels higher.

Restless Armor:
-Lev 1: Natural Armor and Host AC bonus increase to +4, Host gains DR 3/Byeshk, this DR stacks with DR of the same type
-Lev 5: Natural Armor and Host AC bonus increase to +5, Host DR is increased to DR 6/Byeshk, this DR stacks with DR of the same type
-Lev 10: Natural Armor and Host AC bonus increase to +6, Host DR is increased to DR 8/Byeshk, this DR stacks with DR of the same type
-Lev 15: Natural Armor and Host AC bonus increased to +7, Host DR is increased to DR 10/Byeshk, this DR stacks with DR of the same type

Detection Worm:
-Lev 1: Gain mental ping similar to Alarm spell when any aberration comes within the range of your detect aberration ability
-Lev 5: If an aberration is within 5 feet of you, you know who it is automatically. This effect can only be fooled by illusion spells of 5 caster levels higher than this characters level
-Lev 10: Aberrations glow slightly with a green hue to your eyes, this glow can be seen through thin solid objects, up to one foot of wood, one inch of metal. Any amount of lead blocks this vision
-Lev 15: Gain effects of True Seeing spell but only for aberrations, detect aberration range increases to 120ft

Sob Sister:
-Lev 1: Penalty incurred by Dirge is increased to -3, bonus incurred by Hope is increased to +2 and extends as an aura of 30ft to all allies
-Lev 5: Dirge now extends to 90ft and the penalty incurred is increased to -4, bonus incurred by hope is increased to +3 and now also is a bonus to attack rolls
-Lev 10: Penalty incurred by Dirge is increased to -5, Hope now extends to 60ft and the bonus incurred is increased to +4 and now also is a bonus to damage rolls
-Lev 15: Dirge now extends 120ft and the penalty incurred is -6, bonus incurred by hope is increased to +5 and now is also a bonus to will saves

Dockman:
-Lev 1: Strong Back usable 2/day, Natural Armor and Strength bonus increase by +1 and +2 respectively
-Lev 5: Strong Back usable 3/day, Natural Armor and Strength bonus increase by an additional +1 and +2 respectively
-Lev 10: Strong Back usable 4/day, Natural Armor and Strength bonus increase by an additional +1 and +4 respectively, Host now becomes Huge size
-Lev 15: Strong Back usable 5/day, Natural Armor and Strength bonus increase by an additional +2 and +4 respectively

Clockwork Herald:
-Lev 1: Personnel slots in available memory are increased to 15, message storing capacity is increased to 10, the Herald may now play back messages loud enough for all within 10ft to hear in the voice of the sender
-Lev 5: Eagle Sight bonus increases to +5, Herald can now add other Heralds to their memory, allowing communication to go both ways across any distance (barring extra planar and extra dimensional)
-Lev 10: Messages now have a limit of 5 minutes of communication versus 25 words
-Lev 15: Can now use extra planar and extra dimensional communication normally

Skewer Ant:
-Lev 1: Shield bonus to AC is increased to +2, acid damage is increased to 2d6+2
-Lev 5: Shield bonus to AC is increased to +3, acid damage is increased to 3d4+3
-Lev 10: Shield bonus to AC is increased to +4, acid damage is increased to 4d4+4
-Lev 15: Acid damage is increased to 5d4+5, target must make reflex save or take half damage again the following round (DC 15)

Jade Sludge:
-Lev 1: Acid damage now heals the host at a rate of 1hp healed per 20 points of acid damage taken from a single source
-Lev 5: Acid damage now heals the host at a rate of 1hp healed per 10 points of acid damage taken from a single source
-Lev 10: Acid damage now heals the host at a rate of 1hp healed per 5 points of acid damage taken from a single source
-Lev 15: Acid damage now heals the host at a rate of 2hp healed per 5 points of acid damage taken from a single source

Level 5 Symbionts

Heart Scarab:
-Lev 5: Electric damage can now be increased to 3d4 per attack at the cost of 3 points of subdual damage, upon jumpstarting the heart of the host he is now left stabilized at -1 hp, the healing granted by the heart scarab is increased to 2d8+4
-Lev 10: Electric damage can now be increased to 5d4 per attack at the cost of 5 points of subdual damage, upon jumpstarting the heart of the host he is now left at 1 hp; this enhanced effect can only be used by the scarab once per month. It is left weakened to its standard statistics and abilities for one week after jumpstarting this way. The healing granted by the scarab is increased to 4d8+8
-Lev 15: Electric damage can now be increased to 7d4 per attack at the cost of 7 points of subdual damage, upon jumpstarting the heart of the host he is now left at 10 hp; this enhanced effect can only be used by the scarab once per two months. It is left weakened to its standard statistics and abilities for two weeks after jumpstarting this way. The healing granted by the scarab is increased to 6d8+12

Cladonil:
-Lev 5: Str bonus increases to +4, Barkskin can be used 2/day
-Lev 10: Str bonus increases to +6, Barkskin can be used 3/day
-Lev 15: Str bonus increases to +8, Barkskin can be used 4/day

Swiftjerkers:
-Lev 5: Host now gains a +8 to initiative checks and a +3 enhancement bonus to reflex saves, host gains a +2 enhancement bonus to Dexterity until the end of his next round when using Burst
-Lev 10: Host now gains a +10 to initiative checks and a +4 enhancement bonus to reflex saves, host gains +4 enhancement bonus to Dexterity until the end of his next round when using Burst, if the host has a power point reserve he gain Improved Evasion with the cost of 1 power point burn per use; gaining the benefits of evasion no longer require a power point burn
-Lev 15: Host now gains a +12 to initiative checks and a +5 enhancement bonus to reflex saves, host gains +5 enhancement bonus to Dexterity until the end of his next round when using Burst, Burst now has a duration of two rounds

Angel Claw:
-Lev 5: If you hit the same target with both claw attacks in one round, you deal an additional 2d6 + STR mod as you rend their flesh, your claws also ignore any concealment from sources such as blink
-Lev 10: If you successfully rend a target, you may make an extra attack against the same target, this attack is at a -5 to attack roll. If successful, the targets speed is cut in half, and they receive a -2 to Dex for rounds equal to your Str mod
-Lev 15: Rending a target now causes it to take 1 point of bleeding damage every round until they receive magical healing or a Heal check (DC 15+ the number of rounds they have been bleeding out), additionally the rend damage is increased to 3d6 + STR*2

Control Slug:
-Lev 5: Charm Person usable 4/day, +6 to Diplomacy checks
-Lev 10: Dominate usable 1/day, +8 to Diplomacy checks
-Lev 15: Charm Person usable 5/day, Dominate usable 2/day, +10 to Diplomacy checks

Keratin Sage:
-Lev 5: Symbiont gains skill points as if he gained a level, allowing the Host to select 5 new Knowledge skills. These 5 new and all previous now have a +9 to the check. Additionally, select 2 more Knowledge skills to be at a +6 bonus, or one more to be at a +7 bonus
-Lev 10: Lorecall spell-like ability as 15th level caster is usable 2/day, Host gains +4 inherent bonus to Int
-Lev 15: Symbiont can use Bardic Knowledge 2/day as a 10th level bard

Spellfilter Claw:
-Lev 5: Gain one additional Metamagic feat, all Metamagic feats used through the spellfilter claw have their level increase reduced by a total of 1; this effect does not stack with similar effects
-Lev 10: Gain one additional Metamagic feat, all Metamagic feats used through the spellfilter claw have their level increase reduced by a total of 2; this effect does not stack with similar effects
-Lev 15: Gain one additional Metamagic feat, all Metamagic feats used through the spellfilter claw have their level increase reduced by a total of 3; this effect does not stack with similar effects

Stormstalk:
-Lev 5: 3d6 ray damage, can be activated as a 5-by-30ft line, Call Lightning Storm 1/day at 10th caster level
-Lev 10: 5d6 ray damage, 5-by-60ft line (or 60 foot ray), Chain Lightning 1/day at 10th caster level
-Lev 15: 7d6 ray damage, 30ft cone, Chain Lightning 2/day at 15th caster level

Flame Glove:
-Lev 5: Bonus fire damage from claw attacks increased to 1d6+4, ranged touch attack damage is increased to 2d4
-Lev 10: Bonus fire damage from claw attacks increased to 1d8+5, ranged touch attack damage is increased to 4d4
-Lev 15: Bonus fire damage from claw attacks increased to 1d10+6, ranged touch attack damage is increased to 6d4

Winter Cyst:
-Lev 5: 3d6 ray damage, can be activated as a 30ft cone, 3/day targets suffer effect of slow at 10th caster level for 1 round (fort negates)
-Lev 10: 5d6 ray damage, can be activated as a 60ft cone, 3/day targets suffer effect of hold monster at 10th caster level for one round, then slow at 10th caster level the following round (fort negates, separate saves for each effect)
-Lev 15: 7d6 ray damage, can be activated as a 120ft line, 4/day targets suffer effect of hold monster at 15th caster level for one round, then slow at 15th caster level the following two rounds (fort negates, separate saves for each effect)

Skull Mantle:
-Lev 5: Darkvision increases by 60ft and you gain a +4 bonus to any trip attempt made with your tail
-Lev 10: Darkvision increases by 60ft and you gain the ability to Control Light in a 60ft radius centered on you as the Shade ability
-Lev 15: Control Light increases to 120ft radius centered on you. You may also create an umbrella of darkness 1/day as a swift action, as Darkness spell but the range is equal to your Control Light radius.

Carapace Shell:
-Lev 5: Natural Armor and Host AC bonus increase to +7, Host gains the benefits of Powerful Build
-Lev 10: Host gains DR 5/Byeshk, this DR stacks with DR of the same type
-Lev 15: Natural Armor and Host AC bonus increases to +8

Level 10 Symbionts

Spellwurm:
-Lev 10: Spellwurm can knows and can cast spells as 7th level sorcerer, host has access to those spells as though they were spells known, or the effects of the Spell Mastery feat
-Lev 15: Spellwurm can knows and can cast spells as 10th level sorcerer, host has access to those spells as though they were spells known, or the effects of the Spell Mastery feat

Sky Scourge:
-Lev 10: Fly speed increased by 20ft
-Lev 15: Fly speed increased by 10ft and mobility increases to perfect

Eldritch Claw:
-Lev 10: Eldritch Blast damage increased to 5d6, the eldritch claw gains Maximize Spell-like Ability which the Host may use
-Lev 15: Eldritch Blast damage increases to 7d6, the eldritch claw gains Quicken Spell-like Ability which the Host may use

Spellknight:
-Lev 10: The spellknight is able to learn new spell-like abilities as chosen by the Host, these cannot be changed. Choose three level 0 spells, two level 1 spells, and one level 2 spell. Additionally, you now may use your spell-like abilities an additional time per day.
-Lev 15: The spellknight is able to learn new spell-like abilities as chosen by the Host, these cannot be changed. Choose three level 0 spells, three level 1 spells, and two level 2 spells. Additionally, you now may use your spell-like abilities an additional time per day.



Table 1: Daelkyr Half-blood Personal Symbionts
These entries are in addition to those found in Magic of Eberron, pg. 37.
{table]Level | Choices1

1st| Restless ArmorEG, Detection Worm??, Dockman?? , Clockwork Herald??, Jade Sludge??, Perception Tentacle??, Skewer Ant??, Sob Sister??
5th| Angel ClawEG, Carapace Shell??, Cladonil??, Control Slug?? , Flame GloveEG, Heart Scarab??, Keratin Sage??, Psionic SinewFF, Skull MantleEG, Spellfilter Claw??, Swiftjerkers??
10th| Eldritch ClawEG, SpellknightEG, Shadow SymbiontsIC, Sky ScourgeEG
15th| Cerebral HoodFF
20th| Hulk Skin??, Living Breastplate2, Mind LeechFF[/table]
1 All choices from an earlier level are also available to a higher-level Daelkyr half-blood.
2 The Living Breastplate was presumably not included in the original table intentionally; I have added it at 20th because it seems appropriate.
EG Homebrew symbiont by EdroGrimshell et al.
FF Published in Fiend Folio. Only the Cerebral Symbionts (that is, not the Fiendish Symbionts) are included, reflecting the fact that, in the Eberron campaign setting, Illithids are the creations and pawns of the Daelkyr, and therefore Daelkyr Half-bloods would have access to them.
?? Homebrew from unknown source, show me the original post and I’ll fix the oversight.
IC Homebrew symbionts by Igor Calija

Table 2: Symbionts as Treasure
These entries are in addition to those found in Magic of Eberron, pg. 154.
{table]Symbiont | GP Equivalent

Angel ClawEG| 8,000
Carapace Shell??| 1000
Cerebral HoodFF| No gp value*
Cladonil??| 8,000
Control Slug??| 8,000
Clockwork Herald??| 2,000
Detection Worm??| 2,000
Dockman??| 8,000
Eldritch ClawEG| 15,000
Fiendish FamiliarFF| 6,000
Flame GloveEG| 2,000
Ghostly VisageFF| 25,000
GutwormFF| 10,000
Heart Scarab??| 10,000
Hulk Skin??| No gp value*
Jade Sludge??| 2,000
Keratin Sage??| 6,000
Mind LeechFF| No gp value*
Perception Tentacle??| 2,000
Psionic SinewFF| 25,000
Restless ArmorEG| 500
Skewer Ant??| 750
Sob Sister??| 6,000
Soul TickFF| 10,000
Spellfilter Claw??| 8,000
SpellknightEG| 15,000
Skull MantleEG| 15,000
Sky ScourgeEG| 15,000
Swiftjerkers??| 10,000[/table]
EG Homebrew symbiont by EdroGrimshell et al.
FF Published in Fiend Folio.

* The Cerebral Hood , Hulk Skin, and Mind Leech symbionts are frighteningly good: the base cost for an item that does what each of them does (barring Ego conflicts and the Int damage) is between 110,000 and 275,000 gp. Moreover, they're all much better than such an item would be, because they are creatures with their own actions, and therefore using their abilities doesn't require yours. However, the DC on all of their abilities is 17, which by the time you could afford these kinds of costs, is worthless. Thus, I suggest treating them as Minor Artifacts: they are very much rewards, powerful ones, for a DM to give players. Of course, getting one probably means getting past someone who is using them, which should be quite challenging.


Also, not sure how to price out the shadow symbionts. I don't think they should have a benefit via the Engineer of Flesh feat as they can't be grown, they must be found.

CHANGE LOG: ((started 25SEP11))

25Sep11: Added Symbiont Self Containment feat.
18Dec11: Changed Engineer of the Flesh to have greater benefits and give benefits starting whenever the symbiont in question is available. As for balance, remember that one has to have a symbiont or begin to die. As they are killable I see this as a major balancing factor for the benefits gained. Also made available at lvl 3.
27Jul12: Changed formatting, gave credit and a link for Veyr's work as it should be available.

Deviston
2011-09-13, 01:12 AM
Level 1 Symbionts

Clockwork Herald
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.


Detection Worm
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.

Dockman
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.


Jade Sludge
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.


Perception Tentacle
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.


Restless Armor
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.


Skewer Ant
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.


Sob Sister
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.


Level 5 Symbionts

Angel Claw
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.


Carapace Shell
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.


Cladonil
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.


Control Slug
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.

Deviston
2011-09-13, 01:13 AM
Level 5 Symbionts (Cont.)

Flame Glove
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.


Heart Scarab
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.


Keratin Sage
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.


Skull Mantle
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.


Spellfilter Claw
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.


Swiftjerkers
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.


Level 10 Symbionts

Eldritch Claw
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.


Spellknight
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.


Shadow Symbionts

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.)

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: -


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.

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: -


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.

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: -


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.

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: -


Sky Scourge
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.


Level 20 Symbiont

Hulk Skin
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.

EdroGrimshell
2011-09-13, 10:00 AM
Well i have to admit i like quite a few of these symbionts and the feats are cool. I may contribute a bit to this in order to help expand my Daelkyr Bloodlord PrC (http://www.giantitp.com/forums/showthread.php?t=184786)

I'll also see about incorporating those symbionts into the class as well. If you have ideas for the levels they can be incorporated into the PrC i'd appreciate it.

Deviston
2011-09-13, 09:25 PM
Couple of question in regards to your table.

For example, you have the Angel Claws available to Generate at level 7. The player could already have Angel Claws by virtue of hitting level 5. What is your reasoning for delaying the Generation of Angel Claws. Mind you this is just and example, several of your others on the table have the same issue so I guess this question applies to all of those. I need to know your delay reasoning before I can suggest levels for the new ones. Otherwise I would suggest making them all available to the class one level lower than availabloe to a character who did not take the class.

My suggestion is to make a change like this:

Generate Symbiont (Ex): At 1st level, a daelkyr bloodlord can generate a symbiont from his own flesh. This process takes a 24-hour ritual and 100gp worth of magical and alchemical materials. For the purpose of deciding what symbiont he can generate, use his character level +1. As he advances in level, he can generate even greater symbionts. At level 6 treat his character level for symbionts as two higher, and three higher at level 10. Should his symbionts be killed, he can generate another one in a ritual identical to the first. Every three levels thereafter, a daelkyr bloodlord can generate another symbiont.


By itself, this is a very interesting option. I actually grabbed it from DragoonWraith's Paragon class. Imagine taking that Paragon and then this prestige with the new change :p Also, if you wanted to limit things a bit, you can change it to this:


Generate Symbiont (Ex): At 1st level, a daelkyr bloodlord can generate a symbiont from his own flesh. This process takes a 24-hour ritual and 100gp worth of magical and alchemical materials. At level 1 you must select a symbiont from the level 1 list. At level 4 you must select a symbionts from the level 5 list. At level 7 you must select a symbiont from the level 10 list. At level 10 you must select a symbiont from the level 15 list. If your character level, or effective character level, is high enough that you could select from a higher list of symbionts, you may do so. Should his symbionts be killed, he can generate another one in a ritual identical to the first. Every three levels thereafter, a daelkyr bloodlord can generate another symbiont.


This suggestion is kind of the opposite of the original, instead of giving you the option of more powerfuol symbionts, just giving you more of what you would normally have at that level. To be honest, I would add this no matter how you go about it, option 1, option 2, or just adding things to your table:

Generate Symbiont (Ex): Blah blah blah. More blah. If a symbiont derived from this class feature dies, or gets lost you must replace it with a symbiont from the same level list that the previous one was on.

Additionally, I did some formatting to make the lists and such friendlier to look at.

EdroGrimshell
2011-09-13, 09:53 PM
Couple of question in regards to your table.

For example, you have the Angel Claws available to Generate at level 7. The player could already have Angel Claws by virtue of hitting level 5. What is your reasoning for delaying the Generation of Angel Claws. Mind you this is just and example, several of your others on the table have the same issue so I guess this question applies to all of those. I need to know your delay reasoning before I can suggest levels for the new ones. Otherwise I would suggest making them all available to the class one level lower than availabloe to a character who did not take the class.

My suggestion is to make a change like this:

Generate Symbiont (Ex): At 1st level, a daelkyr bloodlord can generate a symbiont from his own flesh. This process takes a 24-hour ritual and 100gp worth of magical and alchemical materials. For the purpose of deciding what symbiont he can generate, use his character level +1. As he advances in level, he can generate even greater symbionts. At level 6 treat his character level for symbionts as two higher, and three higher at level 10. Should his symbionts be killed, he can generate another one in a ritual identical to the first. Every three levels thereafter, a daelkyr bloodlord can generate another symbiont.


By itself, this is a very interesting option. I actually grabbed it from DragoonWraith's Paragon class. Imagine taking that Paragon and then this prestige with the new change :p

Additionally, I did some formatting to make the lists and such friendlier to look at.

Actually that's only the case for daelkyr halfblood bloodlords, the bloodlord PrC can be taken by any race hence the stunted progression when compared to the halfbloods.

I am going to be making a halfblood only PrC based around creating custom symbionts but it will take a long time to get down.

Deviston
2011-09-13, 10:10 PM
Generate Symbiont (Ex): Special: If the character taking this class is a Daelkyr Half-Blood add this to the Generate Symbiont class feature:

For the purpose of deciding what symbiont he can generate, use his character level +1. As he advances in level, he can generate even greater symbionts. At level 6 treat his character level for symbionts as two higher, and three higher at level 10.

Or...

At level 1 you must select a symbiont from the level 1 list. At level 4 you must select a symbionts from the level 5 list. At level 7 you must select a symbiont from the level 10 list. At level 10 you must select a symbiont from the level 15 list. If your character level, or effective character level, is high enough that you couls select from a higher list of symbionts, you may do so.

I think one of these would be good to add on that SPECIAL: circumstance of the race being Daelkyr Half-Blood. Of course the first one is preferrable, but hey, whatevs. That being said let me do a lil work and I'll post the new Table with the new Symbionts. Well, my suggestion for it at least ;)

As for your class, sounds beasty! Mind if I toss a few ideas toward it?


EDIT: Here's my suggestion for the updated table.

Symbionts Available by Level

{table=head]Level|Available Symbionts
1st|Breed Leech, Crawling Gauntlet, Throwing Scarab, Restless Armor, Detection Worm, Dockman, Clockwork Herald, Jade Sludge, Perception Tentacle, Skewer Ant
3rd|Skull Mantle, Spellwurm, Stormstalk, Winter Cyst, Fiendish Familiar, Shadow Sibling, Sob Sister, Carapace Shell, Cladonil, Control Slug, Flame Glove, Swiftjerkers
5th|Angel Claws, Tentacle Whip, Gutworm, Heart Scarab, Keratin Sage
7th|Tongue Worm, Spellfilter Claw, Spellknight, Psionic Sinew, Soul Tick
9th|Sky Scourge, Spellknight, Eldritch Claw, Cerebral Hood, Mind Leech[/table]



Take this or toss it as you will but here's my explanation for such dramatic changes. I don't think the Artifact level item Living Breastplate should be generatable by a PC much less at level 15 so I took it off as well as nbot adding the Hulk Skin. You made a comment about the level delay being because this class is available to non Daelkyr Half-Bloods. Then I noticed some of your symbionts were accessable to the taker of this class BEFORE the Half-Blood, so I took those down a notch to match with your previous comment. Now the odd placement (like putting Heart Scarab up a list before Swiftjerkers for example) was due to expected value as a player myself. I see Heart Scarab as way more useful than Swiftjerkers (for example) so I tossed it up a level. The others were made on the same very vague and ethereal scale.

EdroGrimshell
2011-09-13, 10:33 PM
Generate Symbiont (Ex): Special: If the character taking this class is a Daelkyr Half-Blood add this to the Generate Symbiont class feature:

For the purpose of deciding what symbiont he can generate, use his character level +1. As he advances in level, he can generate even greater symbionts. At level 6 treat his character level for symbionts as two higher, and three higher at level 10.

Or...

At level 1 you must select a symbiont from the level 1 list. At level 4 you must select a symbionts from the level 5 list. At level 7 you must select a symbiont from the level 10 list. At level 10 you must select a symbiont from the level 15 list. If your character level, or effective character level, is high enough that you couls select from a higher list of symbionts, you may do so.


I think one of these would be good to add on that SPECIAL: circumstance of the race being Daelkyr Half-Blood. That being said let me do a lil work and I'll post the new Table with the new Symbionts. Well, my suggestion for it at least ;)

I am not changing the class feature, you can make an adaptation but it will not be directly changed.


As for your class, sounds beasty! Mind if I toss a few ideas toward it?

Send them over PM. It's a 5 level PrC that requires at least 10-15 levels prior to taking it. It has no need for spellcasting (instead requiring ranks in Heal, Knowledge (dungeoneering), and Craft (alchemy)) and does not grant it.

It uses a modular, point-based system to build the symbionts which have 5 stages; Basic, Lesser, Intermediate, Greater, and Complex. Each level has a different cost and a minimum/maximum point cost. It also has mitigating factors but they are very minor, do not stack, and only take away one or two points (for ability damage and burn respectively), with the additional restriction of only being able to apply a small number of these factors.

The abilities and host benefits will be the hardest part to determine.

Deviston
2011-09-13, 10:40 PM
I am not changing the class feature, you can make an adaptation but it will not be directly changed.


Ok, then I think I must be confused. The way it's written, when gaining level 10 for example, you may slay all symbionts gained from this class to be regenerated at level 10 options. Was that the intention? If not I would suggest a line specifying that.

As for your class, dang, I didn't realize it was a high powered one. I'll do some work and PM it to you.

EdroGrimshell
2011-09-13, 10:51 PM
EDIT: Here's my suggestion for the updated table.

Symbionts Available by Level

{table=head]Level|Available Symbionts
1st|Breed Leech, Crawling Gauntlet, Throwing Scarab, Restless Armor, Detection Worm, Dockman, Clockwork Herald, Jade Sludge, Perception Tentacle, Skewer Ant
3rd|Skull Mantle, Spellwurm, Stormstalk, Winter Cyst, Fiendish Familiar, Shadow Sibling, Sob Sister, Carapace Shell, Cladonil, Control Slug, Flame Glove, Swiftjerkers
5th|Angel Claws, Tentacle Whip, Gutworm, Heart Scarab, Keratin Sage
7th|Tongue Worm, Spellfilter Claw, Spellknight, Psionic Sinew, Soul Tick
9th|Sky Scourge, Spellknight, Eldritch Claw, Cerebral Hood, Mind Leech[/table]

Why move eldritch claw all the way from 5th to 9th level? I placed the symbionts where they are for a reason, they are not going anywhere. Besides, the eldritch claw is not the same power level as the other ones. And the cerebral hood should be at 7th level, psionic sinew should be 5th... please keep my list and just add the new stuff rather than reorganizing all of the ones i placed down.


Ok, then I think I must be confused. The way it's written, when gaining level 10 for example, you may slay all symbionts gained from this class to be regenerated at level 10 options. Was that the intention? If not I would suggest a line specifying that.

As for your class, dang, I didn't realize it was a high powered one. I'll do some work and PM it to you.

No, you'd have to kill the collective. And it's actually better to have lower level ones in addition to the higher level ones in a collective since the abilities being mixed and matched is actually better for a wider array of abilities that work together to make something better. But in theory you could indeed have all the higher level ones, it'd just be more disjointed and less focused than a more varied set. Trust me i've playtested it.


As for your class, dang, I didn't realize it was a high powered one. I'll do some work and PM it to you.

It's not really that powerful, it's just complex

Deviston
2011-09-13, 11:03 PM
Symbionts Available by Level
Oh ok. I misread it I guess. I didn't know that you automatically added a Generated Symboint into the Collective. I thought you could choose to add one or not. If one COULD wait, I'd wait till 10, slay a regenerate, then add to my collective so I could have Uber Collective. But since a Generated Syhmbiont goes into the Collective on auto, guess it's not so bad. Mind you I wouldn't actually do this, just looking out for abuse.

Next question, are all symbionts auto added once the Collective option is available? Or are only the Generated Symbionts auto added? The rest being optional when you want to add or not.

As for powerful, I meant a level 10+ PRC. I don't normally mess with those types, so it'll take me some time to do my research for the help.



{table=head]Level|Available Symbionts
1st|Breed Leech, Crawling Gauntlet, Throwing Scarab, Restless Armor, Detection Worm, Dockman, Clockwork Herald, Jade Sludge, Perception Tentacle, Skewer Ant
3rd|Skull Mantle, Spellwurm, Stormstalk, Winter Cyst, Fiendish Familiar, Shadow Sibling, Sob Sister, Carapace Shell, Cladonil, Control Slug, Flame Glove, Swiftjerkers
5th|Angel Claws, Eldritch Claw, Tentacle Whip, Gutworm, Heart Scarab, Keratin Sage, Psionic Sinew
7th|Tongue Worm, Spellfilter Claw, Spellknight, Cerebral Hood, Soul Tick
9th|Sky Scourge, Mind Leech, Ghostly Visage[/table]

Fixed.

Deviston
2011-09-13, 11:09 PM
Also, does Daelkyr Ascendance DR stack with DR from Symbiont Adaptation? Or do you just take the higher number?

EdroGrimshell
2011-09-13, 11:42 PM
Also, does Daelkyr Ascendance DR stack with DR from Symbiont Adaptation? Or do you just take the higher number?

it stacks.

Zarthrax
2012-03-12, 02:55 AM
You seemed to have missed this PrC (http://www.giantitp.com/forums/showthread.php?t=74277) in your compendium, so here it is for completeness' sake!

Answerer
2012-03-16, 10:25 AM
Originally, this was a big, nasty post about how oh, you plagiarized Veyr's work, you're a terrible person, yada yada yada (not really but I was pretty... I dunno, had a lot of "righteous anger" about it).

Then I reread your post and saw your thing about not attempting to take credit for things. Herp derp.

Nonetheless, you have copied verbatim a substantial amount of work from Veyr (http://www.giantitp.com/forums/showthread.php?t=190918), and should credit him for it.

Further, you could Quote his post to get the formatting he used; it was better. His Fleshwarping (http://www.giantitp.com/forums/showthread.php?t=190350) list may also be worth linking, though perhaps not.

Deviston
2012-12-14, 04:48 PM
Done of course :)