Calling all symbiont fans!!! [Archive] - Wizards Community

Post/Author/DateTimePost
plaguewraith

04-18-08, 09:49 PM
i need some ideas foe new symbionts in my campaign, so i turn to the forums.

one sorcerer variant we have gains a symbiont as a familiar and can "upgrade" or "evolve" his symbiont familiar to other forms at later levels

anyway we need symbionts for this idea if you have any write a preliminary example of the abilities and statistics especially the host benefits
plaguewraith

04-20-08, 10:34 AM
:bump:
Moosh Nailo

04-20-08, 09:24 PM
Check out the eberron forums, the have symbiont stuff going on often enough. Magic of Eberron sourcebook has a couple cool ones, as does the Eberron Campaign setting and Fiend Folio.
Hellsbells

04-20-08, 09:28 PM
Dont know if its what your going for but the simbient template from savage species might be cool. Also I agree with the above guy.
plaguewraith

04-21-08, 08:13 AM
i'm not looking for ones that already exist i asked if anyone had CUSTOM symbionts

sorry if im being rude but i am not that patient, the next campaign starts wednesday next week so ive got time but i just hate waiting
NerdNumber1

04-21-08, 09:19 AM
Would you like a constant flow of undeveloped ideas, a handful of full creations, or whatever you can get?
plaguewraith

04-21-08, 11:33 AM
Would you like a constant flow of undeveloped ideas, a handful of full creations, or whatever you can get?

as i said in my original thread, just give an idea with the basics written out, like the host abilities and one or two special abilities

Essentially all of what you said
NerdNumber1

04-21-08, 05:57 PM
Blackwings: These bat-like creatures burrow into their host's back. Younger specimens only slow falls and enable gliding, while older, larger ones give full flight. The largest are marvals to behold, with 12ft wing spans and allow incredible speeds and long flights. However, the older ones demand greater costs on the body, which require more than their host can provide. When this happens, the symbiont gives the host means to supply its own desires. The host grows blood-sucking fangs that let suplement the costs of the Blackwing. The larger the Symbiont and the greater the transformation, the more likely it is to control the host and the harder it is to safely remove. Further changes can result from use, such as claws, increased light sensitivity, and can ultimatly turn the host into a bat-like monster that needs blood to survive. Strong-willed hosts, however, can delay complete domination near-indefinatly.
plaguewraith

04-23-08, 09:44 AM
interesting idea. ive come up with a symbiont that allows flight called the sky scourge, it's more like an insect with short legs that hook around the body granting extreme manueverability and mobility.

some other ones include a stronger version of the throwing scarab that uses poisonous darts, a glove of red chitin that gives a claw attack and fire-based abilities, a skeletal creature that turns into armor, a snake-like creature that gives a tail attack and improved senses, a shield that creates sonic abilities, and the last of my creations is an arm blade symbiont.
plaguewraith

04-23-08, 11:10 AM
And heres the first symbiont ive made

Sky Scourge
Small Aberration (Symbiont)
Hit Die: 1d8 +1 (hp: 5)
Initiative: +3
Speed: 20ft, fly 60ft (good)
Armor Class: 16 (Size +1, Dex +3, Natural +2)
Base Atk/Grp: +1/-3
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5ft / 0ft
Special Attacks: ---
Special Qualities: Symbiont Traits, telepathy
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 15, Cha 8, Ego 3
Skills: Climb +4, Hide +6, Move Silently +6
Feats: Flyby Attack, HoverB
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: ---

Sky scourges were created by illithid spellcasters as a way to create aerial combat units, the result was a beetle-like creature with bat-like wings that connected with its host.
A sky scourge does not speak any language, but it understands Undercommon.

Combat
A sky scourge can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a sky scourge to gain its benefits or encounters the sky scourge accidentally. The sky scourge attaches by sinking tendril on the bottom of its body into the host’s back and wrapping its legs around the hosts torso.
Attaching or removing a sky scourge deals 1d3 points of strength damage.
Host Benefits: A creature with an attached sky scourge gains a fly speed of 60ft with good maneuverability, the host also gains the benefit of the sky scourge’s feats (Flyby Attack and Hover). While attached to a host, the sky scourge does not attack on its own. A sky scourge that remains attached to a host for more than a years must make a Fort save DC 15 or become a permanent part of the host losing its individuality in the process.
Symbiont Traits: See page 299 of the Eberron Campaign Setting.
Telepathy (Su): A sky scourge can communicate telepathically with its host, if its host has a language.
Dither

04-23-08, 11:30 AM
Angel Scythe
A deceptive name, this symbiont is ironically named for how it grants a pair of claws that mockingly appear as angelic wings. In actuality, they are skeletally-thin, multi-jointed limbs that sprout from the host's back.
(If that doesn't help conjure up imagery, think of those weird claws sticking out of the back of Kerrigan from StarCraft.)

Always chaotic small aberration
Host Benefits: Grants a Small- or Medium-sized host the ability to attack with both claws (treated as a single attack) as a Swift action once per round, with the host's reach. The attack is at the host's highest base attack bonus with a -5 penalty, and deals 2d4 damage plus 1/2 the host's Strength bonus.
When used in combination with a natural attack routine, the angel scythe attack is always treated as a secondary natural attack for the purpose of attack and damage.

The minutiae of the stat block are for you to determine. The important parts are already there.
plaguewraith

04-23-08, 02:53 PM
i like those ones, what feats to you think they would entail

i'll have a rogh copy of them posted if you'd like, me DM is here and helping to balance them out (me and him are the only ones able to balance anything we create in the entire campaign).
FrostWolf

04-23-08, 03:11 PM
Ideas? Sure, here's one for ya. NOTE: the following article is about a real critter, and a rather gruesome one at that.


http://en.wikipedia.org/wiki/Cymothoa_exigua


And a Google image search for Cymothoa exigua will give ya a pick of the little tongue eater.

The possibilities are many with this. extra languages, a breath weapon, poison immunity. Go nuts!
plaguewraith

04-23-08, 04:02 PM
Heres 2 more

Skull Mantle
Tiny Aberration (Symbiont)
Hit Die: 1d8 +1 (hp: 5)
Initiative: +3
Speed: 20ft, Climb 20ft
Armor Class: (Size +2, Dex +, Natural +2)
Base Atk/Grp: +0/-8
Attack: Tail +1 melee (1d4-1)
Full Attack: Tail +1 melee (1d4-1) and Bite -4 melee (1d3-1)
Space/Reach: 2-½ft / 0ft
Special Attacks: ---
Special Qualities: Symbiont Traits, low-light vision, darkvision 60ft, scent, telepathy
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 8, Dex 16, Con 12, Int 14, Wis 14, Cha 6, Ego 5
Skills: Hide +14, Listen +14, Move Silently +14, Spot +14
Feats: Track
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: ---

Skull mantles were created by the daelkyr as a way to create elite tracking units, the result was a snake-like creature with a dragon-like skull that can be retracted into its body.
A skull mantle does not speak any language, but it understands Undercommon.

Combat
A skull mantle can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a skull mantle to gain its benefits or encounters the skull mantle accidentally. The skull mantle attaches by sinking tendril on the bottom of its body into the host’s spinal column.
Attaching or removing a skull mantle deals 1d3 points of Con damage.
Host Benefits: A creature with an attached skull mantle gains a natural tail attack that deals 1d6 points of damage, when attached to a medium creature. It also gains a climb speed of 20ft, low-light vision, darkvision out to 60ft, and the scent ability.
Symbiont Traits: See page 299 of the Eberron Campaign Setting.
Telepathy (Su): A skull mantle can communicate telepathically with its host, if its host has a language.

Angel Claw
Small Aberration (Symbiont)
Hit Die: 1d8 +1 (hp: 5)
Initiative: +4
Speed: 30ft
Armor Class: 16 (Size +1, Dex +4, Natural +1)
Base Atk/Grp: +0/-4
Attack: Claw +4 melee (2d4)
Full Attack: 2 Claws +4 melee (2d4)
Space/Reach: 5ft / 5ft
Special Attacks: ---
Special Qualities: Symbiont Traits, darkvision 60ft, telepathy
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 10, Ego 5
Skills: Hide +9, Move Silently +9
Feats: Improved Natural Attack (claws), Weapon FinesseB
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually chaotic neutral
Advancement: None
Level Adjustment: ---

Angel claws are a failed daelkyr experiment. Intelligent enough to know they were in danger of destruction they fled on dominated hosts and made pacts with a cadre of powerful sorcerers turning them into the creatures they are today.
An angel claw appears as a pair of skeletal hands that attach to the shoulders of the host. They end in long serrated claws tat can strike with lethal force.
An angel claw does not speak any language, but it understands Undercommon.

Combat
An angel claw can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out an angel claw to gain its benefits or encounters it accidentally. An angel claw attaches by sinking tendril into the host’s shoulders and upper back.
Attaching or removing an angel claw deals 1d3 points of Wis damage.
Host Benefits: A creature with an attached angel claw gains a pair of claw attacks that deal 2d4 points of slashing damage, when attached to a medium creature. They are treated as magic for the purpose of overcoming damage reduction.
Symbiont Traits: See page 299 of the Eberron Campaign Setting.
Telepathy (Su): An angel claw can communicate telepathically with its host, if its host has a language.
plaguewraith

04-23-08, 05:20 PM
Heres another one

Flame Glove
Tiny Aberration (Symbiont)
Hit Die: 1d8 +2 (hp: 6)
Initiative: +3
Speed: 20ft
Armor Class: 17 (Size +2, Dex +4, Natural +1)
Base Atk/Grp: +0/-4
Attack: Claw +4 melee (2d4)
Full Attack: 2 Claws +4 melee (2d4)
Space/Reach: 5ft / 5ft
Special Attacks: Flame gout
Special Qualities: Symbiont Traits, darkvision 60ft, telepathy
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 12, Dex 17, Con 14, Int 10, Wis 8, Cha 12, Ego 5
Skills: Hide +15, Move Silently +15
Feats: Weapon Finesse
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually chaotic neutral
Advancement: None
Level Adjustment: ---

Flame gloves evolved from crawling gauntlets that were exposed to creatures with the fire subtype. Ever since the daelkyr have created hundreds of flame gloves for their servitors.
A flame glove does not speak any language, but it understands Undercommon.

Combat
A flame glove can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a flame glove to gain its benefits or encounters it accidentally. A flame glove attaches by sinking tendril into the host’s arm.
Attaching or removing an angel claw deals 1d3 points of Wis damage.
Host Benefits: A creature with an attached flame glove gains a claw attacks that deal damage as a crawling gauntlet plus 1 point of fire damage. They are treated as magic for the purpose of overcoming damage reduction. Once every round, the host can make a ranged touch attack to deal 1d4 points of fire damage to any one target within 60ft. A flame glove does not attack on its own while attached to a host.
Flame Gout (Su): Once every other round, a flame glove can make a ranged touch attack that deals 2d4 points of fire damage to any one target within 60ft.
Symbiont Traits: See page 299 of the Eberron Campaign Setting.
Telepathy (Su): A flame glove can communicate telepathically with its host, if its host has a language.
plaguewraith

04-25-08, 06:15 AM
:bump:
Space_Dragon

04-25-08, 09:56 AM
Army Grub
Diminutive Vermin (Symbiont)
Hit Die: 1/2 1d8+3 (3 hp)
Initiative: +1
Speed: 20 ft
Armor Class: 15 (+4 size, +1 dex) touch 15, flat footed 14
Base Atk/Grp: +0/-15
Attack: bite +5 melee (1d4-3 and poison)
Space/Reach: 1 ft/0 ft
Special Attacks: Poison
Special Qualities: Symbiont Traits, Skills
Saves: Fort +2, Ref +3, Will -1
Abilities: Str 4, Dex 12, Con 16, Int -, Wis 8, Cha 2, Ego 1
Skills: Hide +15, Move Silently +15, Climb +7*
Feats: Weapon Finesse
Environment: Rural or urban
Organization: Solitary
Challenge Rating: 1/3 (singly), or host +1 (when worn)
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: ---

A fat, pulsating, segmented grub, pale yellowish white in color, squirms surprisingly fast across the floor. The worm has a pair of sharp nippers on the front, and is about the size of your hand.

Army grubs are the larval form of a large, wasplike beast that may be related to spider-eaters. Whether by evolution or magical bioengineering, this species has lost its parasitic nature and become a symbiont; the larvae get their name from their prevalence on battlefields, where they tend to flourish.

Although they typically paralyze their hosts with their venom before entering, some humanoids have been known to ingest the creatures deliberately, using various herbs to suppress the gag reflex as the slimy grub climbs in the mouth and down the throat. Dwelling in the host's stomach, the grub attaches itself to the stomach lining and feeds on the host's food, like a tapeworm. Unlike similar parasites, however, army grubs do not cause sickness in their hosts; indeed, quite the opposite.

Whenever the host experiences an adrenaline rush, the grub senses it, and reacts by pumping its own organic steroid into the bloodstream. The host benefits from drastically increased physical strength and endurance, but may be left exhausted after the surge has ended.

After a gestation period of several months, the grub swims down into the large intestine to be passed in the host's feces (painful). It pupates in the ground, emerging as an adult after two to three weeks. Adults have the same stats as a giant wasp from the monster manual, and live for up to a year.

Combat

The sole objective of an army grub without a host is to find one. They typically attack while the host is sleeping, paralyzing it to prevent awakening and then crawling down its throat. They are attracted to warmth, and thus often creep into tents or houses.

Poison (Ex): Bite. Fortitude DC 13. One round after being bitten, the victim falls to the ground, stunned and unaware, for one minute. The save DC is constitution based.

Host Benefits (Ex): Whenever knowingly entering battle (or any other life-threatening situation), the host gains a +4 symbiont bonus to strength, constitution, and dexterity. These bonuses last until the end of the encounter. After the encounter has ended, the host is exhausted for one minute.

Skills (Ex): An army grub receives a +10 racial bonus to Climb checks.
plaguewraith

05-02-08, 04:43 PM
:bump:
plaguewraith

05-07-08, 03:20 PM
:bump:
plaguewraith

06-29-08, 03:48 PM
:bump: