Monsters of Eberron – Horrors of the Daelkyr P.2 – The Symbionts

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Fun in the Sun with Daelkyr Fleshcrafts, now in designer colors!

Among the grotesque “fleshcrafts” of the Daelkyr, the Symbionts are indeed a malevolent breed.  These warped monstrosities were likely creatures captured from Eberron, much like the far spawn.  Destroyed by the Daelkyr’s alien minds, these creatures obey their commands and try to force the Daelkyr agenda upon anyone falling victim to their parasitic evil.  These hosts inevitably become puppets for the plane of Xoriat, as the power their fleshcrafts offer is often too tempting.

 

Breed Leech

Tiny aberration, lawful evil

Armor Class 14 (natural)

Hit Points 5 (2d4)

Speed 15ft., climb 15ft.

STR 8 (-1) DEX 16 (+3) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)

Skills Acrobatics +5, Stealth +5 Senses passive Perception 10; Darkvision 60 ft.

Languages – (shares languages with host)

Challenge 1/8 (25 XP)

Xoriat Splicing. If the host is pregnant, the leech has advantage on checks to resist removal. In addition, if the leech is attached for duration of pregnacy, the child becomes a Daelkyr half-blood.

Intelligent Item. Breed leeches attach at the stomach, taking up a body slot. While attuned, the host must make a Intelligence saving throw (DC 11) or take the symbiont’s alignment for duration of attunement.

Attunement Benefits. While attached, the host gains proficiency on all constitution saving throws. If they are already proficient, their bonus doubles. In addition, the host victim shares a telepathic bond with the breed worm while it is attuned. Also, once per long rest, you can grant yourself 1d4+4 Temporary Hit Points as an action (as if casting False Life on yourself as a level 1 spell.)

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

Attachment: When the Breed leech connects on a bite, it may then try to attach. The victim suffers disadvantage on Constitution saving throw while the Breed leech is attached.

Breed leeches are basic symbionts used to propagate Daelkyr Half-blood throughout the Eberron. They look like fat leeches, but are capable of hiding underneath shirts with ease.

 

 

Living Breastplate

Small aberration, lawful evil

Armor Class 18 (natural)

Hit Points 77 (14d6+28)

Speed 10ft., climb 10 ft.

STR 8 (-1) DEX 12 (+1) CON 14 (+2) INT 10 (+0) WIS 15 (+2) CHA 14 (+2)

Skills Acrobatics +5, Perception +5 Senses passive Perception 16; Darkvision 60 ft.

Languages – (shares languages with host, knows Daelkyr and Undercommon)

Challenge 5 (1800 XP)

Intelligent Item. Living Breastplate attach to a victim’s torso, taking up an armor slot. While attuned, the host must make a Intelligence saving throw (DC 13) or take the symbiont’s alignment for duration of attunement.

Attunement Benefits. While worn like armor, the host gains a 16 AC. In addition, they gain a maximum bonus of 2 from their dexterity. Also, once per long rest, the wearer can automatically stabilize when brought down to 0 HP. In addition, the host victim shares a telepathic bond with the breed worm while it is attuned.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Attachment: When the Living Breastplate is put on, as if it were a suit of medium armor, the host takes disadvantage on all strength saving throws until the Living Breastplate is removed.

Living breastplates are one fleshcrafts designed like armor. Created from mollusks and crustaceans, they were repurposed into an armor of sorts.

 

 

Crawling Gauntlet

Tiny aberration, lawful evil

Armor Class 15 (natural)

Hit Points 5 (2d4)

Speed 15ft., climb 15ft.

STR 8 (-1) DEX 15 (+2) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)

Skills Acrobatics +4, Stealth +5 Senses passive Perception 10; Darkvision 60 ft.

Languages – (shares languages with host, knows Undercommon and Daelkyr)

Challenge 1/2 (100 XP)

Intelligent Item. Crawling Gauntlet attaches at the hand, taking up a hand slot. While attuned, the host must make a Intelligence saving throw (DC 11) or take the symbiont’s alignment for duration of attunement.

Attunement Benefits. The host gains a natural claw attack that deals slashing damage. The damage it deals is equal to the character’s current level (use the Monk Martial Arts damage chart as a reference.) This attack has a +1 magical bonus. In addition, the host victim shares a telepathic bond with the gauntlet while it is attuned.

ACTIONS

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing damage.

Attachment: When the Crawling Gauntlet connects with a host’s hand, they take disadvantage on Constitution saving throws. In addition, they take up a hand slot.

What initially appears to be rusty spiked gauntlet is, in fact, alive. Although it is hollow, its interior is covered with small, writhing tendrils. It seems perfectly capable of walking on its fingers, even climbing up the rotten wooden door.

 

 

Shadow Sibling

Small aberration, lawful evil

Armor Class 13 (natural)

Hit Points 10 (3d6)

Speed 25ft.

STR 8 (-1) DEX 12 (+1) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)

Skills Acrobatics +5, Stealth +7 Senses passive Perception 10; Darkvision 60 ft.

Languages – (shares languages with host, knows Undercommon and Daelkyr)

Challenge 1/2 (100 XP)

Intelligent Item. While attuned, the host must make a Intelligence saving throw (DC 12) or take the symbiont’s alignment for duration of attunement.

Attunement Benefits. While attuned, a misty cloud surrounds the host and the immediate area, granting advantage on Stealth checks. The host also gains the Incorporeal Touch attack. In addition, the host victim shares a telepathic bond with the Shadow Sibling while it is attuned.

ACTIONS

Incorporeal Touch. Melee Attack: +3 to hit, reach 15 ft., one target. Hit: 5 (1d6+1) force damage.

Attachment: When the Shadow Sibling connects with a host’s shoulder, they take disadvantage on Wisdom saving throws. In addition, they take up a shoulder slot.

Despite the name, Shadow siblings come from long, thin, leather crustacean-like creatures. A series of vents in the creature emit a stream of black dust that never seems to settle and responds to the symbiont’s commands.

 

 

Spellwurm

Tiny aberration, lawful evil

Armor Class 17 (natural)

Hit Points 4 (2d4)

Speed 25ft.

STR 8 (-1) DEX 17 (+3) CON 8 (-1) INT 10 (+0) WIS 10 (+0) CHA 14 (+2)

Skills Acrobatics +6, Stealth +8 Senses passive Perception 10; Darkvision 60 ft.

Languages – (shares languages with host, knows Undercommon and Daelkyr)

Challenge 1/2 (100 XP)

Intelligent Item. While attuned, the host must make a Intelligence saving throw (DC 13) or take the symbiont’s alignment for duration of attunement.

Attunement Benefits. While attuned, the host gains the Spellwurm’s spell-like abilities. Also, the host can benefit from Mage Armor as well. In addition, the host victim shares a telepathic bond with the Spellwurm while it is attuned.

Innate Spellcasting. The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no components, at their base level:

At will: minor illusion, mage hand, ray of frost

3/day each: mage armor, magic missile, sleep

1/day each: flaming sphere

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

Attachment: When the Spellwurm connects with a host’s wrist, they take disadvantage on Constitution saving throws. In addition, they take up a wrist slot.

Spellwurms are slick, purple snakes covered in arcane runes. The Daelkyr used these fleshcrafts as an easy means of magical power on the field.

 

 

Stormstalk

Tiny aberration, lawful evil

Armor Class 17 (natural)

Hit Points 7 (2d4+2)

Speed 15ft., Climb 15 ft.

STR 8 (-1) DEX 16 (+3) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 14 (+2)

Skills Perception +4, Stealth +6 Senses passive Perception 14; Darkvision 60 ft.

Languages – (shares languages with host, knows Undercommon and Daelkyr)

Challenge 1 (200 XP)

Intelligent Item. While attuned, the host must make a Intelligence saving throw (DC 12) or take the symbiont’s alignment for duration of attunement.

Attunement Benefits. While attuned, the host gains the Stormwurm’s Eye Ray. In addition, the host victim shares a telepathic bond with the stormwurm while it is attuned.

ACTIONS

Eye Ray. Ranged Weapon Attack: +6 to hit, ranged 30 ft., one target. Hit: 10 (2d6+3) lightning damage.

Attachment: When the Stormstalk connects with a host’s wrist, they take disadvantage on Intelligence saving throws. In addition, they take up a wrist slot.

 Stormstalks are based off the Spellwurm, created more so for combat. Its electrical attacks proved deadly against the goblinoid troops.

 

 

Tentacle Whip

Small aberration, lawful evil

Armor Class 17 (natural)

Hit Points 49 (14d6)

Speed 25ft., climb 25ft.

STR 8 (-1) DEX 18 (+4) CON 14 (+2) INT 10 (+0) WIS 15 (+2) CHA 14 (+2)

Skills Acrobatics +5, Perception +5 Senses passive Perception 16; Darkvision 60 ft.

Languages – (shares languages with host, knows Daelkyr and Undercommon)

Challenge 5 (1800 XP)

Intelligent Item. While attuned, the host must make a Intelligence saving throw (DC 13) or take the symbiont’s alignment for duration of attunement.

Attunement Benefits. While attuned, the host gains the Poison Whip attack. In addition, the host victim shares a telepathic bond with the breed worm while it is attuned.

ACTIONS

Poison Whip. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage plus 4 (1d4+2) poison damage. Creatures hit by this must make a constitution saving throw (DC 15) or become poisoned (as per the condition in the PHB)

Attachment: The Tentacle Whip attaches at the wrist, taking a wrist slot. While active, the host has disadvantage on Dexterity saving throws.

Tentacle whips were fleshcrafts given to powerful casters, granting them a deadly poison attack.

 

 

Throwing Scarab

Tiny aberration, lawful evil

Armor Class 17 (natural)

Hit Points 25 (10d4)

Speed 15ft., climb 15ft.

STR 5 (-3) DEX 16 (+3) CON 10 (+0) INT 10 (+0) WIS 15 (+2) CHA 14 (+2)

Skills Acrobatics +6, Perception +5 Senses passive Perception 15; Darkvision 60 ft.

Languages – (shares languages with host, knows Daelkyr and Undercommon)

Challenge 3 (700 XP)

Intelligent Item. While attuned, the host must make a Intelligence saving throw (DC 12) or take the symbiont’s alignment for duration of attunement.

Attunement Benefits. While attuned, the Throwing Scarab can shed a dissolving shard for you as a bonus action, which the host can use as an attack. It counts as a +1 throwing weapon. In addition, the host victim shares a telepathic bond with the breed worm while it is attuned.

ACTIONS

Dissolving Shard. Melee Weapon Attack or Ranged Weapon Attack: +8 to hit, reach 5 ft. or ranged 20 ft., one target. Hit: 6 (1d4+4) piercing damage plus 7 (1d6+4) acid damage. Upon use, the shard dissolves into nothing.

Shed Shard. As a bonus action, the throwing scarab sheds a piece of dissolving shard.

Attachment: The Throwing Scarab attaches at the wrist, taking a wrist slot. While active, the host has disadvantage on Wisdom saving throws.

Throwing scarabs are warped beetles, twisted so their lower carapace is easily detached and regrown. Their carapace pieces proved to be a destructive weapon during the Daelkyr war.

 

 

Tongueworm

Tiny aberration, lawful evil

Armor Class 13 (natural)

Hit Points 7 (3d4)

Speed 25ft.

STR 5 (-3) DEX 17 (+3) CON 10 (+0) INT 10 (+0) WIS 12 (+1) CHA 14 (+2)

Saving Throws Strength +1 Constitution +4

Damage Immunities. Poison

Condition Immunities. Poisoned

Skills Perception +5, Stealth +7 Senses passive Perception 15; Darkvision 60 ft.

Languages – (shares languages with host, knows Undercommon and Daelkyr)

Challenge 1/2 (100 XP)

Intelligent Item. While attuned, the host must make a Intelligence saving throw (DC 12) or take the symbiont’s alignment for duration of attunement.

Attunement Benefits. While attuned, the host gains the Lashing attack and poison/poisoned immunities. In addition, the host victim shares a telepathic bond with the Tongueworm while it is attuned.

ACTIONS

Lashing. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage. Targets hit by this attack must make a Constitution saving throw (DC 12) or be stunned for 1d4 rounds (as detailed in the PHB).

Attachment: When the Tongueworm connects with a host’s tongue, they take disadvantage on Constitution saving throws. This does not take up a slot, but it must be attuned.

Tongueworms are stealth fleshcrafted weapons given to spies and anyone else in need of a terrifying sneak attack. They look like a strange mix of humanoid tongue and worm.

 
 

Winter Cyst

Tiny aberration, lawful evil

Armor Class 17 (natural)

Hit Points 7 (2d4+2)

Speed 15ft., Climb 15 ft.

STR 8 (-1) DEX 16 (+3) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 14 (+2)

Skills Perception +4, Stealth +6 Senses passive Perception 14; Darkvision 60 ft.

Languages – (shares languages with host, knows Undercommon and Daelkyr)

Challenge 1 (200 XP)

Intelligent Item. While attuned, the host must make a Intelligence saving throw (DC 12) or take the symbiont’s alignment for duration of attunement.

Attunement Benefits. While attuned, the host gains the Winter Cyst’s Eye Ray. In addition, the host victim shares a telepathic bond with the cyst while it is attuned.

ACTIONS

Eye Ray. Ranged Weapon Attack: +6 to hit, ranged 30 ft., one target. Hit: 10 (2d6+3) cold damage.

Attachment: When the Stormstalk connects with a host’s wrist, they take disadvantage on Intelligence saving throws. In addition, they take up a wrist slot.

 

Winter cysts are the cousins of stormstalks and another offshoot of spellwurms, given to Daelkyr frontliners during their campaign against the hobgoblins. Masters of the cysts used them in numerous operations before fleeing back to Xoriat.

Eberron is a property of Wizards of the Coast and Keith Baker.  Made by Doctor Necrotic for Daemons & Deathrays.

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