Symbiote Host (3.5e Template)

The polymorph symbiote prefers to take on the shape of its host and feed from its wisdom and constitution, but endowing that host with augmented strength, defense, and senses in return.

Creating a Symbiote Host
"Symbiote Host" is an acquired template that can be added to any creature (referred to hereafter as the "base creature"). The base creature changes depending on the age of the polymorph symbiote attached to it. They come in three basic stages: juvenile, young adult, and mature adult. If a symbiote age is not specified, assume that the same feature applies for all ages.

Type: The base creature's type changes to "Aberration."

Armor Class: The base creature's natural armor improves by +1 for juvenile, +4 for young adult, or +9 for mature adult.

Attack: The base creature retains all of its preexisting attacks and special attacks and it gains a natural attack of "Claw" (if it didn't have it before).

Damage: Claw attack deals 1d3 for juvenile, 1d4 for young adult, or 1d6 for mature adult + Str (or the damage of the base creature's original claw attack, whichever is greater).

Special Attacks: The base creature gains the stretch ability. If the symbiote is at least a young adult, the base creature also gains Wisdom Leech as a touch attack. If the symbiote is a mature adult, the base creature also gains projectile and spiked armor.

Special Qualities: The host creature gains Darkvision 60ft., tremorsense 60ft., blindsense 20ft., camouflage1, telepathy by touch, damage reduction */fire and sonic, share hp, share spells, sonic vulnerability, uncanny dodge2, and immunity to poison3.
 * 1 If the base creature already has camouflage, this improves to hide in plain sight.
 * 2 If the base creature already has uncanny dodge, this improves to improved uncanny dodge.
 * 3 Immunity to poison only applies to base creatures using the mature adult polymorph symbiote.
 * * Damage reduction for a juvenile is 3/fire and sonic, for a young adult is 6/fire and sonic, and for a mature adult is 9/fire and sonic.

Abilities:
 * Juvenile: The base creature gains +3 to strength and +1 to dexterity, but takes -1 to wisdom.
 * Young Adult: The base creature gains +6 to strength and +2 to dexterity, but takes -1 to both constitution and wisdom.
 * Mature Adult: The base creature gains +9 to strength and +4 to dexterity, but takes -1 to constitution and -2 to wisdom.


 * If the symbiote ever has control over the host body, add another +2 to strength and dexterity.

Skills: Symbiote hosts gain a +6 bonus to disguise, hide and move silently skills.

Alignment:
 * Juvenile: The juvenile symbiote is a blank slate of moral alignment. The host creature does not change.
 * Young Adult: Since the young adult symbiote skews evil, the base creature must move one step towards evil. This means that if the base creature started as good, then it becomes neutral (on the good-evil axis). If the base creature was already neutral, it becomes evil. If the base creature was already evil, then it ought to be content in this situation.
 * Mature Adult: Since the mature adult symbiote tends toward chaos, the base creature must move one step in the "chaotic" direction. This means that if the base creature started as lawful, then it becomes neutral. If the base creature was already neutral, it becomes chaotic. If the base creature was already chaotic, then nothing changes.


 * If the symbiote ever has control over the host body, then the whole creature takes on the default alignment of the polymorph symbiote.

Challenge Rating:
 * Juvenile: Same as the base creature +1. Young Adult: Same as the base creature +2. Mature Adult: Same as the base creature +3.

Advancement: By character class and/or hit dice of the polymorph symbiote.

Level Adjustment:
 * Juvenile: +1; Young Adult: +2; Mature Adult: +3

Combat
 : A polymorph symbiote can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

 : While in any sort of natural terrain, a symbiote host can use the Hide skill even while being observed.

 : The symbiote may stretch out part of its body at will to make touch attacks, trip attempts, or disarm attempts (used like the whip). The extent of this stretch is 15 feet. The stretched out tendril may go around corners, through a metal grating, under a door, or any other space with at least a 1/2-inch opening. In order to initiate a grapple, the majority of the symbiote's mass must be in an adjacent space to the opponent. If the tendril is stretched more than 5 feet, it counts as a ranged attack and may provoke an attack of opportunity by anyone who notices in any space adjacent to any part of the polymorph symbiote.

 : As a ranged attack action, the base creature may loose sharp projectiles from its own skin. Each projectile has the same size, density, and lethality as a bolt from a heavy crossbow, dealing 1d10 damage per hit. The range on this attack is 120 feet. The base creature does not need to take time to reload this weapon, as its skin is always considered "loaded."

 : The spikes emanating from the symbiote's skin deal 1d8 piercing damage while grappling.

 PS undefined: While in physical contact (after a touch attack, whether grappling or not), the polymorph symbiote may forego any physical damage in order to sap the wisdom from its victim. The wisdom damage is equal to 1d6. Will save negates (DC 15 + Cha).
 * The Will save for the typical polymorph symbiote is DC 18.

 : When bonded, the HP of the symbiote and its host may combine, with the following stipulations: When the symbiote is in control, its own HP is susceptible to damage, while the host's counts as temp-hp. On the other hand, when the host is in control, the symbiote's HP becomes the temp-hp to the host's base hp. If the host's base hp ever drops to 0 (or below), the symbiote may choose to either take control of the body, or leave it. If the symbiote's hp ever drops to 0 (or below), it merely sloughs off the host creature.

 : Any spell cast upon a host with a symbiote affects both beings equally. This includes, but is not limited to, all Cure and Inflict spells.

 : Symbiote hosts take a -5 racial modifier on all saves against sonic attacks.

For Spider-Monks
One requirement of being a spider-monk is that they all have to be of good alignment all the time. This template does not allow a good alignment. Therefore, a spider-monk may only dabble in this symbiote template for one level. Upon his next level-up, he must either get rid of the symbiote or become an evil spider savage.

=Sample Symbiote Host= This example uses a half-orc level-9 Spider-Monk/level-3 Spider Savage as the base creature.

Hit Dice: 9d8 + 3d10 + 36 (92 hp) + temporary 5d8 +4 (26 hp)

Initiative: +2

Speed: 70 feet (14 squares), spider climb 50 feet

Armor Class: 20 (+2 Dex, +2 Wis, +1 intrinsic, +5 natural), touch 15, flat-footed 20

Base Attack/Grapple: +9/+17 (+4 improved grapple)

Attack: Unarmed strike +13 melee (2d6 + 4), or razor webs +11 ranged touch (1d4, plus entangle)

Full Attack: Flurry of blows +13/+13/+8 melee (2d6 + 4), or razor webs +11/+6 ranged touch (1d4, plus entangle)

Space/Reach: 5 ft./20 ft. (with stretch)

Special Attacks: Sneak Attack +13 melee (2d6 + 2d6 + 4), or Stretch +11 ranged touch (harmless, plus trip or disarm), or Wisdom Leech +13 touch (or +11 ranged touch) (1d6 Wis damage).

Special Qualities: Darkvision 60 feet, tremorsense 60 feet, blindsense 20 feet, monk abilities, spider climb, evasion, improved evasion, camouflage, hide in plain sight, carapace, telepathy by touch, damage reduction 6/fire and sonic, share hp, share spells, sonic vulnerability, and uncanny dodge

Saves: Fort +11, Ref +9, Will +9

Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 14, Cha 14

Skills: Balance +5, Climb +8, Craft (weapon smithing) +2, Craft (trap making) +2, Craft (webs) +13, Diplomacy +5, Disguise +8, Escape Artist +5, Hide +11, Intimidate +8, Jump +7, Knowledge (arcana) +5, Listen +5, Move Silently +11, Spot +5, Swim +7, Tumble +7, Use Rope +5

Feats: improved grapple, deflect arrows, snatch arrows, stunning fist, dodge, mobility

Organization: Solitary

Challenge Rating: 8

Treasure: Double standard

Alignment: Neutral evil

Advancement: By character class

Level Adjustment: +2

Effective Character Level: 14