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Symbiont, Living Armor

Living Armor CR 3

A humanoid mass of leaves, vines, and roots stands with a hunched posture. Its hands end in wicked claws and its head is little more than an oversized thorny maw.

XP 800
N Medium plant (plant symbiont)
Init +1; Senses low-light vision; Perception +1


AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 32 (5d8+10)
Fort +6; Ref +2; Will +2; DR 5/slashing; Immune plant Traits


Speed 30 ft.
Melee slam +6 (1d4+3 plus attach), bite +6 (1d6+3 plus grab)
Special Attacks liquefy


Str 16; Dex 13; Con 14; Int—; Wis 12; Cha 7
Base Atk +3; CMB +6 (+14 grapple when bonded); CMD 17

SQ bond, host abilities, mind link, symbiont healing


Liquefy (Ex)

While grappling, an armor symbiont exudes a digestive acid it uses to break down living matter which it then absorbs as sustenance. Each round an armor symbiont maintains a grapple it deals 1d6 points of acid damage to the target of its grapple.


Damage Reduction (Ex)

When bonded, an armor symbiont grants the host DR 2/slashing.

Natural Armor (Ex)

When bonded, an armor symbiont grants the host a +2 natural armor bonus to AC.

Strength Enhancement (Su)

When bonded, an armor symbiont grants the host a +2 enhancement bonus to Strength.


Slot body; Price 20,000 gp; Cost 10,000 gp

A living armor symbiont appears as a mass of writhing, leafy vines. When it bonds with a host, via the roots embedding themselves into the host’s chest, the vines wrap around the host, extending to the upper arms and legs. The vines are bred to be extra strong, increasing the host’s natural strength as well as providing protection from damage.


Environment any (Kir-Sharaat)
Organization solitary
Treasure none

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.

Detached, a living armor symbiont takes on a disturbingly humanoid form, its vines entwined around its roots to form legs, two arms formed from dozens of vines, and a pair of giant leaves forming a snapping maw for the head. It lurches forward with a shambling gait, dozens of vines and roots working together. In combat, the armor symbiont closes in to melee to make use of its liquefy ability.

The cost of a living armor symbiont made it too impractical for common soldiers during the Century War, so it was often used by elite soldiers and high-ranking military officers who were worth the costly investment. This symbiont’s effectiveness makes it a popular item not only with the erahthi military but also by private security forces and militaries on other planets. Hundreds of small laboratories throughout the Aethera System produce erahthi armor symbionts as well as numerous variants. In particular, it’s common among bodyguards and members of the underworld on an asteroid belt.

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.