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    Default Pathfinder Conversion of Symbionts

    NOTE!!! This was done as a entry to a competition, and the theme was video games. So all symbionts have that word changed to "seru". A rose by any other name still gives you benefit when it attaches.


    Legacy of Legaia

    The knowledge of where seru come from is unknown in recent times. As far as those who know of them are concerned, seru have always been about in the world. However, this is not so. Seru came into the material plane untold eons ago from a plane adjacent to the material. For centuries they were outsiders, and then true to their evolving nature they slowly became a part of the material world. Now most seru are aberrations, and if their evolution continues, they may in fact become even more attuned to the material plane and eventually become a natural beast. Regardless of past or future, seru are here now and many take advantage of their utility even with the stigma that comes with a creature that prefers to take sustenance from another. The seru come in many shapes and with many different abilities. As such, very few people cannot find a seru that fits their needs or desires.

    There are several different types of seru as well. The basic seru is known to most men. To some, another type called the ra-seru is known. This is an evolved seru with greater purpose and power. For those who seek to manipulate and control the creatures, a magically augmented sim-seru has been created. Wholly evil due to the magics that have warped their minds, these creatures are almost always subservient to their vile masters. Some have even rumored to have seen or heard tale of a sim-ra-seru, a being whose evolution was propelled forward with magic and purpose is considered on par with demons or devils in its evil intent.


    Seru Subtype
    Spoiler
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    Seru are types of creatures, usually aberrations, that are attach themselves to other creatures, bridging the gap between creature and magical item. While by themselves, seru do not pose much of a threat, thus their CR is usually quite low. However, when attached to a host, they augment the abilities of the host similar to a magical item. Unless otherwise noted in a creature's entry, all seru possess the following traits.

    Seru Traits: When joined with a host, a seru gains a number of benefits. It acts on its host’s turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of. If a seru is attached onto a visible part of the host creature’s body, opponents can attack the seru itself instead of its host creature. This works the same way as attacking an object: The seru gains the benefit of the host’s Dexterity modifier to AC instead of its own, the host’s CMD, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply. Attacking a seru instead of its host provokes an attack of opportunity from the host. A seru never takes damage from attacks directed at the host. Like a worn magic item, a seru is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the seru is one of the “items” that can be affected by the spell (see Items Surviving after a Saving Throw, in the Pathfinder Core Rulebook). A seru uses its host’s base saving throw bonuses if they are better than its own as well as benefits from any immunities, resistances or special defenses that the host has.
    Important Exception: Should the host be targeted by an effect that reacts differently based on creature type or subtype, the host and seru use the same resistance (Armor class, saving throw, caster check, percentages, etc), but suffer the effect separately. Effects that specifically target only the seru's creature type (usually aberration) are useful for removal seru from their hosts.

    Share Spells (Su): Any spell the host creature casts on itself automatically also affects the seru. Additionally, the host can cast a spell with a target of “You” on its seru instead of on itself. Likewise, a seru can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and can cast a spell with a target of “You” on its host instead of on itself. The host and seru can share spells even if the spells normally do not affect creatures of the host’s or seru’s type. Spells targeted on the host by another spellcaster do not affect the seru, and vice versa.

    Ego: All seru have an Ego score, similar to an intelligent magical item. Likewise, all seru have an alignment and some kind of personal goal. Should a seru and its host come into conflict over these goals or in general principle of alignment, the host must make a Will save with a DC equal to the seru's Ego score with success or failure handled as per the Intelligent Magic Item rules.

    Attachment (Ex): Attaching or removing a seru is an invasive process, but one that the seru does instinctively to a willing or helpless host that is in the same square as it. Attaching a seru takes a full-round action that provokes an attack of opportunity.
    Important Exception: Whenever the seru takes enough damage to be killed, it may (as a free action) require the host to make an Ego save. If the seru wins the save (or if the host is willing) the seru deals its symbiosis cost (see below) to the host to negate the damage that would have killed the seru.

    Host Benefits (Ex, Su or Sp): When a seru is attached to a host, the host gains a number of benefits, as detailed by the specific seru. These benefits can be extraordinary, supernatural or spell-like, as detailed by the specific seru.

    Symbiosis Cost : Attaching or removing a seru deals a certain amount of ability damage to the host that heals at normal rates. After the initial damage, the biochemistry of the host creature and seru balances and no further damage occurs unless the seru is removed or unless otherwise noted. Removing a seru against its will requires the host to make a successful Will save against the Ego score and a full-round action that provokes and attack of opportunity, or requires a Heal check (DC 25) and 1 hour for someone to remove without killing the seru and dealing 5 times the normal symbiosis cost to the host.

    Item Slot: While attached, the seru usually counts as a body slot for the purposes of other magical items. Due to the fact that seru are attached to their host, they cannot be stolen (through the Steal maneuver or Sleight of Hand use) and the DC to disarm, sunder or otherwise remove a seru is increased by a +10 circumstance bonus.
    Special: Some seru have a (partial) after their body slot descriptor. These seru can be worn multiple times, one for each of the body slot the host has. For example, a human commoner has two hands. He may wear an eldritch claw and a flame glove (as each takes up a partial hands slot) but could not wear either in combination with angel claws (as angel claws take up the entire hands slot).

    Telepathy (Ex): While attached, a seru can communicate telepathically with their host if their host has a language.

    Internal Items: Seru fall under the item category of internal items and have certain rule for being created. Serus are grown, not crafted, although they have the some of typical requirements for item construction. Growing a seru requires a willing or helpless living aberration. The aberration in question suffers 1 point of Constitution drain per seru being grown at a time and has the sickened condition for the time required to grow the new seru. Seru Half-bloods only suffer the Constitution drain. If the Constitution drain or the sickened condition is removed while the seru is being grown, it dies and the effort (and gold pieces) is wasted.

    Caster Level: The appropriate caster level to grow the seru; Price: The price of the seru, in gold pieces.
    Requirements: Craft Seru; Skill: Knowledge (dungeoneering) ranks and DC to make the seru; Cost: 1/2 the Price in gold pieces.


    Table 1: Seru as Treasure
    {table]Seru | GP Equivalent

    Angel Claw|8,000
    Breed Leech|2,000
    Carapace Shell|1000
    Cladonil|8,000
    Control Slug|8,000
    Clockwork Herald|2,000
    Crawling Gauntlet|2,000
    Detection Worm|2,000
    Dockman|4,000
    Eldritch Claw|15,000
    Flame Glove|2,000
    Heart Scarab|10,000
    Hulk Skin|No gp value*
    Jade Sludge|2,000
    Keratin Sage|6,000
    Perception Tentacle|2,000
    Restless Armor|500
    Shadow Sibling|8,000
    Skewer Ant|750
    Sob Sister|6,000
    Spellfilter Claw|8,000
    Spellknight|15,000
    Spellwurm|8,000
    Skull Mantle|15,000
    Sky Scourge|15,000
    Stormstalk|4,000
    Swiftjerkers|10,000
    Tentacle Whip|8,000
    Tongueworm|25,000
    Throwing Scarab|1,000
    Winter Cyst|4,000[/table]

    * Minor Artifact level Seru


    Angel Claw
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    Angel claw is a creature that resembles skinless arms and shoulders. The overly large “shoulder blades” that give to the “angel” portion of this seru name, each have two deep purple eyes that scan about seeking a suitable host. When attached to a host, it effectively hugs the host with its tri-clawed feet reaching out beyond the hands of its mount.
    Angel Claw CR 1
    XP 100
    Chaotic Good Small Aberration (seru)
    Init +4; Senses Perception +6

    Defenses

    AC 16, Touch 15, flatfooted 12; (+4 Dex, +1 size, +1 natural)
    hp 5 (1d8+1)
    Fort +1, Ref +4, Will +4

    Offenses

    Speed 30 ft.
    Melee 2 Claws +5 (2d4)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 10, Ego 4
    Base Atk +0; CMB -1; CMD 13
    Feats Improved Natural Attack (Claws), Weapon Finesse
    Skills Perception +6, Stealth +8
    Languages Capable of speech, usually speaks Elven

    Host Benefits

    The host gains two natural claw attacks that deal 2d4 damage each. Damage from angel claws are treated as magic for the purpose of overcoming damage reduction.

    Symbiosis Cost: 1d3 Dexterity, 1d2 Strength
    Body Slot: Hands

    Ecology

    Environment forest or underground
    Organization hive (30-50)
    Treasure none

    The angel claws are an elven creation from a war lost to time. When the battleground that saw their use was swallowed into the earth, most angel claws found hibernation to be the best option to wait out the centuries. Whether they were found and brought back, or found their own way back to the surface is unknown. They have since found pleasant cohabitation with elves to help them climb trees, as tools of war, or as defenders of certain locations. A hive of angel claws close their “arms” inward and cling to the base of a tree, giving the tree a white bone-like visage. When alerted, the white tree comes alive with hundreds of purple specks as the angel claws assess the threat.

    Breed Leech
    Spoiler
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    An eyeless black slug pulls itself forward, its tri-mandibled mouth clacking and
    grasping, seeking to attach itself to living flesh.

    Breed Leech CR 1/2
    XP 50
    Neutral Tiny Aberration (seru)
    Init +2; Senses blindsight 60 ft., Perception +3

    Defenses

    AC 15, Touch 14, flatfooted 13; (+2 Dex, +2 size, +1 natural)
    hp 4 (1d8)
    Fort +0, Ref +4, Will +1

    Offenses

    Speed 20 ft.
    Melee Bite +4 (1d3-2)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 15, Con 11, Int 5, Wis 8, Cha 10, Ego 2
    Base Atk +0; CMB -4; CMD 14
    Feats Lightning Reflexes, Weapon Finesse
    Skills Perception +3, Stealth +10
    Languages Usually Aklo

    Host Benefits

    Bolster Body (Ex): While a breed leech is attached to a creature, the host is flooded with bolstering chemicals. The supercharged host gains 5 bonus hit points per day (which replace any leftover bonus hit points granted by the breed leech on the previous day) and a +1 bonus on Fortitude saves.

    Symbiosis Cost: 1d2 Constitution
    Body Slot: n/a

    Ecology

    Environment any
    Organization solitary
    Treasure none

    Breed leeches are an extraordinary turn in seru evolution. Instilled in each leech is an infection that changes a regular pregnancy if allowed to run its course. The resulting child is born a seru half-blood. The breed leech attaches with its tri-mandibled mouth, usually on the back of the upper arm, the shoulder, or the lower leg. As such, it is not usually visible on creatures that wear clothing.

    Carapace Shell
    Spoiler
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    Moving with a clattering sound, the misshapen crab-like creature ambles about seeking sustenance or a host. Much larger than the restless armor, this evolutionary throwback seems to precede the restless armor. Stronger, larger, but not intelligent, the carapace shell is sometimes thought to be a better seru than the restless armor.
    Carapace Shell CR 1
    XP 100
    Neutral Small Aberration (seru)
    Init +1; Senses Perception +7

    Defenses

    AC 18, Touch 12, flatfooted 17; (+1 Dex, +1 size, +6 natural)
    hp 8 (1d8+4)
    Fort +4, Ref +1, Will +3

    Offenses

    Speed 20 ft.
    Melee Bite +1 (1d4)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str 10, Dex 13, Con 18, Int 5, Wis 12, Cha 6, Ego 3
    Base Atk +0; CMB -1; CMD 10
    Feats Alertness, Improved Grapple
    Skills Perception +7, Stealth +5
    Languages Usually Aklo

    Host Benefits

    The host gains a +5 armor bonus. A carapace shell has a -4 armor check penalty, a maximum Dexterity bonus of +4, and an arcane spell failure chance of 15%. The host is treated as wearing medium armor. There is no penalty for sleeping in the seru. It can be enchanted as regular armor but costs 1.5 times the normal price.

    Symbiosis Cost: 1d4 Strength
    Body Slot: Armor

    Ecology

    Environment any
    Organization solitary
    Treasure none

    Carapace shells are in every way physically like a restless armor except in mass, color of its eye, and natural armor shape. The shell only has upwards of 30 or so chitinous plates versus the restless armor’s roughly 300; the shell’s plates are larger and thicker however. The shell has a blue eye and is covered by a single plate, as opposed to the series of smaller plates covering the restless armor’s red eye.

    Cladonil
    Spoiler
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    The leafy fronds of this plant sway with the wind, but sometimes when one is paying close attention, they can see the foliage moved of its own accord.
    Cladonil CR 1/10
    XP 10
    Neutral Good Diminutive Plant (seru)
    Init +0; Senses blindsense 20 ft., Perception +2

    Defenses

    AC 14, Touch 14, flatfooted 14; (+4 size)
    hp 2 (1d4)
    Fort -1, Ref 0, Will 0

    Offenses

    Speed 5 ft., climb 10 ft.
    Melee n/a
    Space 1 ft.; Reach 0 ft.

    Statistics

    Str 1, Dex 10, Con 8, Int 5, Wis 10, Cha 10, Ego 5
    Base Atk 0; CMB -9; CMD 1
    Feats Alertness
    Skills Stealth +16 (+36 in natural terrain)
    Languages Usually Elven

    Special Abilities

    Barkskin (Su): This functions exactly like the druid spell of the same name. 1/day, CL 9.

    Natural Appearance (Ex): A cladonil has a +20 bonus on Stealth checks in natural terrain due to a mundane plant appearance.

    Host Benefits

    Bolstered Body (Ex): The cladonil’s fronds can move with the muscles of the host and give him strength. The cladonil gives the host a constant +2 enhancement bonus to his Strength score while attached.

    The host enjoys a +4 circumstance bonus to Stealth checks when in natural terrain. The host may also command the cladonil to use the barkskin ability on the host.

    Symbiosis Cost: 1 Constitution, 1 Strength
    Body Slot: Belts

    Ecology

    Environment forest
    Organization solitary or patch (5-30)
    Treasure none

    The patches of lichen sit on the surface of the host's body, soaking as much sunlight as possible. When in need, the leafy protuberances lay flat along the host's body and move with him, giving off the smell of fresh cut grass with every move. Cladonil have no natural forms of attack, and as such seek out hosts to bear them and provide protection. When in their monthly mating season, several cladonil wrap around each other and within days a clutch of 3-5 eggs are formed.

    Control Slug
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    This small bruise-violet slug resembles a manta ray. It writhes when agitated and produces a sound not unlike a rattlesnake before leaping into the air and screeching with an unearthly cry.
    Control Slug CR 1
    XP 100
    Chaotic Neutral Tiny Aberration (seru)
    Init +6; Senses , Perception +3

    Defenses

    AC 15, Touch 14, flatfooted 13; (+2 Dex, +4 size, +1 natural)
    hp 4 (1d8)
    Fort 0, Ref +0, Will +1

    Offenses

    Speed 10 ft.
    Melee Bite +4 (1d2-2 plus poison)
    Space 2 1/2 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 15, Con 11, Int 5, Wis 8, Cha 15, Ego 7
    Base Atk +2; CMB -4; CMD 5
    Feats Improved Initiative, Weapon Finesse
    Skills Acrobatics +27 (+30 racial bonus), Stealth +9
    Languages Usually Aklo

    Special Abilities

    Poison (Ex): The control slug deals poison damage upon hitting with a bite attack. Initial damage stuns the victim for 1 round, secondary damage is none. DC to negate is Fortitude 11.

    Spell-like Abilities (Sp): (DC 12+ spell level) charm person 3/day, dominate person 1/day. These abilities are supressed when attached to a host.

    Host Benefits

    The host is able to make use of the control slug's charm person spell-like ability once per day using his own or the control slug's Charisma modifier to determine save DC (whichever is better).

    Symbiosis Cost: 1d3 Constitution
    Body Slot: Belts

    Ecology

    Environment shorelines and city sewers
    Organization solitary or pod (2-5)
    Treasure none

    A control slug hides on the small of the host's back, digging under-side teeth and tail appendage into the host's spine for nourishment and to link to its host's nervous system. When mating during their yearly mating cycle, swarms of male control slugs writhe in a ball around one female. The mating ball lasts until the first egg is spawned, signaling the dispersal of the males. A female control slug will normally have 5-6 eggs.

    Clockwork Herald
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    The small workings of this seru almost seem mechanical. To the distant eye it appears to be a hummingbird save for the clear lens that functions as its torso. The creature sinks one wing into the flesh of the forehead with the lens covering an eye while the second wing covers the nearby ear.
    Clockwork Herald CR 1/2
    XP 50
    Lawful Evil Diminutive Aberration (seru)
    Init +7; Senses darkvision 90ft, eagle senses; Perception +4

    Defenses

    AC 19, Touch 17, flatfooted 16; (+3 Dex, +4 size, +2 natural)
    hp 5 (1d10)
    Fort +0, Ref +5, Will +0

    Offenses

    Speed 20 ft., fly 100ft. (perfect)
    Melee Bite +7 (1d3-2)
    Space 1 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 16, Con 10, Int 5, Wis 8, Cha 6, Ego 7
    Base Atk +0; CMB -6; CMD 9
    Feats Improved Initiative, Lightning Reflexes, Weapon Finesse
    Skills Stealth +18
    Languages The clockwork herald usually speaks Aklo but can learn one additional language (except secret languages) that it’s host can communicate with.

    Special Abilities

    Solar Focus (Sp): When threatened during a clear and sunny day, a group of at least 10 of these tiny flyers will focus the rays of the sun into a painful beam in efforts to drive away attackers. As a full-round action, at least ten clockwork heralds arrange in a fractal formation and deal 10 points of fire damage to a target within 50 feet (DC 10 Reflex save for half damage). Each additional herald in the array adds one point of fire damage and +1 to the save DC. No herald may use this ability more than once within 10 rounds.

    Host Benefits

    Eagles Senses (Ex): The clockwork herald enhances hearing and sight. The herald provides a circumstance bonus of +2 on Perception checks to the host.

    Instant Recognition (Su): While wearing the herald, the host can record a person’s defining factors (i.e. features, voice, body build/stance, etc.) and add it to the herald’s memory. Memorizing the person has the following requirements; 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. A 10 word note can be added with each person. Each person viewed through the herald that is within its memory glows a bright orange. Bluffing the herald requires a DC 35 Disguise check.

    Message Receiver (Su): 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. The sender must add themselves to the clockwork herald's memory to use this function.

    Symbiosis Cost: 1d2 Wisdom
    Body Slot: Eyes (partial)

    Ecology

    Environment any
    Organization solitary, flock (20-50)
    Treasure none

    The clockwork herald is simply an evolution to blend in with the changing of times.

    Crawling Gauntlet
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    A reddish blot spiders forward on five legs. As it scampers closer, its shape resolves into palm, fingers, and trailing forearm—the creature is a disembodied hand, grasping its way forward, eager to clutch and choke. A resinous crust covers the gauntlet, giving it an even more ominous appearance.
    Crawling Gauntlet CR 1
    XP 100
    Lawful Neutral Tiny Aberration (seru)
    Init +8; Senses Perception +3

    Defenses

    AC 17, Touch 16, flatfooted 13; (+4 Dex, +2 size, +1 natural)
    hp 4 (1d8)
    Fort +0, Ref +4, Will +1

    Offenses

    Speed 20 ft.
    Melee Claw +6 (1d4-2 plus strangle)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 18, Con 11, Int 5, Wis 8, Cha 10, Ego 3
    Base Atk +0; CMB -5; CMD 9
    Feats Improved Initiative, Weapon Finesse
    Skills Perception +3, Stealth +12
    Languages Usually Aklo

    Host Benefits

    A creature with an attached crawling gauntlet gains a natural claw attack. The damage dealt by this claw attack depends on the creature’s size, as indicated
    below.

    {table]Size|Claw Damage
    Small|
    1d4

    Medium|
    1d6

    Large|
    1d8

    Huge|
    2d6

    Gargantuan|
    2d8

    Colossal|
    2d12
    [/table]

    Symbiosis Cost: 1d2 Constitution
    Body Slot: Hands (partial)

    Ecology

    Environment any
    Organization solitary
    Treasure none

    The crawling gauntlet was the first seru to bond with man-kind. The gauntlet allowed early man-kind to defend itself against other predators within the world that were naturally armed. Once man-kind developed tools and weapons, the crawling gauntlets became more of status symbols and family heirlooms.

    Detection Worm
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    This abnormally large slug pulses various colors randomly and have human-like teeth sprouting from their back. These teeth are placed over the eye socket of a host and sink deep into the bone to cover the eye; it then sends hair sized filaments into the host’s brain. The two ends of the worm whisk back and forth scanning at the host’s request, flailing about when they sense an aberration near.
    Detection Worm CR 1/2
    XP 50
    Lawful Neutral Diminutive Aberration (seru)
    Init +1; Senses Perception +7

    Defenses

    AC 15, Touch 15, flatfooted 14; (+1 Dex, +4 size)
    hp 4 (1d8)
    Fort +0, Ref +1, Will +5

    Offenses

    Speed 10 ft.
    Melee Bite +5 (1d2-5)
    Space 1-1/2 ft.; Reach 0 ft.

    Statistics

    Str 1, Dex 12, Con 11, Int 4, Wis 16, Cha 2, Ego 6
    Base Atk 0; CMB -1; CMD 11
    Feats Stealthy, Weapon Finesse
    Skills Stealth +18
    Languages Usually Aklo

    Special Abilities

    Detect Aberrations (Su): The detection worm is always considered to have detect aberrations spell active. It functions as normal and at 1st caster level.

    Detection Net (Su): Detection worms can sense the results of other detection worms’ detect aberrations ability as long as the effect overlaps by 5 feet or more. For example, the first worm has a detection range of thirty feet. If a second worm’s field overlaps the first worm’s field by 5 feet, they can both sense each other’s entire field. If a third worm’s field enters the field of the second worm opposite from the first worm, all three worms can sense each other’s fields. For each detection worm that is a part of the detecting net, the caster level of the effect is increased by 1 up to a maximum of 20th caster level. More worms can be a part of the net, but the caster level never increases beyond 20. This ability is suppressed when the worm is attached to a host.

    Host Benefits

    Detect Aberrations (Su): The detection worm is always considered to have detect aberrations spell active. It functions as normal and at a caster level equal to the host’s character level plus 1.

    Symbiosis Cost: 1d3 Wisdom
    Body Slot: Eyes (partial)

    Ecology

    Environment underground
    Organization nest (10-20)
    Treasure none

    Detection worms are very small, almost unnoticeable, naturally occurring seru that breed true. They have the ability to know where other aberrations hide, usually ferreting them out despite any wards or protections they may have.

    Dockman
    Spoiler
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    The massively burly figure, scarcely humanoid, lurches about on a heavy frame. Its meaty three fingered hand can easily engulf a human boy. The pink polyps protruding from its chest squirm when danger is about. A dockman encloses most of the host’s body, including legs, arms, and parts of the chest.
    Dockman CR 1
    XP 100
    Neutral Large Plant (seru)
    Init -1; Senses Perception +9

    Defenses

    AC 15, Touch 8, flatfooted 15; (-1 Dex, -1 size, +7 Natural)
    hp 42 (7d8+14)
    Fort +6, Ref +1, Will +4

    Offenses

    Speed 10 ft.
    Melee N/A
    Space 10 ft.; Reach 10 ft.

    Statistics

    Str 26, Dex 8, Con 15, Int 3, Wis 8, Cha 11, Ego 4
    Base Atk 4; CMB +13; CMD 22
    Feats Great Fortitude, Endurance
    Skills Acrobatics +18 (for jumping)
    Languages Usually Common

    Special Abilities

    Crush (Ex): If a dockman is holding a small sized or smaller object, it can, as a full-round action, deal 4d8 plus two times his Strength modifier in damage to the object and ignores hardness 19 or less.

    Muscled Jump (Ex): The dockman covers abnormal distance when leaping. The dockman is always considered to have a running start and distance traveled horizontally is calculated on a 2:1 scale (for example, if the jump check result was 32 the dockman travels 64 feet forward). Distance travelled vertically is always calculated on a 1:1 scale. His travel distance from jumping is not limited by his base move speed. He also gains an untyped +10 bonus to Acrobatics checks for jumping and uses his Strength modifier instead of Dexterity when using Acrobatics to jump.

    Photosynthetic (Ex): The dockman obtains all its nutrients from the sun and water. Four hours a day in direct or part sunlight, and 10 gallons of fresh or salt water each week give the dockman all it needs for sustenance when not attached to a host.

    Strong Back (Su): A dockman can, once per day, increase its own or it’s host’s Strength score by +10. This ability lasts until the start of a round after the dockman moves more than ten feet.

    Host Benefits

    Massive Frame: A creature with an attached dockman gains a +4 natural armor bonus, becomes a large sized creature, and gains the use of the dockman’s Strength score or a +8 bonus to Strength, whichever is higher. 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 (except when using the Jump or Climb skill). The host may make use of the dockman’s crush, strong back, and muscled jump abilities. A host wearing a dockman cannot use weapons or make attacks.

    Symbiosis Cost: 1 Constitution
    Body Slot: n/a (full body minus head, but does not take up an item slot)

    Ecology

    Environment jungles naturally
    Organization pods (3-6)
    Treasure none

    Dockmen aren't men, and unlike most plant creatures, are hermaphroditic. They are workhorse seru, and are very simple minded creatures, almost incapable of even forming coherent thoughts to communicate to their hosts. From the center of its chest protrudes several hundred tiny pink polyps that turn bright red when it senses danger. When not attached to a host it simply becomes limp (normally falling from the trees that it calls home) in hopes danger will simply pass by. When attached to a host, it can be compelled to continue to move but will never make attacks.
    These seru bud sapling dockmen from the polyps on their chest once every 10 years in group of 20 or thirty. After six months, the now human head sized saplings fall from the “parent” dockman and must survive on their own. Normally the “parent” dockman is in its treetop habitat when the saplings fall. Most saplings that don’t attached to a branch fall prey to natural predators or are gathered up to be sold.

    Eldritch Claw
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    This black and tan cuttlefish possesses a mantle not unlike a carapaced human hand, one eye glowing with purple eldritch energy, and a mass of waving tentacles on its underbelly.
    Eldritch Claw CR 1
    XP 100
    Chaotic Neutral Tiny Aberration (seru)
    Init +4; Senses Perception +4

    Defenses

    AC 17, Touch 16, flatfooted 13; (+4 Dex, +2 size, +1 natural)
    hp 4 (1d8)
    Fort +0, Ref +4, Will +2

    Offenses

    Speed 20 ft.
    Melee Claw +6 (1d3-2)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 7, Dex 19, Con 11, Int 10, Wis 10, Cha 14, Ego 6
    Base Atk +0; CMB -2; CMD 16
    Feats Sudden Empower Spell-like Ability, Weapon Finesse
    Skills Perception +4, Intimidate +6, Knowledge (the planes) +4, Stealth +16
    Languages Usually Common

    Special Abilities

    Eldritch Blast (Sp): An eldritch claw can project a beam of untyped arcane based energy as a standard action at will. It has a range of 60 feet and on a successful ranged touch attack, the eldritch blast causes 2d6 points of damage.

    Host Benefits

    A creature with an attached eldritch claw gains access to the seru's sudden empower spell-like ability feat, which can be used normally as if the host had the feat. In addition, the host can use the eldritch blast of the eldritch claw, but the damage it deals is only 1d6. The host also gains a claw attack that deal damage as a crawling gauntlet plus 1 point of untyped arcane based damage. 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.
    If the host already has an eldritch blast, he may channel it through the eldritch claw as a free action when making claw attacks. When channeled in this manner, the effective eldritch blast of the wielder is 1d6+1 higher.

    Symbiosis Cost: 1d3 Constitution, 1d4 mental ability scores
    Body Slot: Hands (partial)

    Ecology

    Environment any
    Organization solitary
    Treasure none

    Eldritch claws are rare, magical seru that bond with spellcasters giving them greater versatility with their spells. They tend to keep to themselves, but are often pressed into service for sorcerers or wizards, and are used as a method to pass around the secrets of manipulating and filtering magic, and as an unlimited use offensive tool. Eldritch claws attach themselves to the hand and forearm of their host.

    Flame Glove
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    A small clearing in the grasslands sometimes has what appears to be 10-20 severed and gruesome looking forearms just lying about. When a hapless animal stumbles upon them, they begin pulsing with an inner flame and come alive to swarm on the victim, tearing it and then searing the flesh before consuming it. The aftermath of a flame glove feeding looks like a small massacre.
    Flame Glove CR 1
    XP 100
    Usually Choatic Neutral Tiny Aberration (seru, fire)
    Init +3; Senses , Perception +3

    Defenses

    AC 17, Touch 16, flatfooted 13; (+4 Dex, +2 size, +1 natural)
    hp 6 (1d8+2)
    Fort +2, Ref +3, Will +1

    Offenses

    Speed 20 ft.
    Melee Claw +4 (1d6+1 fire)
    Space 2 1/2 ft.; Reach 0 ft.

    Statistics

    Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 12, Ego 6
    Base Atk +0; CMB -2; CMD 12
    Feats Weapon Finesse
    Skills Perception +3, Stealth +12
    Languages Usually Ignan and Common

    Special Abilities

    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 30 ft. The flame glove loses this ability when attached to a host.

    Host Benefits

    The host gains the use of the flame glove as a natural claw attack that deals 1d6 points of damage plus 1 point of fire damage. Attacks made with the claw are considered magic for the purposes of overcoming damage reduction. Additionally, once every 1d4 rounds, the host may make a ranged touch attack that deals 2d4 points of fire damage to any one target within 30 ft.

    Symbiosis Cost: 1d3 Wisdom
    Body Slot: Hands (partial)

    Ecology

    Environment grassy plains, volcanic areas
    Organization solitary or group (10-20)
    Treasure none

    Flame gloves attach to hosts by sinking tendrils into the host's forearm after sheathing the forearm with their bodies. Flame gloves are actually crawling gauntlets that have evolved from being exposed to high temperatures while in their egg form. Many leave volcanic areas in search of a better choice of feeding options.

    Heart Scarab
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    This small scarab looks like a piece of jewelry until its legs twitch to life revealing its true nature, its carapace shines with a slick viscous layer making it glisten like a 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 strangely shaped hands.
    Heart Scarab CR 1
    XP 100
    Lawful Good Fine Aberration (seru)
    Init +1; Senses tremorsense 60 ft., Perception +5

    Defenses

    AC 22, Touch 19, flatfooted 21; (+1 Dex, +8 size, +3 natural)
    hp 4 (1d8)
    Fort +0, Ref +1, Will +3

    Offenses

    Speed 20 ft., Burrow (10 ft.)
    Melee Bite +1 (1d4-4 plus 1d6 electric)
    Space 1/2 ft.; Reach 0 ft.

    Statistics

    Str 3, Dex 12, Con 10, Int 5, Wis 12, Cha 6, Ego 9
    Base Atk +0; CMB -12; CMD -1
    Feats Weapon Finesse
    Skills Perception +5, Stealth +17
    Languages Usually Celestial

    Special Abilities

    Flesh Burrow (Ex): A heart scarab may burrow through the bodies of creatures which are either dead, helpless, or willing at a speed in inches equal to its burrow speed. Burrowing through flesh cause no damage to the creature's body due to the healing mucus that the beetle secretes.

    Electric Damage (Ex): When it bites, or is hit by a melee attack, the heart scarab can send a jolt of electricity through the subject dealing 1d6 damage.

    Host Benefits

    Channel Electricity (Ex): The heart scarab's ability to send a current through the body of its host allows it to channel electricity it into the flesh of the host. When the host wields a metal weapon or uses a natural attack, he deals an extra 1d4 electric damage. This deals 1 point of non-lethal damage to the host each use. The host may communicate to the heart scarab as an immediate action to activate or deactivate this ability.

    Jump-start (Ex): As a free action once per round when the host dies, the heart scarab may use its electric effect to keep the host barely alive. This effect leaves the host stabilized at -9 hit points.

    Reverse Flesh Heal (Su): Heart scarabs can move freely through the host when the host is relaxed (helpless or unconscious) by detaching its legs from its body. The scarab maintains connection to the host by extremely long tendrils of nerves in its legs. At that time the heart scarab can relocate pieces of the host's body to seal and heal certain wounds. As a full-round action, the heart scarab heals 1d8+2 damage to the host by dealing 1 point of Constitution damage to the host. This ability cannot be used if it would reduce the host's Constitution score to zero. If the host takes damage during the round in which the heart scarab is healing it, there is a 5% chance that the scarab is in the damaged area and is slain.

    Symbiosis Cost: 1d6+1 Constitution
    Body Slot: Neck (inside body)

    Ecology

    Environment dessert
    Organization solitary or hive (30-70)
    Treasure none

    The heart scarab is normally sought after instead of randomly found. These creatures will happily live buried in sands for centuries keeping each other alive through the transferring of electrical current. The heart scarab, normally being a good creature, is also very willing to take a host. It is normally unseen; this is because the heart scarab attaches by sinking its six legs into the heart of its host.

    Hulk Skin
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    A writhing puddle of deep greens, purples, and bright greys surges forward of its own volition. Smaller creatures caught in its path simply are consumed, but larger ones are engulfed and encased, giving the mass form and function.
    Hulk Skin CR 3
    XP 600
    Chaotic Evil Small Aberration (sim-seru)
    Init +2; Senses Perception +7

    Defenses

    AC 17, Touch 13, flatfooted 15; (+2 Dex, +1 size, +4 natural)
    hp 16 (2d8 +8)
    Fort +2, Ref +2, Will +4

    Offenses

    Speed 20 ft., climb 30 ft.
    Melee Slam +3 (1d4+1)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str 12, Dex 14, Con 14, Int 10, Wis 14, Cha 14, Ego 20
    Base Atk +1; CMB +1; CMD 13
    Feats Improved Grapple, Run, Toughness
    Skills Acrobatics + 7, Climb +16, Perception +7, Escape Artist +7
    Languages Usually Aklo

    Special Abilities

    Absorb (Ex): If the hulk skin hits a creature smaller than it with its slam attack, the creature is absorbed into the hulk skin. The absorbed creature may make a DC 15 Strength check every round to attempt to escape. When the creature must make its first Constitution check to avoid drowning, it instead instantly drowns as the hulk skin sends part of its mass into the creatures body.

    Speedy Climb (Ex): The hulk skin can make a run action even when climbing.

    Host Benefits

    Enhanced Body: The host gains 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. The host 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: The host gains a bite attack for 1d10 damage, and two claw attacks for 2d4 damage each. Also, all unarmed strikes deal damage as a large monk of 5th level. The host has access to the skin's improved grapple feat while attached. 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 training and logical thought. Damage given assumes medium sized host and take into account powerful build.

    Uncanny Dodge: Host retains dexterity bonus to AC regardless of being caught flat-footed or being struck by an invisible attacker. Dexterity bonus 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): The host must consume three times the normal amount of food and water every day while bonded. Any organic matter can be consumed for this purpose. The flesh of intelligent victims is particularly enjoyed and will pacify the seru, negating 1 point of mental ability damage for the following day. Up to 3 intelligent creatures may be eaten each day to reduce ability damage up to 3 points.

    Symbiosis Cost: 6 Constitution, 1d2 Constitution each day worn, 1d4 mental ability scores each day worn
    Body Slot: Armor, Body, and Chest

    Ecology

    Environment any
    Organization solitary
    Treasure none

    A hulk skin is a seru 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. An engulfed host is unrecognizable. Unfortunately, these seru are strong-minded and like to take control, to further their own plots.

    Jade Sludge
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    Sometimes called a “sewer slime”, this subspecies of ooze is just as hungry as its full ooze cousins. However, due to its symbiotic nature, the jade sludge normally isn’t able to consume its host. Instead lives beneath the skin in in between organs consuming what would be the host’s bodily wastes for sustenance.
    Jade Sludge CR 1
    XP 100
    Neutral Diminutive Ooze (seru)
    Init +4; Senses blindsense 10 feet

    Defenses

    AC 16, Touch 16, flatfooted 12; (+4 Dex, +2 size)
    hp 5 (1d10)
    Fort +0, Ref +4, Will +1

    Offenses

    Speed 10 ft.
    Melee Slam +0 (1d4-2 + 2d6 acid)
    Space 1-1/2 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 18, Con 11, Int n/a, Wis 12, Cha 6, Ego 6
    Base Atk +0; CMB -6; CMD 8
    Feats n/a
    Skills n/a
    Languages n/a

    Special Abilities

    Acid (Ex): A jade sludge can attack once per round causing 2d6 points of acid damage to a target within 5 ft.

    Host Benefits

    Immunity to Acid (Ex): The host becomes immune to acid damage.

    Symbiosis Cost: 1d4 Constitution, if the host does not need to eat for some reason, he must eat normally as a human of his size category or the seru will leave the host
    Body Slot: n/a

    Ecology

    Environment underground or swamp
    Organization solitary
    Treasure none

    A jade sludge is an ooze that has undergone certain magical changes after being nearly starved. It is unknown what cause these oozes specifically to come into existence, but after eating 100 times their body mass in food they divide into two of the original creature. In its natural state it appears to be a bright green film laying on top of stagnant water. The replication state of a jade sludge is halted when attached to a host.
    Last edited by Deviston; 2013-08-07 at 07:10 AM.

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    Keratin Sage
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    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
    Keratin Sage CR 1/2
    XP 50
    Lawful Neutral Tiny Aberration (seru)
    Init +2; Senses , Perception +3

    Defenses

    AC 16, Touch 14, flatfooted 14; (+2 Dex, +2 size, +2 natural)
    hp 4 (1d8)
    Fort +1, Ref +2, Will +5

    Offenses

    Speed 20 ft.
    Melee Gore +2 (1d3-2)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 15, Con 12, Int 19, Wis 17, Cha 16, Ego 15
    Base Atk +0; CMB -4; CMD 8
    Feats Research, Weapon Finesse
    Skills Knowledge (any five) +8, Perception +7, Spellcraft +8, Stealth +14
    Languages Usually Aklo, Common, and four others

    Special Abilities

    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. This ability does not function if the creature is attached to a host.

    Psi-like Ability (Ps): 2/day – call to mind

    Host Benefits

    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.

    Symbiosis Cost: 1d3 Constitution
    Body Slot: n/a

    Ecology

    Environment any
    Organization solitary
    Treasure none

    A rarity among serus, keratin sages are creatures that offer their hosts stores of knowledge as well as advice about the world at large. These creatures are content to simply ride along and experience the world, emotions, and discovery vicariously through their hosts. 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.

    Perception Tentacle
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    A mass of ropey sensory organs, the perception tentacle lays flat across the face of its host, sinking tendrils into the ocular and auditory nerves of the host.
    Perception Tentacle CR 1/2
    XP 50
    Neutral Tiny Aberration (seru)
    Init +6; Senses blindsight 60ft, Perception +7

    Defenses

    AC 15, Touch 14, flatfooted 13; (+2 Dex, +2 size, +1 natural)
    hp 4 (1d8)
    Fort +0, Ref +2, Will -1

    Offenses

    Speed 10 ft.
    Melee Slam +4 (1d3-2 + nerve slap)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 15, Con 11, Int 5, Wis 4, Cha 10, Ego 4
    Base Atk +0; CMB -4; CMD 8
    Feats Improved Initiative, Weapon Finesse
    Skills Perception +7, Stealth +10
    Languages Usually Aklo

    Special Abilities

    Nerve Slap (Ex): If a tentacle hits with its slam attack, it can secrete a stinging oil. This oil attacks the victim’s nervous system, dazing them for one round. DC 10 Fortitude save negates. This ability is suppressed if attached to a host.

    Host Benefits

    The host enjoys a +6 circumstance bonus to Perception checks, as well as a +2 circumstance bonus to initiative checks.

    Symbiosis Cost: 1d3 Wisdom
    Body Slot: Eyes

    Ecology

    Environment underground or swamp
    Organization host (10-15)
    Treasure none

    Perception tentacles roil in small pits constantly mating and spawning every lunar cycle, each female producing 2-5 tentacle eggs each time. They live only to mate and consume each other to have enough sustenance to mate once more. In their natural state their skin is clear, showing their nervous system easily. When attached to a host, they become opaque and a dull tan color. Even though they are no longer clear, a perception tentacle does not impede the vision or hearing of the host, as the hosts hears and sees through the sensory organs of the seru.

    Restless Armor
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    An uncommon seru that seems to be a slightly less evolved version of the living breastplate, these serus are able to speak.
    Restless Armor CR 1
    XP 100
    Lawful Neutral Small Aberration (seru)
    Init +7; Senses Perception +5

    Defenses

    AC 17, Touch 13, flatfooted 14; (+2 Dex, +1 size, +3 natural)
    hp 7 (1d8+3)
    Fort +3, Ref +2, Will +3

    Offenses

    Speed 20 ft.
    Melee Slam +1 (1d6 + 1)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str 12, Dex 15, Con 16, Int 10, Wis 12, Cha 10, Ego 4
    Base Atk +0; CMB +0; CMD 12
    Feats Improved Initiative
    Skills Perception +5
    Languages Capable of speech, usually speaks both Aklo and Common

    Host Benefits

    The host gains a +3 armor bonus. A restless armor has no armor check penalty, a maximum Dexterity bonus of +10, and an arcane spell failure chance of 5%. The host is treated as wearing light armor. There is no penalty for sleeping in the seru. It can be enchanted as regular armor but costs 1.5 times the normal price.

    Symbiosis Cost: 1d3 Strength
    Body Slot: Armor

    Ecology

    Environment underground or mountains
    Organization solitary
    Treasure none

    Restless armor serus look similar to animated scale mail with a large eye in the center of the chest piece and a primitive mouth just below it. They attached themselves to a host by sinking needle like teeth into the flesh of the host that hook around bones, ensuring a secure hold. The restless armor does not breed and is a spawned seru; they are generated from beings able to create their own serus.

    Shadow Sibling
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    A diaphanous shape undulates forward, shaped faintly like a humanoid, but hollow and faceless.
    Shadow Sibling CR 1
    XP 100
    Chaotic Neutral Medium Aberration (seru, incorporeal)
    Init +4; Senses Perception +5

    Defenses

    AC 15, Touch 15, flatfooted 11; (+4 Dex, +1 insight)
    hp 7 (1d8+3)
    Fort +0, Ref +4, Will +2

    Offenses

    Speed 15 ft.
    Melee Incorporeal touch +4 (1d6)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str -, Dex 19, Con -, Int 5, Wis 12, Cha 10, Ego 6
    Base Atk +0; CMB +0; CMD 14
    Feats Toughness, Weapon Finesse
    Skills Perception +5, Stealth +12
    Languages Usually Aklo

    Special Abilities

    Corrupting Touch (Ex): If a shadow sibling makes a successful touch attack, it disrupts a foe with its ability to bond flesh, dealing 1d6 points of damage.

    Host Benefits

    A shadow sibling settles around its host like a second skin, granting the host protection from some physical attacks. While wearing a shadow sibling, a creature can gain 50% concealment against any single attack as an immediate action. You must decide whether to use this benefit before you know the result of the attack roll.
    The creature can use this ability a number of times per day equal to its Constitution modifier (minimum once per day). This concealment has no effect against weapons or effects that ignore the miss chance of incorporeal creatures (such as force effects or weapons enhanced with the ghost touch special ability). Using this ability does not provoke attacks of opportunity.
    Moreover, a shadow sibling partly blocks ambient light, giving the host creature and its equipment a shadowy appearance even in full daylight. This effect grants the host
    a +4 circumstance bonus on Hide checks. While attached to the host, a shadow sibling does not make any attacks of its own.

    Symbiosis Cost: 1d3 Wisdom
    Body Slot: n/a

    Ecology

    Environment any
    Organization solitary
    Treasure none

    Despite their appearance, shadow siblings are not undead, just immaterial. A shadow sibling is twin to the seru half-blood with which it was birthed, or to the other character who later grows or acquires one. A shadow sibling completely bonds with its host, melding flesh with its incorporeal substance.

    Skewer Ant
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    The skewer ant is a large insectoid creature with six legs and a set of mandibles. Atop the head of the ant is a pair of antennae that allow it to find its way in the dark.
    Skewer Ant CR 1
    XP 100
    Lawful Neutral Tiny Aberration (seru)
    Init +8; Senses blindsight 60ft, Perception +3

    Defenses

    AC 17, Touch 16, flatfooted 13; (+4 Dex, +2 size, +1 natural)
    hp 4 (1d8)
    Fort +0, Ref +4, Will -1

    Offenses

    Speed 20 ft.
    Melee Bite +6 (1d6-2 +1d6 acid)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 18, Con 11, Int 4, Wis 8, Cha 10, Ego 6
    Base Atk +0; CMB -4; CMD 10
    Feats Improved Initiative, Weapon Finesse
    Skills Perception +3, Stealth +12
    Languages Usually Aklo

    Special Abilities

    Acid (Ex): If a skewer ant hits with its bite attack, it can secrete an acid into the wound. DC 10 Fortitude save negates. This ability is suppressed if attached to a host.

    Leap (Ex): The skewer ant can, as a standard action, make a jump check to reach and bite at an opponent. The skewer ant may only travel up to 15 feet with this attack and must succeed on a DC 15 Acrobatics check to accomplish it.

    Host Benefits

    The Skewer Ant wraps its limbs around the host's wrist. The Skewer Ant's body segments become completely rigid and acts as a buckler. 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 (at the mental command of the host) 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 until the beginning of the host’s next round.

    Symbiosis Cost: 1d3 Dexterity
    Body Slot: Shield

    Ecology

    Environment underground or desert
    Organization hive (50-75)
    Treasure none

    The skewer ants live as normal ants in most respect, having a hive and a queen. The queen is not a seru, but a true aberration and cares nothing for its offspring. Their hives are large mounds reaching up 20-30 feet in above ground and burrowing hundreds of feet into the earth.

    Sob Sister
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    The toddler sized and shaped being lurches forward on nub-like arms. Its smooth plane of a face seems to wail and cry as the pink tentacles in its abdomen writhe and reach.
    Sob Sister CR 1
    XP 100
    Lawful Neutral Small Aberration (seru)
    Init +2; Senses Perception +5

    Defenses

    AC 14, Touch 13, flatfooted 13; (+2 Dex, +1 size, +1 natural)
    hp 10 (2d8+2)
    Fort +1, Ref +2, Will +2

    Offenses

    Speed 20 ft.
    Melee Slam +3 (1d3-1)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str 8, Dex 15, Con 12, Int 5, Wis 11, Cha 16, Ego 6
    Base Atk +1; CMB 0; CMD 13
    Feats Ability Focus (Despair), Weapon Finesse
    Skills Stealth +6
    Languages Usually Common

    Special Abilities

    Dirge (Su): A sob sister can generate and maintain an aura of despair as a full-round action when not attached to a host. Anyone within 30 feet 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. When attached to a host this ability may be used once per day when the host falls below 50% of its maximum hit points.

    Host Benefits

    Hope (Su): A sob sister can give its host a small measure of comfort as a full-round action. The host gains a +1 morale bonus on Will saves as long as the sob sister is providing Hope.

    Symbiosis Cost: 1d3 Constitution, 1d2 Wisdom
    Body Slot: Shoulders

    Ecology

    Environment any
    Organization solitary or “orphanage” (3-7)
    Treasure none

    The sob sister has an appropriate story to its creation. When children whose parents have been slain in their field of vision cry, the tears fall to the ground but do not soak into it or dissipate. The tear solidifies immediately and for ten years simply sits. Once the ten years have elapsed, the solid tear begins to grow and gestate over the course of an hour. The sob sister hatches from this tear and begins seeking the child who created it, hoping to fill the void of loss. The sob sister won’t refuse a host, and it is unknown what would happen if the sob sister ever found its progenitor. The piggy-back riding sob sister leans its head against the head of its host and seems to purr when it provides hope.

    Spellfilter Claw
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    This brown and purple cuttlefish possesses a mantle not unlike a carapaced human hand, seven eyes glowing with arcane energy, and a mass of waving tentacles on its underbelly.
    Spellfilter Claw CR 1
    XP 100
    Lawful Neutral Tiny Aberration (seru)
    Init +4; Senses Perception +4

    Defenses

    AC 17, Touch 16, flatfooted 13; (+4 Dex, +2 size, +1 natural)
    hp 4 (1d8)
    Fort +0, Ref +4, Will +2

    Offenses

    Speed 20 ft.
    Melee Claw +6 (1d3-2)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 19, Con 11, Int 8, Wis 10, Cha 14, Ego 16
    Base Atk +0; CMB -4; CMD 10
    Feats Any one metamagic, Weapon Finesse
    Skills Perception +4, Spellcraft +3, Stealth +16
    Languages Usually Common

    Special Abilities

    Spells: A spellfilter claw casts spells as a 3rd-level sorcerer. The ability to cast these spells is suppressed if it is attached to a host.

    Host Benefits

    A creature with an attached spellfilter claw gains access to the seru's metamagic feat, which can be used normally as if the host had the feat. In addition, the host can choose to suffer an amount of Constitution damage 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. Constitution damage taken in this manner can be mitigated, but not as normal. If the host has immunity to the Constitution damage, reduction of the Constitution damage, or some other mitigating factor, the damage is in fact dealt but the mitigating factor takes into effect two rounds later as if he had just taken it.
    The host also gains a claw attack that deal damage as a crawling gauntlet plus 1 point of untyped arcane based magic damage. If the host casts a spell that the spellfilter claw has access to normally or any touch spell, the spell is cast at a +1 caster level.

    Symbiosis Cost: 1d3 Constitution, 1d4 Caster’s primary casting ability score
    Body Slot: Hands (partial)

    Ecology

    Environment any
    Organization solitary
    Treasure none

    Spellfilter claws are rare, magical serus that bond with spellcasters. They tend to keep to themselves, but are often pressed into service for sorcerers or wizards, and are used as a method to pass around the secrets of manipulating and filtering magic. Spellfilter claws attach themselves to the hand and forearm of their host, and when the host casts arcane spells, the "hand" of the seru dances with ethereal energy, and its eyes flash a variety of colors depending on the school of spell being cast.

    Spellknight
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    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.
    Spellknight CR 1
    XP 100
    Lawful Good Small Aberration (seru)
    Init +3; Senses Perception +4

    Defenses

    AC 20, Touch 15, flatfooted 16; (+4 Dex, +1 size, +5 natural)
    hp 4 (1d8)
    Fort +0, Ref +4, Will +2

    Offenses

    Speed 30 ft.
    Melee Slam +0 (1d3-1)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str 8, Dex 18, Con 11, Int 13, Wis 10, Cha 14, Ego 18
    Base Atk +0; CMB -2; CMD 12
    Feats Magical Aptitude
    Skills Knowledge (arcana) +5, Perception +4, Spellcraft +5, Stealth +12, Use Magic Device +6
    Languages Usually Common

    Special 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. All spell-like abilities are used at caster level 7. These spell-like abilities are suppressed when attached to a host.

    Host Benefits

    The host gains a +7 armor bonus. A spellknight has a -6 armor check penalty, a maximum Dexterity bonus of +3, and an arcane spell failure chance of 25%. The host is treated as wearing heavy armor. There is no penalty for sleeping in the seru. It can be enchanted as regular armor but costs 1.5 times the normal price.
    Additionally, the host adds the spellknight’s spell-like abilities to his spells known list and may use the spellknight’s spell-like abilities. When using these spell-like abilities, use the seru’s caster level or the host’s, whichever is higher.

    Symbiosis Cost: 1d6 Constitution, 1d6+1 mental ability scores
    Body Slot: Armor

    Ecology

    Environment any
    Organization solitary or derby (3-8)
    Treasure none

    From rolling sphere to a casing of magical and physical defenses, those who know of the spellknight know a sense of safety. Most think this one to be a sim-seru due to its obvious use by man-kind, but the truth could be no farther from this. The last evolutionary step before a living breastplate, the spellknight grew in service of man and knows the joys of life with a host.

    Spellwurm
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    A thick, purplish snake undulates forward, about as long and thick as a humanoid arm. Where a head would surmount a natural serpent you see a nest of five finger-length tentacles surrounding a horribly humanlike mouth.
    Spellwurm CR 1
    XP 100
    Neutral Good Tiny Aberration (seru)
    Init +4; Senses Perception -1

    Defenses

    AC 15, Touch 14, flatfooted 13; (+2 Dex, +2 size, +1 natural)
    hp 4 (1d8)
    Fort +0, Ref +2, Will +3

    Offenses

    Speed 20 ft.
    Melee Bite +4 (1d3-2)
    Space 5 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 15, Con 11, Int 5, Wis 8, Cha 16, Ego 16
    Base Atk +0; CMB +0; CMD 14
    Feats Iron Will, Weapon Finesse
    Skills Spellcraft +3
    Languages Usually Aklo

    Special Abilities

    Spells: A spellwurm knows and can cast spells as a 5th-level sorcerer. When the spellwurm is attached to a host, this spellcasting ability is suppressed.
    Typical Sorcerer Spells Known (6/8/5): 0—daze, ghost sound,
    mage hand, ray of frost, read magic, touch of fatigue
    (DC 13); 1st—cause
    fear
    (DC 14), mage armor, magic missile, sleep (DC 14); 2nd—ancient
    knowledge, flaming sphere
    (DC 15).

    Host Benefits

    A creature with an attached spellwurm gains increased spellcasting ability. Creatures that cast arcane spells spontaneously (such as sorcerers, bards, or warmages) gain of the spellwurm’s spells as additional spells known, even if these spells are not normally on the spell list for their class. Wizards and other arcane spellcasters who prepare their spells ahead of time can prepare the spellwurm's spells without the aid of a spellbook, as if they had previously known all those spell and taken the Spell Mastery feat for each.

    Symbiosis Cost: 1d3 Caster’s primary casting ability score
    Body Slot: Any one of Belts, Body (partial), Chest (partial), Hands (partial), Neck, Shoulders (partial), Wrist (partial)

    Ecology

    Environment any
    Organization solitary
    Treasure none

    Spellwurms are very popular among spellcaster’s for obvious reasons. They become even more valuable to a spellcaster who has lost a limb used for his art. The spellwurm can attach anywhere, but the primary location is under an arm or where an arm used to be. In either case, the spellwurm cannot perform the normal functions of an arm, just cast spells.

    Skull Mantle
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    A snake-like skeleton creature with a draconic skull rattles about in a strange pattern.
    Skull Mantle CR 1
    XP 100
    Lawful Evil Tiny Undead (sim-seru)
    Init +3; Senses low-light vision, Perception +6, scent

    Defenses

    AC 17, Touch 15, flatfooted 14; (+3 Dex, +2 size, +2 natural)
    hp 6 (1d12)
    Fort +0, Ref +3, Will +4

    Offenses

    Speed 20 ft., Climb 20 ft.
    Melee Tail +1 (1d4-1)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 8, Dex 16, Con -, Int 14, Wis 14, Cha 6, Ego 10
    Base Atk +0; CMB -3; CMD 10
    Feats Track
    Skills Acrobatics +7, Climb +3, Escape Artist +7, Knowledge (dungeoneering) +6, Perception +6, Stealth +15, Swim +3
    Languages Usually Aklo and one other


    Host Benefits

    A creature with an attached skull mantle gains a natural tail attack that deals 1d6 points of damage. The host also gains a climb speed of 20ft, low-light vision, darkvision out to 60ft, the scent ability, and the benefits of the Track feat.

    Symbiosis Cost: 2d3+1 Constitution
    Body Slot: Head

    Ecology

    Environment any
    Organization solitary
    Treasure none

    Skull mantles were created as a way to generate elite tracking units, the result was a snake-like creature with a draconic skull. The skull mantle attaches by sinking tendrils on the bottom of its body into the host’s spinal column and extending its skull-like head over the host’s head.

    Sky Scourge
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    This beetle-like creature elects to spend most of its time in the skies. The deep blue metallic sheen of its carapace reflects light with an intensity that causes temporary dazzling effects.
    Sky Scourge CR 1
    XP 100
    Chaotic Neutral Small Aberration (seru)
    Init +3; Senses Perception +6

    Defenses

    AC 16, Touch 14, flatfooted 13; (+4 Dex, +1 size, +2 natural)
    hp 5 (1d8 +1)
    Fort +1, Ref +3, Will +4

    Offenses

    Speed 20 ft., fly 60 ft. (good)
    Melee Bite +1 (1d4)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str 10, Dex 16, Con 12, Int 10, Wis 15, Cha 8, Ego 6
    Base Atk +0; CMB -1; CMD 12
    Feats Hover
    Skills Climb +4, Fly +17, Perception +6, Stealth +11
    Languages Usually Common

    Special Abilities

    Refract (Ex): A sky scourge can turn its body with such speed that it appears to be a bright blue blinking light. Once per round as a full round action, all creatures within 60 feet looking at the sky scourge must make a Reflex save (DC 13) to avert their eyes or become dazzled for 1 round.

    Host Benefits

    A creature with an attached sky scourge gains a fly speed of 60ft with good maneuverability if the two are the same size. The sky scourge can only bestow flight to a creature one size category larger or one smaller. The host also gains the benefit of the sky scourge’s feat (Hover). While attached to a host, the sky scourge does not attack on its own. For every size difference between seru and host, maneuverability degrade by one grade.

    Symbiosis Cost: 1d3 Constitution, 1d4 Strength and Dexterity
    Body Slot: Shoulders

    Ecology

    Environment any
    Organization solitary, flock (10-15)
    Treasure none

    The sky scourge attaches by sinking tendrils on the bottom of its body into the host’s back and wrapping its legs around the hosts torso.

    Stormstalk
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    A wriggling snake reveals a single overly large eye dancing with static discharge. The creature has no mouth or other features, only a white eye staring at you.
    Stormstalk CR 1
    XP 100
    Chaotic Neutral Tiny Aberration (seru)
    Init +6; Senses Perception +3

    Defenses

    AC 19, Touch 18, flatfooted 13; (+6 Dex, +2 size, +1 natural)
    hp 7 (1d8 +3)
    Fort +0, Ref +6, Will +1

    Offenses

    Speed 10 ft.
    Melee Bite +0 (1d3-2)
    Space 5 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 22, Con 10, Int 5, Wis 8, Cha 10, Ego 4
    Base Atk +0; CMB +0; CMD 14
    Feats Toughness
    Skills Perception +3
    Languages Usually Aklo

    Special Abilities

    Eye Ray (Su): A stormstalk can make an eye ray attack every other round as a standard action. The eye ray has a range of 30 feet and deals 2d6 points of electricity damage. It also imposes a –4 penalty to Dexterity on the creature struck; this penalty lasts for 1 minute. This ability is suppressed when attached to a host.

    Host Benefits

    As a standard action, a stormstalk’s host can make a ranged touch attack with a ray of electricity emitted from the eye. This ray has a maximum range of 30 feet and deals 1d6 points of electricity damage. It also imposes a –2 penalty to Dexterity for 1 minute on the creature struck. Penalties from multiple rays (either from the same or separate stormstalks) do not stack. While attached to the host, a stormstalk does not make any attacks of its own.

    Symbiosis Cost: 1d3 Intelligence
    Body Slot: Any one of Belts, Body (partial), Chest (partial), Hands (partial), Neck, Shoulders (partial), Wrist (partial)

    Ecology

    Environment any, normally high altitude areas
    Organization solitary
    Treasure none

    The stormstalk is an odd being, both aberrant and very closely tied to nature. It revels when lightning flashes overhead, and seems to show a sense of pleasure by sending its own electric jolt skyward. The stormstalk sends rooting tendrils into the host’s skull and braincase to feed itself directly from the host’s blood and mind. The wriggling stalk can raise its single eye in any direction in order to bring its baleful gaze to bear.

    Swiftjerkers
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    A swiftjerker's individual rose-bud 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.
    Swiftjerkers CR 1
    XP 100
    Neutral Diminutive Aberration (swarm, seru)
    Init +10; Senses blindsight 60ft., detect psionics, Perception +4

    Defenses

    AC 21, Touch 20, flatfooted 15; (+6 Dex, +4 size, +1 natural)
    hp 4 (4d8-12)
    Fort -2, Ref +9, Will +8

    Offenses

    Speed 10 ft., Climb 10 ft.
    Melee Swarm (paralyzing shock)
    Space 10 ft.; Reach 0 ft.

    Statistics

    Str 1, Dex 22, Con 5, Int 3, Wis 19, Cha 5, Ego 12
    Base Atk +3; CMB -6; CMD 10
    Feats Ability Focus (paralyzing shock), Improved Initiative, Lightning Reflexes
    Skills Perception +4, Stealth +22
    Languages n/a

    Special Abilities

    Burst (Ps): As a swift action, the swiftjerker can gain a move action. This ability is suppressed when attached to a host.

    Detect Psionics (Ps): A swiftjerker can continuously sense psionic creatures as the detect psionics power. This ability is suppressed when attached to a host.

    Paralyzing Shock (Ex): 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. Once attached it loses this ability, instead using this energy to enhance the host. This ability is suppressed when attached to a host.

    Skills: Swiftjerker's have a +4 racial bonus on Climb and Stealth checks. They have a +8 racial bonus on Acrobatics 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.

    Host Benefits

    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, and are 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 seru conflict violently. This surge of random impulses stuns the host for 1 round.
    The host also can use the burst ability. Each time the host uses the burst ability, the swiftjerkers drain 1 power point from the host. If the host is a non-psionic creature or no longer has power points to drain, it takes 1d4 points of non-lethal damage from the exertion.

    Symbiosis Cost: 1d6 Dexterity, 1d3 all other ability scores
    Body Slot: Body

    Ecology

    Environment any
    Organization solitary swarm
    Treasure none

    The tendrils of a swiftjerker 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. The swiftjerker completely envelopes 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 specific portions of the brain itself.
    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 seru to survive.
    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 serus a chance to join with the beast.

    Tentacle Whip
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    This long, whiplike strand of tough muscle bears a sharp stinger.
    Tentacle Whip CR 1
    XP 100
    Chaotic Neutral Tiny Aberration (seru)
    Init +3; Senses blindsight 60 ft., Perception +4

    Defenses

    AC 18, Touch 15, flatfooted 15; (+3 Dex, +2 size, +3 natural)
    hp 10 (2d8 +2)
    Fort +1, Ref +4, Will +1

    Offenses

    Speed 10 ft.
    Melee Sting +6 (1d4-1 plus poison)
    Space 2-1/2 ft.; Reach 15 ft.

    Statistics

    Str 8, Dex 16, Con 12, Int 6, Wis 8, Cha 10, Ego 6
    Base Atk +1; CMB -2; CMD 11
    Feats Improved Disarm, Improved Trip, Weapon Finesse
    Skills Perception +4, Stealth +16
    Languages Usually Aklo

    Special Abilities

    Poison (Su): Stinger—injury, Fortitude DC 12, initial and secondary damage 1d4 Dex. The save is Constitution based.

    Host Benefits

    The host cannot use a weapon or shield in the hand holding the whip, although he can make an unarmed strike using that hand. Because the weapon is attached to the arm of the host, it cannot be the target of a disarm attempt.
    A tentacle whip has a reach of 15 feet and can attack adjacent foes without penalty. A tentacle whip deals lethal damage and injects poison into the target's bloodstream with a successful hit.
    A tentacle whip can make a single attack per round using its own attack bonus and statistics. Alternatively, the host can use the whip as a weapon. In this case the user's attack bonus and Strength are used; the whip has a number of additional benefits, described below.
    While it has no enhancement bonus, a tentacle whip (whether used as a weapon or left to attack independently) is considered a magic weapon for purposes of overcoming damage reduction.

    Channel Touch (Ex): A tentacle whip can be used to deliver a touch attack—either a natural power of the bearer or a held magical charge.

    Improved Attack (Ex): A tentacle whip is bound to the nervous system of its host; when it is used as a weapon, it can guide the hand of its wielder and provides the following additional benefits.
    —The wielder takes no penalty for using the tentacle whip in an offhand (although he does take all other relevant penalties if attacking with two weapons).
    —The wielder gains a +1 bonus on all attack rolls made using the whip.
    —The wielder gains a +4 bonus on CMB checks made to disarm and trip an opponent. The wielder does not provoke attacks of opportunity when attempting to trip or disarm, and he cannot be tripped or disarmed if he fails his attempt.

    Symbiosis Cost: 2d4 Dexterity, 1 point Dexterity daily
    Body Slot: Any one of Hands (partial), Wrist (partial)

    Ecology

    Environment jungle
    Organization hive (12-80, depending on size of the tree the hive inhabits)
    Treasure none

    The tentacle whip is an extremely strong seru in relation to their counterparts. When not attached to a host, tentacle whips entwine themselves around each other and wrap around trees high above the ground. They hang limp almost to the jungle floor until prey comes near and they strike to catch food. Pieces and parts are ripped and passed up the chain of serus. The strongest tentacle whips live closest to the base of the hive.

    Tongueworm
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    At first glance, this creature appears to be a tiny pink cobra. Closer inspection reveals a body formed of strands of raw muscle, and its "hood" has the size and shape of a human tongue. This "tongue" is tipped with a wicked barb.
    Toungeworm CR 1
    XP 100
    Neutral Tiny Aberration (seru)
    Init +3; Senses blindsight 60 ft., Perception +3

    Defenses

    AC 17, Touch 16, flatfooted 13; (+4 Dex, +2 size, +1 natural)
    hp 4 (1d8)
    Fort +0, Ref +4, Will +1

    Offenses

    Speed 15 ft.
    Melee Sting +6 (1d3-2 plus poison)
    Space 2-1/2 ft.; Reach 5 ft.

    Statistics

    Str 6, Dex 18, Con 11, Int 7, Wis 8, Cha 10, Ego 5
    Base Atk +0; CMB -4; CMD 10
    Feats Weapon Finesse
    Skills Perception +3
    Languages Usually Aklo

    Special Abilities

    Poison (Su): Tongue barb—injury, Fortitude DC 10, initial and secondary damage paralysis (ld10 rounds). The save DC is Constitution-based.

    Immunity to Poison (Su): A tongueworm has immunity to poison and grants its host immunity to poison for as long as it remains attached.

    Host Benefits

    A creature with a tongueworm gains a natural sting attack. This sting attack replaces the creature's bite attack, if it has one. With a successful hit, the tongueworm injects a paralytic poison (see above). An attached tongueworm has a 5-foot reach and can be used to make grapple attempts and disarm attempts.

    Symbiosis Cost: 1d3 Constitution
    Body Slot: Neck

    Ecology

    Environment jungle
    Organization hive (6-40, depending on size of the tree the hive inhabits)
    Treasure none

    Tongueworms live almost identical to the method tentacle whips do with several differences. They have fewer individuals within a hive due to a higher desire among the serus to have a host. They also seek to resolve a larger number of conflicts through nonviolent means. The tongueworm lies flat over the host's tongue and tucks its poison barb under its own body when not deployed. It extends its whip like tail down the host's throat and into the host's stomach.

    Throwing Scarab
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    This small, beautiful scarab looks like a piece of jewelry until it flutters its shimmering blue wings, which glisten in the light as if covered with a slick of oil. Also now visible is the creature’s double set of wickedly sharp mandibles.
    Throwing Scarab CR 1
    XP 100
    Lawful Neutral Fine Aberration (seru)
    Init +6; Senses Perception +7

    Defenses

    AC 20, Touch 19, flatfooted 19; (+1 Dex, +8 size, +1 natural)
    hp 4 (1d8)
    Fort +0, Ref +1, Will +3

    Offenses

    Speed 5 ft.
    Melee Bite +9 (1)
    Space 1/2 ft.; Reach 0 ft.

    Statistics

    Str 3, Dex 12, Con 10, Int 5, Wis 12, Cha 6, Ego 3
    Base Atk +0; CMB -12; CMD -1
    Feats Alertness, Weapon Finesse
    Skills Perception +7
    Languages Usually Aklo

    Host Benefits

    A throwing scarab generates small shards of hard crystalline carapace. The host can grasp one of these shards as a free action and throw it as a normal ranged attack. The shard has a range increment of 20 feet, and the host is always proficient with it. When thrown in this fashion, the shard is treated as a magic weapon for the purpose of overcoming damage reduction. On a successful hit, the shard deals 1d6 points of slashing damage (critical 19–20/x2) and then dissolves in its target, dealing an additional 1d6 points of acid damage.
    At the beginning of the host’s next action, the throwing scarab secretes another shard, allowing the host to throw one shard each round. Shards do not last for more than 1 round once detached from the seru. If a shard is not used as a weapon within 1 round after being pulled from the seru, it dissolves harmlessly.
    While attached to the host, a throwing scarab does not make any attacks of its own.

    Symbiosis Cost: 1d3 Wisdom
    Body Slot: Any one of Hands (partial), Wrist (partial)

    Ecology

    Environment any, normally desserts
    Organization solitary
    Treasure none

    A throwing scarab is a special seru—vicious in its own right, but also capable of providing its host with a throwing weapon. When inactive, it is difficult to pick out (and thus makes an excellent concealed weapon). The throwing scarab prefers to attach to its host on the exterior of the hand, appearing like some strange decoration.

    Winter Cyst
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    A stubby, sluglike polyp inches forward, leaving a slime trail behind it. It heaves upright, then swivels the end of its upper portion to stare with a baleful white eye.
    Winter Cyst CR 1
    XP 100
    Lawful Neutral Tiny Aberration (seru)
    Init +4; Senses Perception +7

    Defenses

    AC 17, Touch 16, flatfooted 13; (+4 Dex, +2 size, +1 natural)
    hp 7 (1d8 +3)
    Fort +0, Ref +4, Will +1

    Offenses

    Speed 5 ft.
    Melee Bite +0 (1d3-2)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 19, Con 10, Int 5, Wis 8, Cha 10, Ego 4
    Base Atk +0; CMB -12; CMD -1
    Feats Alertness, Weapon Finesse
    Skills Perception +7
    Languages Usually Aklo

    Special Abilities

    Eye Ray (Su): A winter cyst can make an eye ray attack every other round as a standard action. The eye ray has a range of 60 feet and deals 2d6 points of cold damage. It also imposes a –4 penalty to Strength for 1 minute on the creature struck. This ability is suppressed when attached to a host.

    Host Benefits

    As a standard action, the host of a winter cyst can make a ranged touch attack with a ray of cold emitted from the eye. This ray has a maximum range of 30 feet and deals 1d6 points of cold damage. It also imposes a –2 penalty to Strength for 1 minute on the creature struck. Penalties from multiple rays (either from the same or separate winter cysts) do not stack. While attached to the host, a winter cyst does not make any attacks of its own.

    Symbiosis Cost: 1d3 Intelligence
    Body Slot: Any one of Belts, Body (partial), Chest (partial), Hands (partial), Neck, Shoulders (partial), Wrist (partial)

    Ecology

    Environment any, normally arctic environs
    Organization solitary
    Treasure none

    The winter cyst is an odd being, both aberrant and very closely tied to nature. It revels when blizzards roar around, and seems to show a sense of pleasure by sending its own frozen ray to object uncovered by snow or ice. The winter cyst sends rooting tendrils into the host’s skull and braincase to feed itself directly from the host’s blood and mind. The wriggling stalk can raise its single eye in any direction in order to bring its baleful gaze to bear.
    Last edited by Deviston; 2013-08-07 at 07:03 AM.

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    Viguro
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    The diamond formation that is the torso of the viguro tapers up and down to elongated points. On the horizontal axis of the shape, extend two abnormally long arms that end in two abnormally long claws.
    Viguro CR 1
    XP 100
    Lawful Neutral Small Aberration (seru)
    Init +4; Senses Perception +3

    Defenses

    AC 19, Touch 15, flatfooted 15; (+4 Dex, +1 size, +4 natural)
    hp 5 (1d8 +1)
    Fort +1, Ref +4, Will +1

    Offenses

    Speed 10 ft., fly 15 ft.
    Melee Claw +5 (1d4-2 plus plasma burst)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str 7, Dex 18, Con 12, Int 5, Wis 8, Cha 4, Ego 5
    Base Atk +0; CMB -3; CMD 11
    Feats Weapon Finesse
    Skills Perception +3, Stealth +8
    Languages Usually Aklo

    Special Abilities

    Plasma Burst (Su): If a viguro hits a single target with two claw attacks in one round, the latent energy discharges dealing 2d4 electric damage. This effect cannot occur more than once per round.

    Host Benefits

    A creature with an attached viguro gains two claw attacks that each deals 1d8 damage. The host also gains the benefits of the viguro’s plasma burst ability.

    Symbiosis Cost: 1d3 Constitution, 1d2 Dexterity
    Body Slot: Shoulders

    Ecology

    Environment mountains
    Organization solitary or pair
    Treasure none

    A fiercely loyal seru, the viguro enjoys nothing more than to show off its lightning quick attacks in a duel with other viguro. The viguro attaches by


    Orb
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    Viewed from the top, orb is a triangular shaped being with thrice jointed claw-like legs sprouting from each point of its triangle shape. Its mouth and eyes sit simply on the face of the creature in between a pair of legs. On its top is a collection of bony protrusions that are arranged in a circular pattern. Within the bones, lies a soft pink flesh that always seems to be growing.
    Orb CR 1
    XP 100
    Lawful Good Diminutive Aberration (seru)
    Init -1; Senses Perception +3

    Defenses

    AC 16, Touch 13, flatfooted 16; (-1 Dex, +4 size, +3 natural)
    hp 7 (1d8 +3)
    Fort +0, Ref -1, Will +1

    Offenses

    Speed 20 ft., climb 30 ft.
    Melee Claw +1 (1d2-2)
    Space 1-1/2 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 9, Con 11, Int 5, Wis 8, Cha 15, Ego 7
    Base Atk +0; CMB -6; CMD 3
    Feats Toughness
    Skills Perception +3, Stealth +11
    Languages Usually Aklo

    Special Abilities

    Rejuvenating Pustule (Ex): Within the circle of bones atop orb’s back grows a pustule filled with regenerative fluids. The pustule takes one hour to fill up with enough liquid to heal one hit point. The pustule can hold up to 7 hit points worth of healing fluid. The orb may drain the fluid into its own body as a move action. An orb cannot drain its own pustule when attached to a host.

    Host Benefits

    A creature with an attached orb gains control over when the rejuvenating pustule is drained. Since the seru and host or joined, draining the pustule heals both for a similar amount. Commanding the orb to drain the pustule is a free action but still takes a move action from the orb. Additionally, the pustule can be removed from the orb as a move action. Any creature can burst the pustule over a wound as a swift action to gain the healing benefits.

    Symbiosis Cost: 1d2 Constitution, 1d3 Strength
    Body Slot: Bracers, Necklace, Torso, or Shoulders

    Ecology

    Environment underground
    Organization solitary
    Treasure none

    The orb seru has always been a friend to others. It thoroughly enjoys healing others for some reason. Similar to the breed leech, a person who receives healing from an orb while pregnant more than one time shall give birth to a seru half-blood.


    Freed
    Spoiler
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    What seem to be two stalagmites begin to twitch and roll around. After much maneuvering, the stalagmites flip up to act as legs for a center mass that ambles away slowly.
    Freed CR 1
    XP 100
    Neutral Small Aberration (seru)
    Init +0; Senses Perception +7

    Defenses

    AC 16, Touch 12, flatfooted 16; (+2 size, +4 natural)
    hp 8 (1d8 +4)
    Fort +1, Ref +0, Will +5

    Offenses

    Speed 10 ft., 40 ft. on ice
    Melee Claw +4 (1d3+2)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str 14, Dex 10, Con 13, Int 8, Wis 17, Cha 4, Ego 4
    Base Atk +0; CMB +0; CMD 10
    Feats Stealthy
    Skills Perception +7, Stealth +10, Survival +7
    Languages Usually Aklo

    Special Abilities

    Freeze (Ex): As a move action, the freed can freeze solid all placid water within 30 feet. The ice is non-magical and defrosts as normal. This effect is suppressed when freed is attached to a host.

    Host Benefits

    A creature with an attached freed may use the freeze special ability once per day per Constitution modifier (minimum 1).

    Ice Walk (Ex): The host may walk on ice as if on normal firm earth. They also gain +5 to their base move speed while on ice.

    Symbiosis Cost: 1d2 Dexterity, 1d2 Strength
    Body Slot: Feet

    Ecology

    Environment arctic environs
    Organization solitary or fleet (5-13)
    Treasure none

    The freed tends to live near other stalagmite-like natural formations. They spend most of their lives keeping their environment chilled to a temperature that is comfortable for them. The freed attaches by wrapping its central mass around the rear lower waist of a creature, extending its long legs down the back half of the host’s legs, and bonding its claw-like feet to the bottom of the host’s feet.


    Kemaro
    Spoiler
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    What first appears to be an skeletal canine, hops forward with obviously living eyes.
    Kemaro CR 1
    XP 100
    Lawful Good Tiny Aberration (seru)
    Init -1; Senses Perception +5, Scent

    Defenses

    AC 17, Touch 11, flatfooted 17; (-1 Dex, +2 size, +6 natural)
    hp 9 (1d8 +5)
    Fort +2, Ref -1, Will +3

    Offenses

    Speed 30 ft.
    Melee Bite +3 (1d6 +1)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 12, Dex 8, Con 14, Int 6, Wis 12, Cha 9, Ego 7
    Base Atk +0; CMB -1; CMD 8
    Feats Toughness
    Skills Perception +5, Intimidate +3
    Languages Usually Aklo

    Special Abilities

    Defensive Shell (Ex): As a full-round action, the kemaro may choose to become completely immobile and gains defensive and passively offensive benefits. When in the defensive shell, the kemaro reduces his effective Dexterity score to 1 (gaining an additional -4 penalty to Dexterity based skill checks, AC, and Reflex saving throws) but gains +4 additional natural armor. While in this state the kemaro cannot move unless moved forcibly, cannot make Reflex saves, nor can it change its field of vision. The kemaro also grows jagged bone spikes from its outer casing that deal 2d6 +10 damage to creature who hit the kemaro with a melee or natural attack. The kemaro may remain in this state indefinitely but may only enter it times per day equal to its Constitution modifier (minimum 1). Ending this state is a move action. This ability is suppressed when the kemaro is attached to a host.

    Host Benefits

    The host gains a +6 armor bonus. A kemaro has a -5 armor check penalty, a maximum Dexterity bonus of +2, and an arcane spell failure chance of 20%. The host is treated as wearing heavy armor. There is no penalty for sleeping in the seru. It can be enchanted as regular armor but costs 1.5 times the normal price.

    The host also gains the use of the defensive shell ability. It can only be used a number of times per day equal to the host’s Constitution modifier (minimum 1).

    Symbiosis Cost: 1d6 Constitution, 1d6 Dexterity
    Body Slot: Armor

    Ecology

    Environment plains
    Organization solitary or pack (5-7)
    Treasure none

    This seru may be mistaken for a very odd statue when encountered. However, it quickly changes to a curious canine that looks to eat and taste anything it can get its maw into. The kemaro attaches by splitting itself down the center of its torso, legs, arms, and jaw. It then engulfs the host, resealing its body around the encompassed creature. The kemaro can leave certain spots slightly open to accommodate other seru on the host.


    Barra
    Spoiler
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    Similar to the freed seru, a barra has a central mass supported by two muscly legs and ending in large angular claws.
    Barra CR 1
    XP 100
    Chaotic Neutral Small Aberration (seru)
    Init +3; Senses Perception +6

    Defenses

    AC 16, Touch 14, flatfooted 13; (+3 Dex, +1 size, +2 natural)
    hp 7 (1d8 +3)
    Fort -1, Ref +3, Will +3

    Offenses

    Speed 40 ft.
    Melee Gore +4 (1d8)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str 11, Dex 16, Con 8, Int 7, Wis 14, Cha 6, Ego 7
    Base Atk +0; CMB -4; CMD 5
    Feats Weapon Finesse
    Skills Acrobatics +7, Perception +6
    Languages Usually Aklo

    Special Abilities

    Dash (Ex): The barra can move 5 times its move speed as a move action. This is not a run action. When using the run action the barra moves at 7 times its move speed. This ability is suppressed when attached to a host.

    Host Benefits

    A creature with an attached barra gains a +10 bonus to move speed.

    Dash (Ex): As a swift action a number of times per day equal to the host’s Constitution modifier (minimum 1), the barra may send a surge of fluids through its host and increase its speed. For one round after activating this ability, the host may move 5 times its move speed as a move action.

    Symbiosis Cost: 1d6 Constitution, 1d3 Dexterity
    Body Slot: Legs

    Ecology

    Environment plains
    Organization solitary or wedge (7 – 13)
    Treasure none

    The barra is a swift creature, often times associated with the wind itself. When a wedge is in long distance travel, nearby creatures mistake the movement of air produced by their passing as genuine wind gusts. The barra attaches by wrapping its central mass around the front lower waste of a creature, extending its long legs down the front half of the host’s legs, and bonding its claw-like feet to the top of the host’s feet.


    Gimard
    Spoiler
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    A bulbous headed, beak faced creature glides forward supported by a thin sinew of muscle ending with two bony claws.
    Gimard CR 1
    XP 100
    Chaotic Neutral Tiny Aberration (seru)
    Init +1; Senses blindsense 60 ft., Perception +7

    Defenses

    AC 15, Touch 13, flatfooted 13; (+1 Dex, +2 size, +2 natural)
    hp 4 (1d8)
    Fort +0, Ref +1, Will +3

    Offenses

    Speed fly 10 ft.
    Melee Claw +1 (1d4-1 plus 1d4 fire)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 9, Dex 12, Con 10, Int 6, Wis 12, Cha 7, Ego 9
    Base Atk +0; CMB -3; CMD 8
    Feats Skill Focus (perception)
    Skills Fly +5, Perception +7
    Languages Usually Aklo

    Special Abilities

    Tail Fire (Su): As a standard action, a gimard may launch a small ball of fire from its claw tail to any target within 60 feet that deals 2d4 damage. The target may make a Reflex save (DC 12) for half damage. This ability is suppressed when attached to a host.

    Host Benefits

    The host cannot use a weapon or shield in the hand holding the gimard, although he can make an unarmed strike using that hand. Because the weapon is attached to the hand of the host, it cannot be the target of a disarm attempt.
    A gimard has a reach of 10 feet and can attack adjacent foes without penalty. A gimard deals lethal damage and burns the target for 1d4 fire damage (in addition to the base 1d4 slashing damage) with a successful hit. The gimmard counts as a dagger or a whip for the purposes of weapon related rules.
    Unlike a tentacle whip, a gimard cannot make a single attack per round using its own attack bonus and statistics. The host primarily uses the whip as a weapon. In this case the user's attack bonus and Strength are used; the whip has a number of additional benefits, described below.
    While it has no enhancement bonus, a gimard is considered a magic weapon for purposes of overcoming damage reduction.

    Channel Touch (Ex): A tentacle whip can be used to deliver a touch attack—either a natural power of the bearer or a held magical charge.

    Improved Attack (Ex): A gimard is bound to the nervous system of its host; when it is used as a weapon, it can guide the hand of its wielder and provides the following additional benefits.
    —The wielder takes no penalty for using the gimard in an offhand (although he does take all other relevant penalties if attacking with two weapons).
    —The wielder gains a +1 bonus on all attack rolls made using the gimard.

    Symbiosis Cost: 1d4 Dexterity, 1 point Dexterity daily
    Body Slot: Hands (partial)

    Ecology

    Environment underground
    Organization solitary or pair
    Treasure none

    The gimard prefers to simply hang wrapped around a stalactite until food comes along. They rarely, if ever, come to the surface unless brought by a host. The gimard attaches by opening its beak wide to place the hand of the host into its mouth. The beak closes tight around the hand and sinks in tendrils to connect with the host.


    Nighto
    Spoiler
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    The purple, veiny inverted teardrop releases its grip on a high branch. The four podlike wings begin spinning around the single eye that the wings protected while hanging.
    Nighto CR 1
    XP 100
    Neutral Good Tiny Aberration (seru)
    Init -3; Senses All around vision, Perception +5

    Defenses

    AC 14, Touch 11, flatfooted 14; (-1 Dex, +2 size, +3 natural)
    hp 2 (1d8 -2)
    Fort -2, Ref -3, Will +3

    Offenses

    Speed fly 30 ft.
    Melee Pummel -3 (1d4-3)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 4, Dex 5, Con 6, Int 9, Wis 12, Cha 17, Ego 8
    Base Atk +0; CMB -6; CMD 2
    Feats Hover
    Skills Fly +10, Perception +5, Stealth +6
    Languages Usually Aklo

    Host Benefits

    A creature with an attached nighto has 360 degree vision.

    Symbiosis Cost: 1d2 Intelligence, 1d2 Wisdom
    Body Slot: Any one of Necklace, Head, Shoulders

    Ecology

    Environment forest
    Organization solitary or host (2-7)
    Treasure none

    The nighto tends to steer clear of fights whenever possible. It uses its all around vision to ensure escape is possible from predators. The nighto attaches by inverting its wings to wrap around front of the host while its eye hangs behind.


    Hurn
    Spoiler
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    Very rarely seen, the hurn lives in puddles of water underground. Its six tentacles writhe about seeking the mouth of a host.
    Hurn CR 1
    XP 100
    Lawful Good Diminutive Aberration (seru)
    Init -1; Senses Blindsight 30 ft., Perception +7

    Defenses

    AC 14, Touch 13, flatfooted 14; (-1 Dex, +4 size, +1 natural)
    hp 3 (1d8 -1)
    Fort -1, Ref -1, Will +7

    Offenses

    Speed 5 ft., climb 10 ft., swim 20 ft.
    Melee Claw +0 (1d2-3)
    Space 1-1/2 ft.; Reach 0 ft.

    Statistics

    Str 3, Dex 8, Con 8, Int 5, Wis 16, Cha 9, Ego 4
    Base Atk +0; CMB -8; CMD 1
    Feats Iron Will
    Skills Perception +7
    Languages Usually Aklo

    Host Benefits

    A creature with an attached hurn can breathe water just as it would be able to breathe air. Additionally, the host no longer need to eat or drink as long as its Constitution score is at least 15. The seru provides enough nutrients for the both of them by converting normally unused stores of energy for the host's use.

    Symbiosis Cost: 1d2 Constitution, 1d4 Charisma, 1 point Constitution daily
    Body Slot: Necklace

    Ecology

    Environment underground
    Organization solitary
    Treasure none

    The hurn crawls into a host’s throat and attaches to its lungs. The hurn is a peaceful seru that rarely has its own goals besides tasting waters from different areas around the world.


    Jedo
    Spoiler
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    A ghostlike figure slowly hovers forward swinging its scythe-like arm.
    Jedo CR 1
    XP 100
    Chaotic Evil Medium Aberration (incorporeal, seru)
    Init +1; Senses Perception +4

    Defenses

    AC 14, Touch 11, flatfooted 14; (+1 Dex, insight +2, +2 natural)
    hp 4 (1d8)
    Fort +0, Ref +1, Will +2

    Offenses

    Speed fly 15 ft.
    Melee Scythe arm +3 (2d4+2)
    Space 5 ft.; Reach 5 ft.

    Statistics

    Str 14, Dex 12, Con 10, Int 7, Wis 11, Cha 5, Ego 6
    Base Atk +0; CMB +2; CMD 13
    Feats Weapon Focus (scythe arm)
    Skills Perception +4
    Languages Usually Aklo

    Special Abilities

    Slay Seru (Su): If a jedo seru deals damage to a seru, it can attempt to instantly slay the damaged seru. The damaged seru must make a Will save (DC 10) or die instantly. This ability is suppressed when a jedo is attached to a host.

    Host Benefits

    A creature with an attached jedo gains the use of the slay seru power against any rebelling seru. If a conflict arises between a seru and its host and the host fails the Ego Will save, the host may invoke this power on the rebelling seru. A jedo is immune to its own slay seru power.

    Symbiosis Cost: 2d6 Constitution, 2d3 Charisma
    Body Slot: n/a

    Ecology

    Environment any
    Organization solitary
    Treasure none

    The jedo seru moves about the world attempting to rid seru from it. Their reasons are unknown, but their intent is more than obvious. A jedo attaches to a host in the same way a shadow sibling does.


    Mehtah
    Spoiler
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    The red creature crawls forward on six chitinous legs. Its large horn seems to writhe with an internal fire.
    Mehtah CR 1
    XP 100
    Lawful Good Tiny Aberration (seru)
    Init +1; Senses Perception +5

    Defenses

    AC 18, Touch 14, flatfooted 16; (+1 Dex, +2 size, +5 natural, dodge +1)
    hp 4 (1d8)
    Fort +2, Ref +1, Will +3

    Offenses

    Speed 20 ft.
    Melee Gore +1 (1d6-1 +1d4 fire)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 9, Dex 13, Con 14, Int 12, Wis 13, Cha 11, Ego 6
    Base Atk +0; CMB -2; CMD 8
    Feats Dodge
    Skills Knowledge (any three) +5, Perception +5, Stealth +13
    Languages Usually Aklo

    Host Benefits

    A creature with an attached mehtah gains the use of its horn as a short sword that deals an additional 1d4 fire damage on hit. Since the seru is attached to the bracers slot of the host, he may still hold objects in his hand but cannot wield additional weapons or make use of an item in a round that he attacks with the seru. It can be enchanted as a regular weapon but costs 1.5 times the normal price.

    Symbiosis Cost: 1d2 Dexterity, 1d3 Strength
    Body Slot: Bracers (partial)

    Ecology

    Environment any
    Organization solitary
    Treasure none

    The mehtah seru always seeks to serve a host in some great campaign for the advancement of a good or lawful cause. They have a righteous sense of self-worth and rarely conflict with the host unless the host commits a especially heinous act. The mehtah attaches by wrapping its legs around the forearm of the host and sinking in its tendrils.


    Mul
    Spoiler
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    The snakelike creature glides through water with great ease, sensing about with antennae for a small morsel of food.
    Mul CR 1
    XP 100
    Neutral Diminutive Aberration (seru)
    Init -2; Senses Blindsight 10 ft., Perception +6

    Defenses

    AC 16, Touch 12, flatfooted 16; (-2 Dex, +4 size, +2 natural)
    hp 4 (1d8)
    Fort +0, Ref -2, Will +3

    Offenses

    Speed 10 ft., Swim 30 ft.
    Melee Bite +3 (1d2-1)
    Space 1-1/2 ft.; Reach 0 ft.

    Statistics

    Str 8, Dex 7, Con 11, Int 6, Wis 15, Cha 10, Ego 7
    Base Atk +0; CMB -5; CMD 4
    Feats Skill Focus (swim)
    Skills Perception +6, Stealth +15, Swim +15
    Languages Usually Aklo

    Special Abilities

    Water Jet (Ex): As a move action a mul may exude a stream of water from its gullet that propels it in reverse 50 feet. When attached to a host this ability is suppressed.

    Host Benefits

    A creature with an attached mul can mentally command the mul to use its water jet ability as a free action. The mul still uses a move action to perform the ability. When in water, the host is propelled in any direction five feet for every mul (up to a maximum of 50 feet with 10 mul) attached and has unlimited uses. When on land, the host is propelled laterally five feet for every 2 mul (up to a maximum of 25 feet with 10 mul) attached and costs 1 Constitution for every 5 foot propelled as the mul drain the host for the required water for the move.
    Note: For statistical purposes, each use of a mul’s water jet ability generates 5 gallons of water

    Symbiosis Cost: 1d2 Constitution
    Body Slot: n/a

    Ecology

    Environment aquatic
    Organization solitary or colony (30-50)
    Treasure none

    The mul are a species of seru closely related to shrimp. The travel in colonies and dart about to avoid predators. Mul attach by sinking their tails deep into a host’s body and leave only the inch of their head open to air.


    Otezma
    Spoiler
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    The stonelike otezma has twenty long spindly legs from its bulbous head. With a tensing of muscles, it leaps forward, ramming into prey and shocking it into submission.
    Otezma CR 1
    XP 100
    Lawful Neutral Tiny Aberration (seru)
    Init -2; Senses Perception +6

    Defenses

    AC 14, Touch 10, flatfooted 14; (-2 Dex, +2 size, +4 natural)
    hp 9 (1d8 +5)
    Fort +2, Ref -2, Will +4

    Offenses

    Speed 30 ft., climb 10 ft.
    Melee Slam +3 (1d8+3 +1d6 shock +1d4 spikes)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 17, Dex 6, Con 15, Int 11, Wis 14, Cha 8, Ego 7
    Base Atk +0; CMB -1; CMD 9
    Feats Toughness
    Skills Acrobatics +2, Stealth +8, Perception +6
    Languages Usually Aklo

    Special Abilities

    Shocking Touch (Ex): Any creature that touches the otezma seru takes 1d6 electricity damage per round touching it if the otezma wishes. This ability is suppressed if the otezma is attached to a host.

    Host Benefits

    A creature with an attached otezma seru treats his unarmed strike as armed weapons that deal base damage of 1d8. Additionally, attacks made with this seru deals an additional 1d6 electric damage and 1d4 piercing damage from its spikes. It can be enchanted as a regular weapon but costs 1.5 times the normal price. For the purposes of feats or abilities, this seru counts as an unarmed strike or a spiked gauntlet.

    Symbiosis Cost: 1d2 Constitution, 1d3 Strength
    Body Slot: Hands (partial)

    Ecology

    Environment mountains
    Organization solitary or pack (5-10)
    Treasure none

    The otezma seek to be struck by lightning whenever possible. For reasons unknown, as this can and has caused their deaths, many otezma seru have climbed on top of each other at the peak of a mountain in aims to be struck. Otezma attach by wrapping their twenty legs in a tight conical shape around the hand of the host, safely securing itself to the host but not impeding the use of the hand.


    Palma
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    All upper body, this seru appears to be cut off at the waist, its massive (for its size) arms drag it about.
    Palma CR 1
    XP 100
    Neutral Tiny Aberration (seru)
    Init +0; Senses tremorsense 40 ft., Perception +2

    Defenses

    AC 18, Touch 12, flatfooted 18; ( +2 size, +6 natural)
    hp 11 (1d8 +7)
    Fort +4, Ref +0, Will +0
    DR 6/adamantine

    Offenses

    Speed 20 ft., climb 30 ft.
    Melee Bite -2 (1d3-2)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 6, Dex 10, Con 19, Int 3, Wis 6, Cha 11, Ego 5
    Base Atk +0; CMB -4; CMD 6
    Feats Toughness
    Skills Stealth +8, Climb +7
    Languages Usually Aklo

    Host Benefits

    A creature with an attached palma gains damage reduction */adamantine where * is equal to the natural armor bonus of the palma.

    Symbiosis Cost: 2d6 Constitution, 2d4 Strength
    Body Slot: n/a

    Ecology

    Environment underground
    Organization solitary
    Treasure none

    The stony looking palma is actually a very mutable creature. Despite its rigid appearance, the creature attached by changing shape and form to crawl into the body of the host and cover its bones.


    Terah
    Spoiler
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    The crawling green creature extends its five legs and lets loose a slicing wave of sonic energy.
    Terah CR 1
    XP 100
    Neutral Good Tiny Aberration (seru)
    Init +3; Senses Perception +5

    Defenses

    AC 19, Touch 16, flatfooted 15; (+3 Dex, +2 size, +3 natural, +1 dodge)
    hp 7 (1d8 +4)
    Fort +1, Ref +3, Will +3

    Offenses

    Speed 20 ft., fly 30 ft.
    Melee Claw +1 (1d2-1)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 8, Dex 16, Con 12, Int 17, Wis 12, Cha 15, Ego 11
    Base Atk +0; CMB -3; CMD 10
    Feats Dodge
    Skills Knowledge (any five) +7, Perception +5, Stealth +8, Climb +10
    Languages Usually Aklo

    Special Abilities

    Wind Blade (Su): As a move action, the terah seru can release a sonic wave dealing 2d4 sonic damage in a 10 foot cone. Affected creatures may make a DC 13 Reflex save for half damage. This ability is suppressed when the seru is attached to a host.

    Host Benefits

    A creature with an attached terah gains the use of the wind blade ability. The host may use this ability a number of times per hour equal to his Constitution score (minimum 1).

    Symbiosis Cost: 1d4+2 Constitution, 1d2+1 Dexterity
    Body Slot: Hands (partial)

    Ecology

    Environment any
    Organization solitary or group (3-7)
    Treasure none

    The terah seru likes to ride air currents most of its life. Whenever it does come down, it is normally to find a host to expand its experiences in life. A terah seru attaches by encompassing a creatures hand and sinks in its tendrils.
    Last edited by Deviston; 2013-08-13 at 04:23 AM.

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    Orc in the Playground
     
    Deviston's Avatar

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    Default Re: Pathfinder Conversion of Symbionts

    Craft Seru [Item Creation]
    Prerequisite: Either Craft Magic Arms and Armor or Craft Wondrous Items
    Benefit: You have the ability to grow internal items that are considered seru. Growing a seru requires a live, helpless aberration. See the seru subtype rules for more details.
    Special: Seru Half-bloods can use themselves as the base aberration to grow symbionts. Seru Half-bloods use their character level as the caster level for creating symbionts and can ignore the prerequisites if they have five or more hit dice.
    Last edited by Deviston; 2013-08-07 at 06:47 AM.

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    Default Re: Pathfinder Conversion of Symbionts

    I hope you don't mind me stealing these for my shonen/sci-fi/fantasy setting.
    Can't wait for the new material.
    Last edited by Milo v3; 2013-05-24 at 09:09 PM.
    Spoiler: Old Avatar by Aruius
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    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

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    Default Re: Pathfinder Conversion of Symbionts

    Good work, sir. I will look more closely at it when I have the chance.
    It's really neat, and I like it. I may also borrow it for my games.
    Last edited by gr8artist; 2013-05-25 at 06:18 PM.
    My Homebrew and Extended Signature
    Current avatar: Charza Sahlaren, by gr8artist

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    Default Re: Pathfinder Conversion of Symbionts

    Everyone take take! I don't make this business to sit and gather dust. My dream is to see a symbionts live on, a shadow symbiont in the smile of every baby, a breed leech responsible for the laughter of every child. Even one day... dare I say it... a dockman running for mayor of a liberal elven treetop village. Progress is coming my friends, don't be on the wrong side when the fight for symbiont civil rights comes to bare.

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    Default Re: Pathfinder Conversion of Symbionts

    Quote Originally Posted by Deviston View Post
    Everyone take take! I don't make this business to sit and gather dust. My dream is to see a symbionts live on, a shadow symbiont in the smile of every baby, a breed leech responsible for the laughter of every child. Even one day... dare I say it... a dockman running for mayor of a liberal elven treetop village. Progress is coming my friends, don't be on the wrong side when the fight for symbiont civil rights comes to bare.
    Civil rights for Symbionts, how ridiculous. They shall do our bidding for we are their mast-
    *Remembers the Hulk Skin and some of the Seru I was writing....*

    Actually.... nevermind, probably best to not anger them.
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    Default Re: Pathfinder Conversion of Symbionts

    Anyone have comments on balance or discrepancies for the "as treasure" table?

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    Default Re: Pathfinder Conversion of Symbionts

    Quote Originally Posted by Deviston View Post
    Anyone have comments on balance or discrepancies for the "as treasure" table?
    Well first off, you might want to make it more clear that the Hulk Skin is the Artifact. It says * at the bottom, but it doesn't have it in the table.

    As for pricing, I'll look at the Breed Leech as if it was a normal magic item.
    It should be worth around 5600 gp (2000 for +1 Fortitude, 800 for Health, x2 for no-slot). Now to find the proper price we'd need to figure out how much the whole living gear and ability damage are worth.

    Your pricing puts it on being worth /2.8 which places the Breed Leech on exactly 2000 gp.

    So, to make sure the pricing of the rest is fair you could just do pricing as a magic item, then divide the cost by 2.8.
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    Default Re: Pathfinder Conversion of Symbionts

    The core symbiont pricing are all from the Magic of Eberron table. Copy pasta, that being said maybe THEY didn't even put more thought into it than "here are some numbers".

    I believe the reduced price (for example the breed leech) is due to Ego saves and what not. IF you fail one, the symbiont controls you for X time.

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    Default Re: Pathfinder Conversion of Symbionts

    Added 14 MORE symbionts (aka seru). All themed from the game Legend of Legaia either vaguely or very closely. One can NEVER have enough symbionts!

    BTW, feel free to PEACH at your heart's content. I would welcome the critiquing.

    EDIT: It has been pointed out to me that there are certain formatting/grammatical errors. Please annotate which symbionts these errors are in so I may fix them.
    Last edited by Deviston; 2013-06-03 at 08:12 AM.

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