Archives of Nethys

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Template Grafts | Universal Monster Rules


Symbiend Grafts


Damoritosh's Arm

Source Alien Archive pg. 112
This arthropod burrows its many tiny legs into a host’s flesh to sip on various hormones, especially epinephrine. These extremely aggressive symbiends bond almost exclusively to predators and are popular among pirates and warlords, as the constant trickle of adrenaline they create results in vicious, fearless soldiers. Bloodshot eyes, bulging veins, and a tendency to froth at the mouth make it easy to identify hosts of Damoritosh’s arms.
Required Creature Type: Aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid..
Required Array: Combatant.
Traits: EAC and KAC increases by 1; +4 morale bonus to Athletics and Intimidate checks; unarmed strikes deal lethal damage, don’t count as archaic, and gain a unique weapon specialization that adds 1-1/2 × CR or character level to damage.
Abilities: Frothing rage 1/day.

Frothing Rage (Ex): As a swift action, the creature gains a number of temporary Hit Points equal to the host’s CR or character level and gains the ability to make three attacks when making a full attack, though each attack takes a –5 penalty (instead of a –4 penalty). The rage lasts for a number of rounds equal to the host’s CR or character level, after which the host is fatigued for 10 minutes.
Drawbacks: –2 penalty to Intelligence-based skill checks, Diplomacy checks, and Will saving throws against effects with the emotion descriptor.
Systems: Brain, arms (all).
Suggested Ability Scores: Strength, Constitution.

Dream Peddler

Source Alien Archive pg. 113
These fleshy creatures bond to a host’s back and sink fine filaments into the host’s brain to trigger its pleasure centers, “sweetening” their meal and triggering psychic abilities. Their hosts enjoy a mild euphoria, but they also become less motivated and more risk-averse, making this symbiend unpopular outside of drug dens and religious communes.
Required Creature Type: Aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid..
Required Array: Expert or spellcaster.
Traits: +2 morale bonus to Will saving throws and Wisdom-based skill checks; limited telepathy (30 feet); immunity to effects that disrupt or control dreams; can fall asleep at will.
Spell-Like Abilities: Psychokinetic hand and telekinetic projectile at will and lesser confusion (CR 10+ or 10th-level character, replace with confusion) 3/day.
Drawbacks: –2 penalty to initiative checks and Strength- and Dexterity-based skill checks.
Systems: Brain, spinal column.
Suggested Ability Scores: Wisdom, Charisma.

Paragon

Source Alien Archive pg. 113
This tiny creature burrows its bony head into the flesh of its host’s chest like a tick. Redundant organs in the symbiend’s body function as a tiny laboratory, boosting its host’s intelligence and pheromone production, which takes its toll on the host’s body. Paragons are among the few symbiends able to communicate directly with their hosts. The paragon can withdraw its bonuses from disobedient hosts, and it can even cause pain or random hallucinations to compel behavior.
Required Creature Type: Aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid..
Traits: +1 morale bonus to saving throws; +2 morale bonus to Charisma-based skills; additional master skill or skill rank per character level.
Drawbacks: Reduce maximum HP by an amount equal to CR or character level; when attempting Constitution checks for long-term stability, must roll twice and take the worse result.
Systems: Brain, heart.
Suggested Ability Scores: Intelligence, Charisma.