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Understanding Symbiotes in D&D 5E

Symbiotes are intelligent oozes that bond with other creatures to survive, granting enhanced abilities in exchange for control. While initially providing benefits like increased stats and spider climb, prolonged bonding transforms the host into a monstrous, malicious form dominated by the symbiote. Those bonded risk losing self-control and becoming evil, posing a threat despite the symbiote's own weak natural abilities.

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0% found this document useful (0 votes)
38 views1 page

Understanding Symbiotes in D&D 5E

Symbiotes are intelligent oozes that bond with other creatures to survive, granting enhanced abilities in exchange for control. While initially providing benefits like increased stats and spider climb, prolonged bonding transforms the host into a monstrous, malicious form dominated by the symbiote. Those bonded risk losing self-control and becoming evil, posing a threat despite the symbiote's own weak natural abilities.

Uploaded by

Rodrigo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Symbiotes

These near-parasites are able to maintain their influence


Bonding Beings over their hosts if not through intellectual dominance, then
Symbiotes are very odd monsters. Despite being part of the through the benefits granted through through the bond.
ooze family, they are found to be much more intelligent of any Creatures bonded with a symbiote gain enhanced physical
of their cousins, even rivaling humanoids at times. abilities, as well as capable of transforming into a much more
While symbiotes are capable of hunting like other oozes, powerful, monstrous form by relinquishing more control to the
their genetic makeup is not nearly acidic enough to be nearly symbiote.
as effective. Rather than seeking solely to hunt creatures While symbiotes are in fact simple beasts in nature, be wary
directly, they instead use their bodies to bond with other of those bonded with one, as they are likely to become much
creatures in order to survive. more malicious as time goes on.

Symbiote Challenge CR 2 (450 XP)


medium, unaligned
Amorphous The symbiote can move through a space as
narrow as 1 inch wide with squeezing.
Armor Class 9 Spider Climb The symbiote can climb difficult surfaces,
Hit Points 39 (6d8+12) including upside down on ceilings, without needing
Speed 20 ft. to make an ability check
Actions
STR DEX CON INT WIS CHA
Pseudopod Melee Attack: +3 to hit, reach 5 ft., one
12 (+1) 8 (-1) 16 (+3) 8 (-1) 16 (+3) 2 (-4) target. Hit 10 (3d6+1) bludgeoning damage.
Bond Melee Attack: As an action, the symbiote can
Damage Vulnerabilities fire, thunder
attempt to bond with a creature within 5 ft. of it. The
Damage Resistances bludgeoning, piercing, and slashing
target must make a DC 17 Wisdom saving throw, or
from nonmagical attacks
become bonded with the symbiote. A target that
Condition Immunities blind, charmed, deafened,
succeeds the saving throw is immune to bond attempts
exhaustion, frightened, prone
for one minute.
Senses blindsight 60 ft. (blind beyond this range)
Languages any languages learned from previous hosts,
but does not speak

As an action, you undergo a monstrous transformation


Bonded With a Symbiote where you gain the following features in addition to the
Upon being bonded with a symbiote, you have the opportunity previous ones:
to attempt to sever the bond with the symbiote. You may make You gain a +3 to Strength, Dexterity, and Constitution
a DC 17 Wisdom saving throw, where upon success the ability scores (This ignores any previous limitations set on
symbiote is forcibly evicted from your body, and cannot your ability scores)
attempt to bond with you for ten minutes. You regenerate 1d10 hit points at the start of each your
While bonded with the symbiote, you gain the following turns
features: You deal an extra die of damage equal to your Class hit die
You are vulnerable to fire and thunder damage when you hit with a melee attack
Your ability scores all increase by +1 (This ignores any Your AC equals your Constitution Score+your Proficiency
previous limitations set on your ability scores) Bonus
You gain a +1 bonus to AC Successfully grappling an enemy causes the target to be
You gain a +1 bonus to attack and damage rolls restrained instead
Your mind cannot be read through spells or any other Your melee attack reach extends by 5 ft.
means Each time you take damage, you must succeed a Wisdom
You cannot be surprised by other creatures saving throw, or relinquish control of your character to
You gain the Spider Climb ability your DM. The DC is equal to 10 or the amount of damage
Your alignment changes to Neutral Evil after 1 week of you took if it exceeds 10. If you do lose control, you may
being bonded with the symbiote reattempt the saving throw after one minute.
Undoing the transformation requires an action of
In addition, you have the ability to let the symbiote gain succeeding a DC 19 saving throw.
more control of your body in return for even greater power.

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