Home >Game Mastering >Bestiary >Creatures by Type >Plant >

Symbiont, Deepsight Goggles

Deepsight Goggles CR 3

This creature is a centipede-like plant that has two large barnacled nodules along its body.

XP 800
N Diminutive plant (plant symbiont)
Init +4; Senses low-light vision; Perception +13


HP 40; EAC 14; KAC 16
Fort +7; Ref +5; Will +2; DR 4/slashing; Immunities plant immunities


Speed 30 ft.
Melee tentacle +11 (1d6+3 B ; critical bleed 1d4)
Space 1 ft. ft.; Reach 0 ft. (5 ft. with tentacles)


Str +0; Dex +4; Con +2; Int -; Wis +1; Cha -4
Other Abilities bond, host abilities, mind link, symbiont healing


Precision Targeting (Ex)

A deepsight goggles symbiont allows its host to make ranged attacks without penalty in the first 4 range increments. Additionally, the symbiont allows its host to pinpoint weak and vital spots in a creature, granting the host the benefits of the Deadly Aim feat.

Sight (Ex)

Deepsight goggles allow a blind creature to see normally and with the symbiont’s low-light vision. This symbiont does not prevent a creature from becoming blind while worn but removes any penalties for blindness and temporarily restores sight while bonded.


Environment any (Kir-Sharaat)
Organization solitary

Symbionts are custom-grown plant creatures tailored to serve specific purposes, like living tools. There are myriad forms of symbionts on Kir-Sharaat that serve mundane purposes, like mobility enhancing exoskeletons to assist erahthi who possess difficulty walking or lifting heavy objects, communication symbionts that can relay messages, even clothing that sizes itself to fit its wearer and protects against parasites and pests. This section focuses on combat-oriented symbionts designed during the Century War.

Though the erahthi created symbionts first, their widespread use is now found beyond the boundaries of Kir- Sharaat and organizations across the Aethera System traffic in the secrets of their creation. Creatures of all species can create plant symbionts, and some have even begun to experiment with creating symbionts of other creature types, like aberrations and elementals. Symbionts are created in special laboratories and each have a monetary cost associated with them like magic items.

Erahthi have created a wide variety of living plant symbionts to take the place of typical equipment, and these symbionts are often sought after as curiosities or specialized weapons. A plant symbiont can be affected by spells that target plant creatures, though it is mindless, incapable of independent action, and has no ability scores other than Constitution (which is always equal to its item level). It is subject to poisons and diseases, though it does not need to breath and is always protected as well as a creature with active environmental protection from armor. If it is forced to make a saving throw, its save bonus is always equal to its item level. If it suffers a condition that would normally cause it to take a penalty to attacks, damage, save DCs, saving throws, or AC those penalties apply to any attack or effect created with it. Plant symbionts “eat” by absorbing part of the charges or fuel (or energy from some other form of ammunition) when fired. They do not sleep or breathe, cannot communicate in any way, retain all plant immunities (including saving throw bonuses), are immune to pain effects, and are mindless.

If damaged, a plant symbiont can regain Hit Points from effects that restore Hit Points to living creatures, such as a mystic cure spell, and it regains a number of Hit Points equal to its item level each day. You can use the Life Science or Medicine skill instead of Engineering to repair a living weapon.

In addition to the relatively helpless normal plant symbiont, there exist advanced plant symbionts which can transform into an independent form and back as a full-round action. While in independent form, an advanced plant symbiont acts a drone with an effective mechanic level of its item level -3, save that it is considered a plant rather than a construct for the purpose of determining effects and possesses no feats or mods save for initial mods gained from its drone chassis. An advanced plant symbionts’ chassis is determined when it is created and items of lower than 4th level cannot be made into advanced plant symbionts. The owner of the advanced plant symbiont may control the advanced plant symbionts as if they were the drone’s master.

A normal plant symbiont version of an item costs 10% more than normal. An advanced plant symbiont version of an item costs 50% more than normal.


Slot eyes; Price 15,100 gp; Cost 7,550 gp

A deepsight goggles symbiont wraps around its host’s head, threading thousands of fibrous cilia around and behind its host’s eyes. These cilia attach directly to the optic nerve and allow the host to see through specialized lenses laden with optical fibers. When detached, the symbiont resembles a verdant centipede festooned with two large barnacle-like nodules.

The deepsight goggles symbiont was a war-time development designed to give erahthi snipers an advantage over Akasaati infantry. The sight-restoring ability of the goggles was an unintended side-effect of the bonding process.

Section 15: Copyright Notice

Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.