Mature Adult Polymorph Symbiote (3.5e Monster)

''A great sinewy mass vaults from the stones — its flesh a mottled, flowing patchwork of black and red. It forms dozens of spikes and knife-edged limbs from its skin and the front of the beast becomes a chomping maw of a hundred long, sharp teeth.''

This creature has mass, but has no definite form other than what it makes of itself. Its body can vary from viscous liquid to metallic solid, depending on the situation. Its default color is oily black, but it can change this color at will. The creature needs to feed on the psychic energy (and often the physical body) of a host animal. The host animal, once bonded, gains all of the powers of the polymorph symbiote, but takes a decrease in Con and Wis.

Combat
Senses : The polymorph symbiote has very sensitive heat and vibration sensors all over its body, effectively giving it complete 360-degree pseudo-vision. This enables it to have tremorsense, blindsense, and uncanny dodge at all times, with any part of its body. See above for range limits on tremorsense and blindsense.

 : At will, the polymorph symbiote may change its color and shape to mimic any type of material including (but not limited to) fur, tree bark, leather, cotton, iron plating, etc. It retains its own inherent qualities, however, no matter what form it takes.

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

 : 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 up to 25 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. Damage done to a stretched tendril is counted against the symbiote, not the host.

 : As a ranged attack action, the 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 mature adult polymorph symbiote 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 19.

 : The polymorph symbiote may attempt to bond with any living creature of its own size or smaller. This is done by first successfully grappling an opponent. The grapple must be maintained for a full round. The following round, after continuing the grapple, the symbiote must forego damage in order to begin the bonding process. Getting Rid of the Symbiote: The polymorph symbiote is an intelligent creature, so it could be coerced to leave the current host if convinced that another host is more suitable. Conversely, it may be forced away from the body under intense heat or sonics (any fire or sonic attack lasting at least 2 consecutive rounds, the host taking all effects). The symbiote may also instinctively leave the host if the host's health reaches 0 or below. Permanent Bonding: If being bonded is seen as beneficial by the host, the host may roll a Diplomacy check against the symbiote's Sense Motive. The agreement being that as long as the host promises never to get rid of the symbiote, the host may have control during all waking hours. The host still must take all penalties as prescribed by the Template. The symbiote still may take control over the body, at random, when the host falls asleep.
 * Next, both the symbiote and the potential host make opposing Fort saves. If the symbiote wins, it is attached and the host takes on the Symbiote Host Template.
 * Finally, to see who's in charge, the symbiote rolls Diplomacy against the host's Will save. If the host wins, he (or she) is in control. If the symbiote wins, then the character does whatever the symbiote wants to do.
 * Once every 1d4 rounds thereafter, the symbiote and host may re-roll Diplomacy vs. Will to see who gets to be in control of this body.

 : 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.

 : Polymorph symbiotes take a -5 racial modifier on all saves against sonic attacks.

Skills: The symbiote has a +8 racial bonus on all hide and move silently skill checks.

Polymorph Symbiote Stages
See Also: and
 * Juvenile Polymorph Symbiote
 * Young Adult Polymorph Symbiote