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Shadow Symbiont

by Igor Calija

Outsider (Extraplanar, Symbiont)

Shadow symbionts are mysterious beings from the Plane of Shadow. Appearing on their home plane as harmless amorphous blobs of shadow-stuff, these sentient creatures can assume the form of an object, typically a garment, and enter a symbiotic relation with a willing planewalker in order to be taken away from the Plane of Shadow.

When worn, shadow symbionts begin to feed on the wearer's life energy, and grant him special benefits in return. The shadow symbionts often feel incomplete if separated from each other, and try to influence their wearer to find the missing symbionts.

COMBAT

Shadow symbionts drain experience points form their hosts when using their special abilities. See descriptions below. This XP cannot reduce the host's total below the minimum required for his current level; if the host does not have enough XP for the symbiont to drain, the special ability is not activated. A symbiont typically detaches itself and leaves if this happens often (usually 3 times in a row).

A host can also actively suppress the activation of a symbiont's protective ability by making a personality check (a Will save against a DC equal to the symbiont's Ego score; see symbiont traits below).

Plane Shift (Su): When reduced to 0 or less hit points, a shadow symbiont spontaneously travels to the Plane of Shadow, as if using the plane shift spell. Normally it brings its host along, but the host can attempt a personality check (a Will save against a DC equal to the symbiont's Ego score) if he wants to remain behind. The symbiont can also plane shift to Shadow if it chooses to abandon its host.

Symbiont Traits: A symbiont is attached to a part of the host creature's body, sometimes occupying one of the available magic item slots. Exterior symbionts can be attacked as objects, provoking an attack of opportunity from the host. A symbiont is also treated as an object in regard to taking damage from effects directed at the host (it uses the host's saving throws if they are better than its own). Like intelligent magic items, a symbiont has an Ego score used to resolve potential conflicts with the host. A symbiont acts on its host's turn, regardless of its own initiative. It is never flat-footed unless the host is, and it is aware of any danger the host is aware of. A symbiont can share spells with its host like a familiar does with its master.

Skills: A shadow symbiont has a +4 racial bonus on Hide checks.

SHADOW BOOTS

This symbiont appears as a pair of fine, knee-high leather boots. It takes up the "boots" magic item slot.

Shadow Door (Su): Once per day, as a free action, a shadow boots symbiont can transfer itself and its host to another location within 100 ft., as if using the dimension door spell. Both the starting point and the destination must be within an area of shadowy illumination. This ability drains 200 experience points from the host. A shadow boots symbiont automatically attempts to use this ability whenever it decides that the host is in immediate physical danger (flanked, unconscious, falling, etc.)

Shadow boots

Tiny Outsider (Extraplanar, Symbiont)
Hit Dice: 2d8 (9 hp)
Initiative: -3
Speed: Fly 10 ft. (perfect)
Armour Class: 11 (+2 size, -3 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +2/-10
Attack: Slam +1 melee (1d3-4)
Full Attack: 2 slams +1 melee (1d3-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., plane shift, shadow door, symbiont traits
Saves: Fort +4, Ref +0, Will +5
Abilities: Str 3, Dex 5, Con 12, Int 12, Wis 10, Cha 13, Ego 9
Skills: Diplomacy +3, Disguise +6, Hide +13, Intimidate +5, Listen +5, Move Silently +1, Search +6, Sense Motive +5, Spot +5, Survival +5
Feats: Iron Will, Weapon Finesse (B)
Environment: Plane of Shadow
Organisation: Solitary
Challenge Rating: 1/2 or host +1
Treasure: None
Alignment: Usually neutral
Advancement: -
Level Adjustment: -

Shadow Cloak

Medium Outsider (Extraplanar, Symbiont)
Hit Dice: 2d8+2 (11 hp)
Initiative: -3
Speed: Fly 10 ft. (perfect)
Armour Class: 9 (-3 Dex, +2 natural), touch 7, flat-footed 9
Base Attack/Grapple: +2/-1
Attack: Slam -1 melee (1d4-3)
Full Attack: Slam -1 melee (1d4-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., life guard, plane shift, symbiont traits
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 5, Dex 5, Con 12, Int 10, Wis 12, Cha 10, Ego 8
Skills: Diplomacy +7, Disguise +5, Hide +5, Listen +6, Move Silently +1, Search +5, Sense Motive +6, Spot +6
Feats: Lightning Reflexes, Weapon Finesse (B)
Environment: Plane of Shadow
Organisation: Solitary
Challenge Rating: 1/2 or host +1
Treasure: None
Alignment: Usually neutral
Advancement: -
Level Adjustment: -

SHADOW CLOAK

This symbiont appears as large black cloak enveloping the wearer in shadows. It takes up the "cloak" magic item slot.

Life Guard (Su): Once per day, as a swift action, a shadow cloak symbiont can save its host from a potentially lethal spell effect. When the host would be reduced to 0 or fewer hit points by damage in combat from a spell or spell-like ability (not a weapon or other special ability), the cloak can halve this damage. The host and symbiont must be aware of the attack and able to react to it - if denied their Dexterity bonus to AC, the life guard cannot be activated. This ability drains 200 experience points from the host. A shadow cloak automatically attempts to use this ability whenever the host would be reduced to 0 or fewer hit points by a spell or spell-like effect.

SHADOW GLOVES

This symbiont appears as a pair of fine gloves made of black leather. It takes up the "gloves" magic item slot.

Lucky Touch (Su): Three times per day, as a free action, a shadow gloves symbiont can add a +10 luck bonus on the host's Disable Device, Open Lock, Sleight of Hand, or Use Rope check. This ability drains 50 experience points from the host. A shadow gloves symbiont automatically attempts to use this ability whenever the host attempts one of the above skill checks, regardless of the difficulty.

Shadow Gloves

Tiny Outsider (Extraplanar, Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: -1
Speed: Fly 10 ft. (perfect)
Armour Class: 12 (+2 size, -1 Dex, +1 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Slam +2 melee (1d2-4)
Full Attack: 2 slams +2 melee (1d2-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., lucky touch, plane shift, symbiont traits
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 3, Dex 9, Con 10, Int 12, Wis 12, Cha 13, Ego 10
Skills: Diplomacy +3, Disable Device +5, Disguise +3, Hide +15, Open Lock +5, Search 4, Sleight of Hands +5, Tumble +3, Use Rope +3
Feats: Nimble Hands, Weapon Finesse (B)
Environment: Plane of Shadow
Organisation: Solitary
Challenge Rating: 1/2 or host +1
Treasure: None
Alignment: Usually neutral
Advancement: -
Level Adjustment: -

Shadow Mask

Tiny Outsider (Extraplanar, Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: -3
Speed: Fly 10 ft. (perfect)
Armour Class: 10 (+2 size, -3 Dex, +1 natural), touch 9, flat-footed 10
Base Attack/Grapple: +1/-11
Attack: Slam +0 melee (1d2-4)
Full Attack: Slam +0 melee (1d2-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to mind-affecting effects, mind shield, plane shift, symbiont traits
Saves: Fort +2, Ref -1, Will +3
Abilities: Str 3, Dex 5, Con 10, Int 12, Wis 12, Cha 14, Ego 12
Skills: Diplomacy +4, Disguise +4, Hide +12, Intimidate +4, Listen +7, Move Silently +0, Search +5, Sense Motive +5, Spot +7
Feats: Alertness, Weapon Finesse (B)
Environment: Plane of Shadow
Organisation: Solitary
Challenge Rating: 1/2 or host +1
Treasure: None
Alignment: Usually neutral
Advancement: -
Level Adjustment: -

SHADOW MASK

This symbiont appears as a black bandanna or scarf, which should be worn on the head. It takes up the "helmet" magic item slot.

Mind Shield (Su): Three times per day, as a swift action, a shadow mask symbiont can extend its immunity to mind-affecting effects to its host for 1 full round. This ability drains 100 experience points from the host. A shadow mask automatically attempts to use this ability whenever the host is targeted by a mind-affecting effect, even if the effect is harmless.