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Symbiend

Symbiend CR 1/3

XP 135
N Diminutive aberration
Init +3; Perception +7

DEFENSE

HP 6
EAC 11; KAC 11
Fort +0; Ref +2; Will +2

OFFENSE

Speed 15 ft.
Melee sting +2 (attach)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str +0; Dex +3; Con +0; Int +1; Wis +0; Cha +0
Skills Stealth +7, Survival +7
Other Abilities symbiosis

SPECIAL ABILITIES

Symbiosis (Ex)

As a full action, a symbiend that begins its turn attached to a living aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid can connect to that creature’s nervous system, granting it the abilities of the symbiend’s template graft (see below). The two creatures effectively become one until the host is killed, the symbiend chooses to detach itself, or the symbiend is removed with a medical procedure (usually requiring a successful DC 25 Medicine check). An unwilling host can prevent this connection with a successful DC 15 Will save.

ECOLOGY

Environment any
Organization solitary

Section 15: Copyright Notice

Starfinder Alien Archive © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Jason Keeley, Jon Keith, Steve Kenson, Isabelle Lee, Lyz Liddell, Robert G. McCreary, Mark Moreland, Joe Pasini, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, and Josh Vogt.