Medium Or Small Ooze, Any Alignment
AC 10 Natural Armor    Initiative +3 (13)
HP 13 (1d12 + 1)
Speed
Mod Save
STR 3 -4 -4
DEX 10 +0 +0
CON 9 -1 -1
Mod Save
INT 14 +2 +4
WIS 13 +1 +3
CHA 8 -1 -1
Vulnerabilities Fire, Thunder
Immunities Petrified, Poisoned, Prone
Gear None
Senses Passive Perception 12
Languages Host’s Languages
CR 1/2 (XP 100; PB +2)
Traits

Bond: The symbiote requires a bond to survive if a creature is unwilling to bond, the symbiote and target will roll Wisdom saving throws, alternatively a creature can be willing and choose to fail the save.

In Return: When a symbiote bonds to a creature, it grants the creature powers mostly determined by the DM. This list of powers always grants regeneration.

Amorphous: An unbonded symbiote can squeeze through spaces as narrow as 1 inch wide, when bonded it can make blades and shields for it host out of it’s body, as well as extend their hands into host’s arms into long tendrils. 

Symbiotic Communication: The host and symbiote can communicate telepathically, or the symbiote’s head can grow out of a tendril on the hosts back and they can communicate without telepathically speaking.

Actions

Overshadow: The host and symbiote roll wisdom saving throws, if the symbiote has the higher roll, it forms a suit out of it’s body over the host and has control until the host decides to roll again. (Alternatively The host can choose to give control to the symbiote.)

Strike: The suited body punches a target with a +4 to hit, this has a range of 5 ft., and if hit does 1d8 bludgeoning damage, if the symbiote shifts the hand into a blade add 4 damage to the 1d8 and change the damage type to slashing.

Tendril Attack: The symbiote extends their hands into host’s arms into long tendrils and has a +2 to hit, the tendrils can reach for 40 feet and does 1d12 bludgeoning damage.

Bonus Actions

Retract: The symbiote retracts back into the host, either on it’s own decision or because the host told it to.

Reactions

Parry: If a blade is within 5 ft. of you, the symbiote has a 60% chance of unleashing a flurry of tentacles to protect you.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

“A gooey black ooze crawled up my back, when I looked though it was gone. Later I turned into some monsterous being.” - A previous host.

 

Without a host the symbiotes are just a race of goo aliens. But when bonded to a host they are so much more and range from being a hero to a chaotic criminal.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Any

Circleofdragons

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