Armor (hide), unknown rarity (requires attunement by a The host must either choose to be combined with the symbiote or role a constitution saving throw DC 23 and a wisdom saving throw of DC 23 to overcome the will of the symbiote. )

A slick, dark blue sheen crawls across you like oil across water. When unattuned it resembles a dark breastplate traced with faint orange veins. When attuned, it liquefies and climbs its wearer, forming a seamless carapace of chitinous plates and living shadow. The Symbiote is a sentient chaotic neutral symbiote with Intelligence 14, Wisdom 16, and Charisma 15. It communicates telepathically with its host and can form a small, tooth-lined aperture to speak aloud. It understands Common and Abyssal.  

Armor Statistics
  • Base AC: 18 Natural Armour

  • Does not impose disadvantage on Stealth

  • While attuned, you gain resistance to poison damage, vulnerability to fire and thunder damage, and the ability to use spider climb at will. 

  • You cannot remove the armour willingly unless the symbiote allows it or a high enough damaging spell is used to forcibly remove it.

Living Reflex

Once per short rest, when you would be reduced to 0 hit points but not killed outright you instead drop to 1 hit point. Each creature of your choice within 10 feet must succeed on a Strength saving throw (DC = 10 + proficiency bonus + Constitution modifier) or be knocked prone as dark blue tendrils lash outward. 

Predatory Adaptation Feat. 

As a bonus action, the symbiote can manifest claws, blades, or tendrils for 1 minute and then immediately perform an unarmed strike. Unarmed strikes now are +10 to hit. Dealing an extra 3d12 slashing damage and 2d6 poison damage. 

Duality of mindsets 

Once per long rest, when you fail a saving throw against being charmed or frightened, the symbiote can choose to succeed instead. 

Split Personality. 

The symbiote is controlled by a person of the DM's choice. The symbiote speaks often, either through telepathy or through a teethed mouth and is muted by all other people unless wanting to speak aloud. 

Living Tool

The symbiote can form simple tools from its body: lockpicks, climbing hooks, a hooded cowl, or subtle shifts to your silhouette. You have advantage on Stealth checks made in dim light or darkness. 

Nocturnal Organism

The symbiote does not sleep but does need sustenance. While you complete a long rest, it remains alert and active. You cannot be surprised while resting unless the symbiote is incapacitated. The symbiote can take control of the hosts body while incapacitated, unconscious or paralysed.    

This crude armor consists of thick furs and pelts.

Notes: It speaks to me sometimes. I walked past a bakery and all I heard was a voice "I crave BREAD!" , The host must either choose to be combined with the symbiote or role a constitution saving throw DC 23 and a wisdom saving throw of DC 23 to overcome the will of the symbiote.

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