Celestial Symbionts [Archive] - Wizards Community

Post/Author/DateTimePost
The Ethereal Wickerman

11-29-03, 04:31 AM
BLOOD-ANGEL
Tiny Outsider (Extraplanar, Good, Symbiont)
Hit Dice: 1d8+1 (5 hp)
Initiative: +4
Speed: 10 ft., fly 20 ft.
Armor Class: 16 (+2 Size, +4 Dex)
Attack: Bite +2 melee
Damage: Bite attach
Space/Reach: 2 1.2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Attach, blood drain
Special Qualities: 3/day protection against evil, enhance charisma, outsider traits, symbiont traits, tongues
Saves: Fort -1, Ref +3, Will +2
Abilities: Str 5, Dex 18, Con 11, Int 12, Wis 11, Cha 16, Ego 9
Skills: Diplomacy +5, Gather Information +4, Hide +20, Listen +4, Move Silently +9, Spot +4
Feats: Weapon Finesse
Environment: Any land and underground, Elysium.
Organization: Solitary (symbiont)
Challenge Rating: 1/8 or host +1
Treasure: None
Alignment: Usually chaotic good
Advancement: -

Blood-angels are tiny angelic beings that seek a larger lifeform for protection. Unlike most symbionts Blood-angels become symbiotic with another being only if both parties agree, as they will outright refuse to drain the blood of an evil creature. They will only attach themselves to a willing, good-natured creature. They both benefit, as the Blood-angel has nourishment and protection from its host, and the host becomes more attractive and protected against unholy sorcery.
Blood-angels stand about a foot tall and look like minature, angelic women. They have pure white skin and faultless dove-like wings. Their faces are unusually mask-like, as they have no features aside from their long, well-kept hair and a pair of large, amber eyes. They have unusual mouths however, like a pair of feminine with two concealed mandibles at the top of their mouths.

COMBAT
Blood-angels disdain fights, and will escape if they can. They rely on their hosts for protection.
Attach (Ex): If a Blood-angel hits with its bite attack, it uses its mouth to bite into its host flesh, lacthing firmly onto its body. An attached Blood-angel loses its dexterity bonus to AC, making its AC 12.
Blood Drain (Ex): A Blood-angel drains blood, dealing 1 point of constitutuion damage each day it remains attached. Ordinarily the host regains the 1 constitution point each night, just before the Blood-angel drains it keeping its host at an equilibrium point of -1 its normal constitution point. However once per day as a full-round action the Blood-angel can overfeed, draining enough blood to deal 1d4 points of constitution damage to its host, ussually as a sign of displeasure at commiting an evil act.
Enhance Charisma (Ex): Everyday that a Blood-angel drains its hosts blood, the host gains a +2 charisma bonus. If the Blood-angel doesn't drain its host blood that day however, its host loses the charisma bonus until the Blood-angel drains its blood again.
Tongues (Su): Blood-angels can speak any language that it comes across.

More soon...:D
ieattrollsforbreakfast

11-29-03, 06:43 AM
Great! I was gonna do some of these myself but you ar saving me the trouble :D
I was also going to make some celetial grafts, thinking of calling them celetial blessings or something that arent actually grafts but work in the same way.
Can we expect any of those?
Kobold Avenger

11-29-03, 11:07 AM
I'll have to say that a +1 charisma bonus is too small for something that gives you -1 constitution. Most ability bonuses are usually even numbers anyways since its assured to increase the ability modifier. I'd say that +2 or +4 to charisma would be a more appropriate trade-off.
Burger

11-29-03, 12:19 PM
Man, ill have to say: really great idea!


I was thinking (after reading your post, heh) in a template for a creature like that.... I didnt think any stats, but it would be a symbiont that attaches to the host, in its back, creating wings or something... The creature would gain fly speed, and other abilities...

but thats just another idea: yours were really cool!


k, thats all...

Burger
The Ethereal Wickerman

11-29-03, 01:43 PM
Great! I was gonna do some of these myself but you ar saving me the trouble
I was also going to make some celetial grafts, thinking of calling them celetial blessings or something that arent actually grafts but work in the same way.
Can we expect any of those?

Thanks, im glad to be of service. Im not really sure about celestial grafts, cant really think of any. I'll give it some thought though.

I'll have to say that a +1 charisma bonus is too small for something that gives you -1 constitution. Most ability bonuses are usually even numbers anyways since its assured to increase the ability modifier. I'd say that +2 or +4 to charisma would be a more appropriate trade-off.

Hmm, you are right. I'll edit that...:D

Man, ill have to say: really great idea!


I was thinking (after reading your post, heh) in a template for a creature like that.... I didnt think any stats, but it would be a symbiont that attaches to the host, in its back, creating wings or something... The creature would gain fly speed, and other abilities...

but thats just another idea: yours were really cool!


k, thats all...

Burger

Thats a cool idea. Do you mind if I have a go at creating that wing symbiont?. Thanks for encouragement.

Next symbiont coming soon!...
The Ethereal Wickerman

11-29-03, 02:18 PM
LANTERN FLY
Fine Outsider (Extraplanar, Good, Lawful, Symbiont)
Hit Dice: 1/4d8 (1 hp)
Initiative: +2
Speed: Fly 10 ft.
Armor Class: 20 (+8 Size, +2 Dex)
Attack: -
Damage: -
Space/Reach: 1 1/2 ft. by 0 ft./0 ft.
Special Attacks: Mindblast, psychic drain
Special Qualities: 3/day protection against evil outsider traits, symbiont traits, +4 racial bonus against poison, telepathy
Saves: Fort -3, Ref +1, Will +4
Abilities: Str 1, Dex 14, Con 10, Int 10, Wis 17, Cha 14, Ego 8
Skills: Concentration +5, Hide +20, Listen +4, Move Silently +4, Psicraft +4
Feats: Alertness, Iron Will
Environment: Any land and underground, Celestia.
Organization: Solitary (symbiont)
Challenge Rating: 1/8 or host +1
Treasure: None
Alignment: Usually lawful good
Advancement: -

Lantern Flie's are tiny relatives of Lantern Archons, somewhat smarter but far more weaker. They feed of the psionic energy that traverses the multiverse even as it penetrates Celestia, their homeplane.
Lantern Flie's often find friends, which come secondly as hosts, within the celestial ranks. They can only attach themselves to creatures with psychic abilities of some sort. Many celestials and angels tend to have telepathy among their many powers, so they make perfect partners for them. Many psionic humanoids however have these particulary common celestials sharing their thoughts (literally) with them. Lantern Flie's speak Common and Celestial. They can also communicate telepathically within a range of 30 ft.

COMBAT
Lantern Flie's cant fight, but they will defend themselves. They will only harm an opponent however when they are in a desperate situation or its host or one of its friends is in danger.
Mind Blast (Su): This attack is a 60 ft. cone. Anyone caught in this cone must make a Will save (DC 17) or be stunned for 1d4 rounds. A Lantern Fly cannot use this ability without a host.
Psychic Drain (Ex): Lantern Flie's literally feed of psionic energy. They cannot attach themselves to a host that has natural psionics, psion or psychic warrior levels and/or telepathy. If the natural psionics could be used at will, they are now limited to the hosts HD. Hosts who only have levels in a psionic class however lose 1 power point per day the Lantern Fly is attached. Ordinarily the host regains the 1 powerpoint each night, just before the Lantern Fly drains it keeping its host at an equilibrium point of -1 its normal amount of power points.
The Ethereal Wickerman

12-04-03, 01:22 PM
BLESSED WINGS
Small Outsider (Extraplanar, Good, Symbiont)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: fly 40 ft. (perfect)
Armor Class: 14 (+1 Size, +3 Dex)
Attack: Bite +5 melee
Damage: Bite attach
Space/Reach: 5 ft. by 5 ft./0 ft.
Special Attacks: Attach, blood drain
Special Qualities: 3/day protection against evil, blessing of flight, outsider traits, symbiont traits, immune to petrification
Saves: Fort -1, Ref +2, Will +3
Abilities: Str 7, Dex 16, Con 12, Int 13, Wis 13, Cha 14, Ego 4
Skills: Concentration +6, Diplomacy +5, Hide +10, Listen +8, Move Silently +9, Spot +4
Feats: Weapon Finesse
Environment: Any land and underground, Elysium.
Organization: Solitary (symbiont)
Challenge Rating: 1/2 or host +1
Treasure: None
Alignment: Usually good (any)
Advancement: -

Blessed Wings are unusual beings that fly around the planes of good. They look like a pair of angelic wings, about 3 foot in length. In-between each wing is a lamprey-like mouth. Blessed Wings attach themselves into their hosts backs. They drain some of their hosts blood, but they give them control of their wings, aloowing their hosts to fly. Blessed Wings speak Celestial and Common.

COMBAT
Blessed Wings cant really harm their attackers, so they tend to fly of at any sign of danger.
Attach (Ex): If a Blessed Wings hits with its bite attack, it uses its mouth to bite into its host flesh, lacthing firmly onto its body. An attached Blessed Wings loses its dexterity bonus to AC, making its AC 11.
Blood Drain (Ex): A Blessed Wings drains blood, dealing 1 point of constitutuion damage each day it remains attached. Ordinarily the host regains the 1 constitution point each night, just before the Blessed Wings drains it keeping its host at an equilibrium point of -1 its normal constitution point. However once per day as a full-round action the Blessed Wings can overfeed, draining enough blood to deal 1d4 points of constitution damage to its host, ussually as a sign of displeasure at commiting an evil act.
Blessing of Flight (Ex): A Blessed Wings host has a fly speed of 30 ft., so long as the Blessed Wings remains attached.
Paragon_Squirrel

12-12-03, 03:28 PM
What about flight manuverability for the blessed wings?
Wickerbull

12-12-03, 09:57 PM
These symbionts are neat-o! I have a thought about celestial grafts, though. I don't think that they really fit, because you notice that many other grafts are either parts of other creatures, or are placed on unwilling victims, which is the case with fiendish grafts. Taking a part of a celestial would require killing/dismembering of a celestial, and I think we all agree that's pretty evil. I guess that a celestial graft could be a reward for being a loyal servant of good, and certainly you could have a celestial create a graft consisting of his own feathers, but a celestial graft would never be a part of the body that the celestial would die/be considerably impaired without. Anyway, I really like all the symbionts here, and I can't wait to see more. Maybe some grafts will follow.....
Kobold Avenger

12-13-03, 02:08 AM
I think a celestial graft would either be a construct grown by celestials or essentially "blessing".
Wickerbull

12-13-03, 01:59 PM
Exactly.
Wickerbull

12-13-03, 01:59 PM
Exactly.
Thomar_of_Uointer

01-10-04, 08:43 PM
Okay, how about a halo?
Torus lantern archon or something....
Grants light-spells as 3/day abilities....
Elessar

01-11-04, 03:29 AM
These are really weird...

but fun.

Remember that symbionts do not have to have a parasitic side. Some symbionts are weak creatures with a specialty that share a food source with stronger creatures. Or perhaps they are creatures that consume the pests that plague a different creature. Or perhaps they are bonded with the creature for a reason that has nothing to do with food.

Here are a few ideas:

1.) Platinum Morphite - An silvery ooze-like celestial that covers the creature from head to toe (like the alien symbiont that created Venom in Spider-man). The creature has no physiology and can shape-shift, and magically imparts this quality to its "vehicle." Benifits incluse immunity to critical hits and sneak attacks, and the ability to cast alter self a certain amount of times per day. The benefitting creature wear the symbiont like a second skin. The symbiont feeds on severely tainted souls and thus searches for a vehicle that is known for demon-slaying or some other evil-hunting activity. Characters seek out platinum morphites if they plan on traveling to the Lower Planes. The symbiont leaves if the character ceases to destroy evil creatures for an extended period or if it repeatedly kills non-evil creatures.

2.) Celestial Wisp - This symbiont hovers around a creature, much like an ioun stone, and consumes the magical energies of that creature. Luckily for the creature, it also consumes inbound magical energy, granting SR 15 to its "host".
Melles, Lord of Badgers

04-25-04, 06:25 PM
tomar, there is one if you search and other guy who posted benith him, sorry, bad with names, but great ideas, will someone make it? please? i love symbionts!:D :bump: