Symbiote Fortitude. If damage reduces the Symbiote to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, lighting, force or from a critical hit. On a success, the Symbiote drops to 1 hit point instead.
Elastic Appendages. All melee attack have reach.
Toxic Saliva. The Symbiote can make an attack with it’s toxic saliva.
Pact Tactics. The Symbiote has advantage on attacks when an allied creature is within 5 ft. of them.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Toxic Spit. Ranged Weapon Attack: +3 to hit, reach 30 ft., one target. Hit: 5 (1d10) poison damage.
Transfer Symbiote. When a melee attack hits the Symbiote as a reaction it can send a small portion of the Symbiote that covers their body on their attacker. The target must make a Constitution saving throw DC 13. On a successful save the target is unaffected until their net turn. On a failed save the target has bonded with the symbiote and must attack the first target in their walking speed that isn’t the Symbiote.
Description
Symbiotes move with a beastly, uneven sprint. They are clad in a skin tight black ooze-like filament, and carry the stench of decay.
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