- Fleshwarping
- Introduction
- Pathfinder Conversion Rules
- Craft Rules
- Grafts
- Aboleth Grafts
- Beholder Grafts
- Fiendish Grafts
- Feat: Graft Flesh(Fiendish)
- Acquiring a Fiendish Graft
- Drawbacks of Fiendish Grafts
- Charming Eye
- Clawed Arm
- Fast Leg
- Fearsome Eye
- Feathered Wings
- Fiendish Ear
- Fiendish Jaw
- Fiendish Skin
- Flexible Arm
- Grappling Tentacle
- Long Arm
- Membranous Wings
- Springing leg
- Sting Tail
- Strong leg
- Trampling leg
- Whip Tail
- Table: Fiendish Graft Damage by Creature Size
- Illithid Grafts
- Feat: Graft Flesh(Illithid)
- Acquiring a Illithid Graft
- Antennae Graft
- Brainmate
- Climbing legs
- Extracting Tentacle
- Grabbing Tentacle
- Humanoid Skin
- Goring Horn
- Grasping Mandibles
- Hauling Back
- Raking Tentacle
- Rending Claw
- Weapon Graft
- Burrowing Claws
- Darksight Eyes
- Mind Blast Relay
- Table: Illithid Graft Damage by Creature Size
- Maug Grafts
- Undead Grafts
- Yuan-ti Grafts
- Silthilar Grafts
- Draconic Grafts
- Construct Grafts
- Symbionts
Fleshwarping
Provided here are TC’s in-house rules for Fleshwarping within Pathfinder. They most closely mirror the original grafting rules, and as such, there is no limit to the amount of grafts that may be acquired (save for per-case logical limitations).
Introduction
Fleshwarping is the violent process of transforming the body of a creature, living or dead. This is done by grafting new body parts, modifying existing ones, or implanting symbionts.
Fleshwarping often imposes dangerous penalties for the powers they impart.
Pathfinder Conversion Rules
These rules attempt to provide a logical conversion system for using the Craft(Fleshwarping) to create Grafts.
The base crafting DC is 15 with either the Spell-based or RP-based values added on top.
Spell-based
If the Graft is mainly based on a single spell, as used in its Requirements, then the total DC is: DC 15 + highest spell level + lower caster level.
RP-based
Otherwise, the following list’s values are used in addition to the base DC15 to determine the difficulty of the graft to create.
- +1 low-light vision
- +3 darkvision 60ft – +2 every 30 ft
- +5 sleep/paralysis immunity
- +1/-1 for each 10ft base speed
- +4 for a new movement type
- +4 for each +2 attribute bonus
- +1 for each +3 skill check
- +4 for Feat
- +2 for natural attack
- +1 for 5ft reach
- +3 for every 10 energy resist
- Spells
- +Spell Level if permanent or Half if conditional
- OR
- +CL for spell or Half if conditional
Craft Rules
To determinte how much time its takes to graft, follow these steps:
- Find the graft’s base price in gold pieces.
- Calculate the graft’s DC from above.
- Make an appropriate Craft check representing one day’s worth of work. If the check succeeds, multiple your check result by the DC and double the resulting amount. If the resulting amount is equal to or greater than the graft’s base price, then you have finished the graft. If the result does not equal the price, then that represents the grafting progress you’ve made that day. Record the result and make a new Craft check for each day until the total result is equal to the graft’s cost.
- Each craft check requires a Fortitude Save on the target. The DC of this check is determined by subtracting each point beyond the base graft DC that the craft check succeeds by. If the craft check fails, then each point the craft check fails by is added to the DC.
Craft Action: Graft checks are made by the day.
Craft Retry? Yes, but if you fail a check by 4 or less, you make no progress this day.
Target Action: Fortitude check for each graft check.
Target Retry? Yes, but if you fail the DC by 4 or less, you take 1d4 Constitution damage. If you fail the DC by 5 or more, you take 1d4 Constitution drain. Additionally, you take 1d6 points of damage per amount failed.
Grafts
All Grafts require the Graft Flesh feat, sometimes a specific Graft Flesh type feat, a Caster Level, sometimes spells, and a donor of some form.
There is no limit on how many or what kind of grafts a creature can have so long as they fit on the creature’s body.
Aboleth Grafts
These grafts can only be exacted by an Aboleth or a Fleshwarper who has studied the ways of Aboleth Fleshwarping (see: Graft Flesh(Aboleth)).
Feat: Graft Flesh(Aboleth)
By studying the Treatise of Aboleth Fleshwarping for 4 weeks and experimenting on living creatures you gain the access to fleshwarping as if you were an Aboleth.
- Prerequisites: Graft Flesh, Treatise of Aboleth Fleshwarping, CL 12
Acquiring an Aboleth graft
Aboleths frequently apply these grafts to skum or other enslaved creatures. The process involves psionic transformation of the subject, which few aboleths know how to perform. in general, aboleth grafts can he added only to skum or to creatures that have already undergone transformation as a result of being hit by an aboleth’s tentacles.
If a transformed creature with aboleth grafts later receives a heal spell to reverse the transformation, the grafts dry up and wither over the course of 1d4+1 days, falling off at the end of this period. If the graft replaced one of the creature’s own limbs or other organs, a regenerate spell is required to restore the original body part.
Aboleth Tentacle
An aboleth tentacle typically replaces an arm or forelimb on the grafted creature, though sometimes it is attached just above a forelimb or below an arm. The creature gains a +4 bonus to Strength when using the tentacle for any purpose, including attacking. A successful natural attack with the tentacle deals 1d6 points of damage plus the grafted creature’s adjusted Strength bonus, and can cause the struck creature to transform. Affected creatures must succeed on a Fortitude save (DC 10 + 1/2 grafted creature’s HD + grafted creature’s Con modifier) or begin to transform as if struck by an aboleth’s tentacle.
- Prerequisites: Graft Flesh, creator must be an aboleth; Market Price: 50,000 GP.
Mucus Sheath
A mucus sheath actually involves extensive skin grafts, resulting in the subject being constantly coated in a thin layer of mucus. This sheath adds 10 feet to the creature’s swim speed and gives it a +10 circumstance bonus on Escape Artist checks. It also serves as a focus for certain psionic abilities to better affect the subject: The grafted creature takes a -4 penalty on Will saves against mind-affecting effects. The mucus also doubles the range at which an aboleth can effectively control a slave, to 2 miles.
- Prerequisites: Graft Flesh, creator must be an aboleth; Market Price: 5,000 GP.
Skum Eyes
Skum eyes are bulbous and fishlike. This graft cannot be added to skum, since they already have its abilities. The grafted creature gains a +2 racial bonus on Perception checks, increasing to +4 while it is underwater.
- Prerequisites: Graft Flesh, creator must be an aboleth; Market Price: 600 GP.
Skum Tail
This graft cannot be added to skum, since they already have an identical appendage. A skum tail is slender and muscular, and it gives the creature a natural swim speed of 40 feet. Like any creature with a natural swim speed, the grafted creature need not make Swim checks to move at its swim speed underwater, and gains a +8 racial bonus on Swim checks made to perform some special action or avoid a hazard. The grafted creature can always choose to take 10 on a Swim check, even if rushed or threatened when swimming, and can use the run action while swimming, if it swims in a straight line.
- Prerequisites: Graft Flesh, creator must be an aboleth; Market Price: 6000 GP.
Amphibious Skin
This invasive graft can only be applied to a creature with the aquatic subtype. It replaces the grafted creature’s skin entirely with a thick membrane. The grafted creature gains the amphibious special quality, allowing it to breathe both air and water.
- Prerequisites: Graft Flesh (aboleth), creator must be an aboleth; Price 30,000 GP.
Inksac
An inksac is normally placed inside a creature’s abdomen; a vent protrudes just beyond the surface of the creature’s skin above each hip. Once per minute as a free action, the creature can emit a cloud of jet-black ink in a spread with a radius of twice the creature’s natural reach. This cloud provides concealment to all creatures in the area. Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) are affected by concealment when in a cloud of ink.
Only a daylight spell (or a higher-level light spell) can allow creatures in the area to see. The ink cloud does not form unless the creature is in water; on land it just spews out as a big inky mess.
- Prerequisites: Graft Flesh (aboleth), creator must be an aboleth; Price 9,000 GP.
Mucus Projector
This graft consists of a large, fleshy sac with a tubelike extension. It is typically grafted onto a creature’s back so the tube can extend up over a shoulder. A creature with a mucus projector can activate it once every 1d4 rounds as a standard action. When activated, it contracts violently and sprays a thin stream of aboleth mucus out of the rube. The creature must make a ranged touch attack to strike irs intended target, which must be within 30 feet. On a hit, the target must succeed on a Fortitude save (DC 10 + 1/2 grafted creature’s HD + grafted creature’s Con modifier) or begin to transform as if struck by an aboleth’s slime. A mucus projector works equally well on the surface or underwater.
- Prerequisites: Graft Flesh (aboleth), creator must be an aboleth; Price 36,000 GP.
Waterjet
This long, thin tube is normally grafted onto a creature’s back. The grafted creature can use this graft once per minute while swimming to double its normal swim speed for 1 round.
- Prerequisites: Graft Flesh (aboleth), creator must be an aboleth; Price 2,500 GP.
Beholder Grafts
To a beholder, every kind of creature - including other beholders who vary even slightly from itself - is an abomination fit only to be destroyed. Any attempt to transfer the perfection of the beholder form to another creature is abhorrent to beholders - and that is exactly what beholder grafts are. These are created and implanted by deranged cultists who worship beholders (usually human but sometimes goblinoid) in an attempt to become more like the creatures they idolize.
Crown of Eyes
A crown of eyes consists of six small eyes that are set into a creature’s skull all around its circumference. Their vision is poor (half normal range), but they have darkvision with a range of 60 feet and confer all-around vision on the grafted creature. This gives the grafted creature a +4 racial bonus on Perception checks and prevents it from being flanked.
- Prerequisites: Graft Flesh; Market Price: 60,000 GP.
Eye Stalk
An eye stalk is grafted onto a creature’s head and connected to its nervous system. The creature can use it to produce an eye ray as a standard action three times per day; the effect exactly duplicates one of a beholder’s smaller eye rays. An individual eye stalk can produce only one kind of ray. The grafted creature uses its own attack bonus to determine whether the ray hits its target, but the effect’s save DC is always 18. The ray has a range of 150 feet.
- Prerequisites: Graft Flesh plus one of the following spells: charm monster, charm person, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, sleep, slow, or telekinesis; Market Price: 195,000 GP.
Gazing Eye
This graft replaces one of the creature’s own eyes and gives it a gaze attack. This attack can charm monster, cause sleep, petrify or cause fear. It has a range of 30 feet and a save DC of 16 (including a +2 bonus because only one of the grafted creature’s eyes can make the attack), but otherwise functions like a beholder’s eye rays.
- Prerequisites: Graft Flesh plus one of the following spells: cause fear, charm monster, flesh to stone, or sleep; Market Price: 195,000 GP.
Plated Skin
A plated skin graft covers the creature’s vulnerable body parts with bony plates like those that protect a beholder. The creature’s natural armor bonus increases by +4.
- Prerequisites: Graft Flesh, barkskin; Market Price: 64,000 GP.
Replacement Eye
A replacement eye is grafted into the creature’s skull in place of one of its own eyes. The grafted creature can use it to produce an eye ray as a standard action three times per day; the effect exactly duplicates one of a beholder’s smaller eye rays. An individual replacement eye can produce only one kind of ray. The grafted creature uses its own attack bonus to determine whether the ray hits its target, but the save DC is always 18. The ray has a range of 50 feet.
- Prerequisites: Graft Flesh plus one of the following spells: charm monster, charm person, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, sleep, slow, or telekinesis; Market Price: 195,000 GP.
Third Eye
Implanted in the forehead above the creature’s normal eyes, a third eye duplicates the effects of a beholder’s large central eye, producing an antimagic cone similar to an antimagic field cast by a 13th-level sorcerer. This small eye only affects a 50-foot cone, however. It functions three times per day.
- Prerequisites: Graft Flesh, antimagic field; Market Price: 165,000 GP.
Fiendish Grafts
Fiendish grafts are body parts of a fiendish nature that can be attached to the body of another corporeal creature.
Feat: Graft Flesh(Fiendish)
This feat allows a creature to fleshwarp as a fiend. To take this feat, the character must study the Burning Tome of Fleshwarping over the course of 4 weeks and do various experiments on living creatures.
Acquiring a Fiendish Graft
There are a number of ways to acquire a fiendish graft. Certain magical devices have been discovered that enfold a creature, remove one of its limbs, dealing 6d6 points of damage, and replace the limb with a fiendish graft (or sometimes a fiendish familiar; see Fiendish Symbionts), restoring 5d6 points of damage in the process.
Certain prestige classes also entail the addition of a fiendish graft to a character. The acolyte of the skin gains a fiendish skin at 1st level, and with increasing levels becomes more closely attuned to the graft. Other prestige classes are likely to exist that bestow different kinds of fiendish grafts.
Even when a character gains a fiendish graft as a prestige class benefit, however, a fiendish entity typically bestows the graft at the climax of a dark ritual. Characters without such specific prestige classes can perform similar rituals in order to gain the benefits of a fiendish graft. Such a ritual requires 10 rounds and deals 1d4 points of damage to the character per round.
Finally, demons or devils with at least four levels in the fiend of corruption prestige class may grant fiendish grafts as a special ability. They grant these “gifts” as rewards to characters who are progressing well along the path of corruption, often in exchange for the mortal creature’s soul.
Drawbacks of Fiendish Grafts
Creatures of good alignment with a fiendish graft must make a successful Will save (DC 15) every day or take 1d3 points of Wisdom damage as the experience drives them slowly mad.
Creatures of a non-evil alignment must make a Will save (DC 15) each day or succumb to temptation to perform an evil act. This may result in an alignment change, eventually
When characters with fiendish grafts interact with nonevil NPCs, a -6 circumstance penalty is applied on all Charisma-based checks (Diplomacy, Bluff, and so on). This penalty applies even if the NPC is unaware of the graft’s presence, since it reflects the subtle twisting of the host’s personality.
Charming Eye
This eye has a golden iris and an hour-glass-shaped pupil like a goat’s. The grafted creature gains the ability to see perfectly in darkness of any kind, even magical darkness. In addition, the grafted creature gains a charming gaze attack. Anyone within 30 feet of the grafted creature that meets its eyes must make a Will saving throw (DC 14) or be charmed for one day per total Hit Dice of the grafted creature. The save DC against this effect reflects a +2 bonus because only one of the grafted creature’s eyes can make the attack. The grafted creature is immune to its own gaze attack.
- Prerequisites: Graft Flesh, charm monster, true seeing, creator must be a fiend; Market Price: 120,000 GP.
Clawed Arm
A clawed arm is muscular and sinewy, with a large, clawed hand. The grafted creature gains a +4 bonus to Strength when using the arm for any purpose, including attacking. If it is not holding anything or being used to perform another action, the grafted creature can direct the clawed arm to make one natural attack per round, using the creature’s base attack bonus and adjusted Strength modifier. This attack is in addition to the creature’s normal actions in a round. A successful attack deals damage based on the creature’s size (see below) plus the creature’s adjusted Strength bonus.
- Prerequisites: Graft Flesh, bull’s strength, haste, creator must be a fiend; Market Price: 50,000 GP.
Fast Leg
Long and agile, a fast leg increases the creature’s speed by 10 feet when not wearing heavy armor or carrying a heavy load. Further, the creature gains a +5 competence bonus on Climb and Jump checks.
- Prerequisites: Graft Flesh, expeditious retreat, jump, creator must be a fiend; Market Price: 4,000 GP.
Fearsome Eye
This eye is bright red in color and has a black iris. The grafted creature gains the ability to continuously see invisibility as the spell from a 20th-level caster. In addition, the grafted creature gains a fear gaze attack. Anyone within 30 feet of the grafted creature that meets its eyes must make a Will saving throw (DC 14) or be paralyzed with fear for 1d4 rounds. The save DC against this effect reflects a +2 bonus because only one of the grafted creature’s eyes can make the attack. The grafted creature is immune to its own gaze attack.
- Prerequisites: Graft Flesh, fear, see invisibility, creator must be a fiend; Market Price: 120,000 GP.
Feathered Wings
Feathered wings resemble those of a vrock or erinyes: large and birdlike, though often bearing claws at the top joint. The grafted creature can fly at a speed equal to twice its normal land speed, with average maneuverability. When not flying, the grafted creature can use the wings to buffet and disorient its opponents. Each round, in addition to its normal attacks, it can make a Bluff check (opposed by its opponent’s Sense Motive check). If this check is successful, the grafted creature’s attacks in that round gain a +2 circumstance bonus.
- Prerequisites: Graft Flesh, fly, creator must be a fiend; Market Price: 10,000 GP.
Fiendish Ear
A fiendish ear is large and fan-shaped, with sharp spikes connected by thick membranous skin. A creature with a fiendish ear receives a +4 racial bonus on Perception checks and gains the benefit of the Blind-Fight feat.
Any time the grafted creature rolls a natural 1 on a listen check, the ear transmits sound from the Windswept Depths of Pandemonium. The grafted creature is deafened for 1d4+1 rounds and suffers the effects of a confusion spell for the same duration. While deafened, it loses the benefit of the Blind-Fight feat.
- Prerequisites: Graft Flesh, creator must be a fiend; Market Price: 2,500 GP.
Fiendish Jaw
This is a large, heavy jawbone covered in thick, scaly skin. Two large tusks protrude from a row of sharp, crooked teeth. These tusks allow the grafted creature to make a gore natural attack, dealing damage based on the grafted creature’s size (see below).
- Prerequisites: Graft Flesh, creator must be a fiend; Market Price: 2,000 GP.
Fiendish Skin
Fiendish skin improves the grafted creature’s natural armor bonus by +1 and grants it a +2 inherent bonus to Dexterity In addition, the grafted creature gains darkvision with a range of 60 feet. Once per day, the grafted creature can use poison as the spell from a 16th-level caster (Fort save DC 18 + grafted creature’s Cha modifier).
- Prerequisites: Graft Flesh, barkskin, cat’s grace, poison, creator must be a fiend; Market Price: 55,000 GP.
Flexible Arm
A flexible arm is long and flexible like a tentacle, with a crude, three-fingered claw at the end. If it is not holding anything or being used to perform another action, the grafted creature can direct the arm to make one natural attack per round, using the grafted creature’s base attack bonus and Strength modifier. This attack is in addition to the grafted creature’s normal actions in a round. A successful attack deals damage based on the grafted creature’s size (see below) plus its Strength bonus.
If the grafted creature uses the flexible arm to wield a weapon, all attacks with that weapon take a -2 penalty. Once per day, as a standard action, the grafted creature can direct the arm to cast magic missile as a 5th-level caster.
- Prerequisites: Graft Flesh, haste, magic missile, creator must be a fiend; Market Price: 27,000 GP.
Grappling Tentacle
A grappling tentacle strongly resembles a flexible arm - it is a long tentacle with barbed hooks instead of fingers or claws at the end. It cannot use a weapon effectively, though it can perform gross manipulation such as pulling a large lever or lifting a portcullis. The grafted creature gains a +4 bonus to Strength when using the tentacle for any purpose. When the grafted creature grapples, it uses its adjusted Strength score (with the tentacle’s bonus) and gains an additional +4 bonus on its grapple checks made to hold, pin, or damage an opponent. It does not gain this special bonus when trying to break free of a grapple. The grappling tentacle can be used to make natural attacks, dealing damage based on the grafted creature’s size (see below) plus its adjusted Strength bonus. It does not confer the benefits of the improved grab special attack.
- Prerequisites: Graft Flesh, bull’s strength, creator must be a fiend; Market Price: 20,000 GP.
Long Arm
A long arm is thin and wiry, and unusually long for the grafted creature’s size. The grafted creature’s natural reach for attacks made with the arm or weapons held in the arm increases by 5 feet. Though it cannot take independent action, the arm can be used to make natural attacks, dealing damage based on the grafted creature’s size (see below).
- Prerequisites: Graft Flesh, creator must be a fiend; Market Price: 5,000 GP.
Membranous Wings
Membranous wings resemble those of a succubus, pit fiend, or bat. The grafted creature can fly at a speed equal to twice its normal land speed, with average maneuverability. The grafted creature gains fire and cold resistance 10.
- Prerequisites: Graft Flesh, fly, protection from energy, creator must be a fiend; Market Price: 50,000 GP.
Springing leg
This extremely long leg is bent, either forward (like a frog’s) or backward (like a grasshopper’s). The creature gains a +30 competence bonus on Jump checks. The creature’s normal land speed is reduced by 10 feet, however, because of the discrepancy between its two legs.
- Prerequisites: Graft Flesh, jump, creator must be a fiend; Market Price: 35,000 GP.
Sting Tail
A sting tail is long and thick, with a segmented, chitinous appearance and a stinger like that of a scorpion at the end. The grafted creature can direct the sting tail to make one natural attack per round, using the grafted creature’s base attack bonus and Strength modifier. This attack is in addition to the grafted creature’s normal actions in a round. A successful attack deals 2d4 points of damage (regardless of the grafted creature’s size) plus the grafted creature’s Strength bonus. In addition, the stinging tail delivers a poison (Fort DC 14 negates) with each successful attack. Initial and secondary damage are the same (1d6 Str).
- Prerequisites: Graft Flesh, haste, poison, creator must be a fiend; Market Price: 50,000 GP.
Strong leg
A strong leg is thick and muscular. A creature with this leg gains a +2 inherent bonus to its Constitution score.
- Prerequisites: Graft Flesh, endurance, creator must be a fiend; Market Price: 8,000 GP.
Trampling leg
A trampling leg is short and thick, ending in a stumplike foot similar to an elephant’s. As a standard action during its turn each round, the grafted creature can move up to its speed and literally run over opponents at least one size category smaller than itself. This attack deals bludgeoning damage based on the grafted creature’s size (see below). A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + 1/2 the grafted creature’s HD grafted creature’s Str modifier) for half damage.
- Prerequisites: Graft Flesh, bull’s strength, baleful polymorph, creator must be a fiend; Market Price: 5,000 GP.
Whip Tail
A whip tail is long and thin, and lashes around behind the grafted creature as if of its own volition. As a full-round action, the grafted creature can direct the tail to attack one creature within a radius equal to the creature’s natural reach plus 10 feet. The tail uses the grafted creature’s base attack and size modifier and adds a Strength modifier of +2, dealing 1d6+3 points of damage on a successful hit (regardless of the grafted creature’s size and Strength). Wounds from the whip tail burn fiercely causing the struck creature to be dazed for 1 round unless it makes a successful Fortitude save (DC 11).
- Prerequisites: Graft Flesh, ghoul touch, creator must be a fiend; Market Price: 8,000 GP.
Table: Fiendish Graft Damage by Creature Size
Creature Size | Flexible or Long Arm, Fiendish Jaw | Clawed Arm, Grappling Tentacle, Trampling Leg |
---|---|---|
Fine | - | 1 |
Diminutive | 1 | 1d2 |
Tiny | 1d2 | 1d3 |
Small | 1d3 | 1d4 |
Medium-size | 1d4 | 1d6 |
Large | 1d6 | 1d8 |
Huge | 1d8 | 2d6 |
Gargantuan | 2d6 | 2d8 |
Colossal | 2d8 | 4d6 |
Illithid Grafts
Some say that the mind flayers were the first creatures to experiment with grafts and develop the techniques of attaching flesh from one creature to another. Others say fiends hold that dubious honor, and a fiend of corruption taught the process to an illithid. Whatever the case, it is undeniably true that many experienced illithids have mastered the Graft Flesh feat and used it to bestow a wide variety of grafts upon their thralls. These grafts often make the thralls more useful in combat against the mind flayers’ enemies but they also weaken the thralls will. A creature with an illithid graft of any kind takes a -4 penalty on Will saves against mind-affecting spells psionic powers, and effects.
Feat: Graft Flesh(Illithid)
This feat allows a character to fleshwarp as if an Illithid. By studying the Dark Book of the Jibbering Maw for 4 weeks and experimenting on living creatures.
- Prerequisites: Graft Flesh, Dark Book of the Jibbering Maw, CL 12
Acquiring a Illithid Graft
Mind flayers commonly add grafts to their thralls. Horribly transformed thralls are quite common in illithid settlements.
Mind flayers are also proficient in the macabre art of creating grafts of their own flesh. Grafts are not magic items, but they have similar functions.
A creature with the Graft Illithid Flesh feat can create and apply grafts. The creator must be in a quiet and comfortable setting-usually an alchemical laboratory, but sometimes an evil temple or similar locale. He also needs a supply of materials, including flesh taken from another creature of the appropriate type. The cost for the materials is subsumed in the cost for creating the graft, which is one-half the price given for the item.
If the prerequisites for making the graft include spells or psionic powers, the creator must have prepared the spells to be cast, know the spells or powers, or have access to spell-like abilities that duplicate the required spells or powers. The creator need not provide any material components or focuses the spells may require. The act of working on the graft expends the spells or power points, just as if they had been cast or manifested.
A graft is not psionic, nor is it a magic item. It does not radiate magic once completed, does not count against a creature’s limit for magic items worn, does not have a caster level, and is very difficult (if not impossible) to salvage as treasure. It does, however, count against the treasure value of the creature with the graft. Thus, a grafted creature is still an appropriate challenge for its normal Challenge Rating, but it has reduced treasure.
Antennae Graft
A pair of long antennae sprout from the grafted creature’s head, and hundreds of inch-long hairs are embedded into its shoulders and arms. The combined effect of these complex sensory organs is to give the grafted creature tremorsense, allowing it to sense the location of anything within 60 feet that is in contact with the ground.
- Prerequisites: Graft Flesh, creator must be an illithid; Market Price: 20,000 GP.
Brainmate
This graft is a boon for illithids that travel far from the elder brains that anchor their communities. To creatures accustomed to the constant psychic susurration of the elder brain’s thoughts, knowledge, and perceptions, such a loss of contact can be unsettling. A traveling illithid is often forced to stiffen his tentacles and bear up under such contact deprivation - unless he carries a brainmate graft.
The brainmate is a 5-inch-diameter bud of gray matter protected by a layer of thick mucous. To function, the graft must be placed on the recipient’s skull, either prominently or at the base of the neck. The gray matter is actually a snippet of flesh grown by an elder brain specifically for harvesting for a graft. Thus, the brainmate contains a subset of an elder brain’s skills and knowledge.
A brainmate grants its wearer a +10 circumstance bonus to any two of the following skills: Knowledge (arcana), Knowledge (psionics), Knowledge (local), Knowledge (history), and Knowledge (Underdark local).
- Prerequisites: Graft Illithid Flesh, creator must be an illithid; Price 10,000 GP.
Climbing legs
Climbing legs jut out from the creature’s body. Each has a knee that bends to the creature’s side, and ends in a splayed foot with large, sticky pads on the four toes. The overall effect strongly resembles the legs and feet of a gecko. The creature can walk up walls and even upside down on ceilings at a speed of 15 feet, as if wearing slippers of spider climbing.
- Prerequisites: Graft Flesh, creator must bean illithid; Market Price: 4,000 GP.
Extracting Tentacle
An extracting tentacle is a long, flexible tentacle with the ability to pierce flesh and bone as though they were butter. This tentacle can be grafted to a Small, Medium, or Large recipient in place of its own arm or forelimb. The recipient can then use the tentacle to make one primary natural attack per round (or a secondary natural attack if it uses a weapon in its other hand as a primary weapon). The tentacle deals base piercing damage of 1d6 points if grafted to a Medium creature, or 1d4 points if grafted to a Small creature, or 1d8 points if grafted to a Large creature.
If the grafted creature successfully grapples its foe by any means and maintains the grapple during the next round, the extracting tentacle automatically extracts the foe’s brain (or heart), instantly killing that creature. The victim is entitled to a Fortitude save (DC 10 + 1/2 the grafted creature’s HD + the grafted creature’s Con modifier) to negate the extraction.
The extracting tentacle cannot be used to wield a weapon or perform any fine manipulation, and it does not extend the recipient’s reach. The grafted creature takes a -2 penalty on all skill checks requiring the use of hands.
- Prerequisites: Graft Illithid Flesh, creator must be an illithid; Price 45,000 GP.
Grabbing Tentacle
A grabbing tentacle is a long, flexible tentacle coated with suckerlike spots that can be grafted to a Small, Medium, or Large recipient in place of its own arm or forelimb. The recipient can then use the tentacle to make one primary natural attack per round (or a secondary natural attack if it uses a weapon in its other hand as a primary weapon). The tentacle deals base damage of 1d4 points if grafted to a Medium creature, or 1d3 points if grafted to a Small creature, or 1d6 points if grafted to a Large creature. If it hits with the tentacle, the grafted creature may attempt to start a grapple without provoking an attack of opportunity, as if it possessed the Improved Grab special attack with that limb.
The grabbing tentacle also extends the creature’s natural reach by 5 feet, but it cannot be used to wield a weapon or perform any fine manipulation. The grafted creature takes a -2 penalty on all skill checks requiring the use of hands.
- Prerequisites: Graft Illithid Flesh, creator must be an illithid; Price 20,000 GP.
Humanoid Skin
The graft recipient’s skin is stripped off in a painful flensing operation, then replaced with a layer of still-living humanoid skin carefully selected from a donor of the same general height, weight, and frame. After the skin graft, an average viewer would assume the recipient is a humanoid of the donor’s race (usually a human, elf, or half-elf). The recipient gains a +10 circumstance bonus on Disguise checks made to appear as either a humanoid of the appropriate race or the specific donor humanoid.
If the humanoid skin hides monstrous features below its surface (such as extra arms, tentacles, or antennae) using those features requires thrusting them through the skin’s surface as a standard action. This act showers all nearby creatures with blood and deals 1d4 points of damage to the graft recipient. A curing spell applied to the graft within 24 hours returns the monstrous features to hiding and restores the skin to pristine condition. If such healing is not applied in that time frame, the whole skin rots away and a new one must be procured.
- Prerequisites: Graft Illithid Flesh, creator must be an illithid, alter self; Price 5,000 GP.
Goring Horn
This graft alters the entire facial structure of the creature, lengthening its face into a bestial muzzle and attaching a long, sharp born. The grafted creature can make a natural attack with the horn, dealing piercing damage based on the grafted creature’s size (see below). The creature also gains the benefit of the Improved Bull Rush feat.
- Prerequisites: Graft Flesh, creator must be an illithid; Market Price: 8,000 GP.
Grasping Mandibles
These are a huge pair of chitinous mandibles strongly resembling those of an umber hulk, grafted onto either side of the creature’s mouth (with accompanying enlargement of the jaw and its muscles). The grafted creature deals slashing damage with its bite attack based on the grafted creature’s size (see below). If the grafted creature hits an opponent that is at least one size category smaller than itself with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Each successful grapple check it makes during successive rounds automatically deals bite damage.
- Prerequisites: Graft Flesh, creator must be an illithid; Market Price: 15,000 GP.
Hauling Back
This graft contorts and strengthens the creature’s spine and back muscles, while forcing it to stoop low enough to use its hands while walking. A hauling back applied to a bipedal creature turns it into a quadruped for the purposes of determining carrying capacity. Illithids typically apply this graft to Large or larger creatures, since the benefit is minimal for Medium-size creatures and nonexistent for smaller ones.
- Prerequisites: Graft Flesh, creator must be an illithid; Market Price: 2,000 GP.
Raking Tentacle
This is a long, flexible tentacle with sharp, bony protrusions at the end. It replaces an arm or forelimb, allowing the grafted creature to make a natural attack with the raking tentacle. The tentacle deals slashing damage based on the grafted creature’s size (see below). It extends the grafted creature’s natural reach by 5 feet but cannot be used to wield a weapon or perform any fine manipulation. The grafted creature takes a -2 penalty on all skill checks requiring the use of hands.
- Prerequisites: Graft Flesh, creator must be an illithid; Market Price: 5,000 GP.
Rending Claw
A rending claw is actually an entire arm - overlong for the grafted creature’s height (typically reaching all the way to the floor) and powerfully muscled. The hand boasts long, sharp claws resembling knife blades. The grafted creature can make a natural attack with the rending claw, dealing slashing damage based on the grafted creature’s size (see below). The rending claw deals x3 damage on a critical hit. The grafted creature takes a -4 penalty on skill checks that require precision or fine manipulation with the rending claw.
- Prerequisites: Graft Flesh, creator must be an illithid; Market Price: 5,000 GP.
Weapon Graft
While most grafts are living tissue attached to another living body, a weapon graft is exactly what the name suggests: a normal, masterwork, or magic melee weapon grafted onto the hand of a thrall so it is never unarmed. The weapon actually becomes a natural weapon, though its other properties are unchanged. The grafted creature receives a +1 bonus on all attack and damage rolls with the weapon, as long as it is proficient with the weapon. However, it cannot use the hand with the graft for anything but combat, and it takes a -2 penalty on all skill checks requiring the use of hands.
- Prerequisites: Graft Flesh, creator must be an illithid; Market Price: weapon price + 1,000 GP.
Burrowing Claws
This graft replaces both of the recipient’s hands with thick-fingered claws tipped with iron-hard ridges. The recipient gains a -4 penalty on Disable Device, Open Lock, and Sleight of Hand checks, but gains a burrow speed of 20 feet. The creature can even burrow through solid stone or any other material with hardness of no more than 8. The claws allow the creature to deal lethal damage with its unarmed strikes. Illithids gift thralls with these grafts when they need to expand a cavern’s size or dig new tunnels through the stony ground.
- Prerequisites: Graft Flesh (illithid), creator must be an illithid; Price 30,000 GP.
Darksight Eyes
These pale, pupilless eyes are similar in appearance to the eyes of an illithid. The graft recipient gains darkvision out to 60 feet. Illithids graft these eyes into favored thralls that can more easily accomplish their jobs in the lightless underground if they can see.
- Prerequisites: Graft Flesh (illithid), creator must be an illithid; Price 24,000 GP.
Mind Blast Relay
This strange graft is implanted into the depths of the grafted creature’s brain. The graft gives the creature complete immunity to mind blasts. Further, any mind flayer within 60 feet of a creature with a mind blast relay graft can automatically detect the graft when it uses telepathy on that creature. A mind flayer can then choose to relay irs mind blast attack into that creature by activating its own mind blast. Once the mind blast is relayed, the mind flayer can choose to either allow the mind blast to manifest (in which case it does so in a 20-foot-radius blast centered on the grafted creature) or to relay it to a new creature with a mind blast relay within 20 feet of the current creature. A mind flayer can continue to relay its mind blast as a free action again and again until it gets to the mind blast relay it desires, at which point the creature allows it to manifest. Each time a mind blast is relayed, the DC to save against its effect is reduced by 2. A mind flayer must maintain line of sight to each creature in the chain of mind blast relays, but otherwise the only practical limit to the usefulness of this graft is the number of relays available and the original save DC of the illithid’s mind blast.
- Prerequisites: Graft Flesh (illithid), creator must be an illithid; Price 50,000 GP.
Table: Illithid Graft Damage by Creature Size
Creature Size | Goring Horn | Grasping Mandibles | Raking Tentacle | Rending Claw |
---|---|---|---|---|
Fine | 1d2 | 1d3 | 1 | |
Diminutive | 1d3 | 1d4 | 1 | 1d2 |
Tiny | 1d4 | 1d6 | 1d2 | 1d3 |
Small | 1d6 | 1d8 | 1d3 | 1d4 |
Medium | 1d8 | 2d6 | 1d4 | 1d6 |
Large | 2d6 | 2d8 | 1d6 | 1d8 |
Huge | 2d8 | 4d6 | 1d8 | 2d6 |
Gargantuan | 4d6 | 4d8 | 2d6 | 2d8 |
Colossal | 4d8 | 8d6 | 2d8 | 4d6 |
Maug Grafts
Maug spellcasters apply special grafts onto maugs when they create more of their race on the plane of Acheron. All maug grafts are construct grafts, usually made from the stone of Thuldanin, the second layer of Acheron. Only maugs understand the secrets of their creation, but spellcasting maugs often transform their followers with such grafts.
Locking Hand
This stone hand is designed so that its fingers can clasp and lock together. It replaces a creature’s normal hand. When used to make unarmed attacks, it deals normal damage unless the attacker chooses to take a -4 penalty to deal subdual damage. A locking hand does not change the amount of damage a creature deals with its unarmed or natural attacks.
The main purpose of a locking hand is to strengthen a creature’s grip, making it more difficult to disarm the creature or dislodge an item from its grasp. The grafted creature gets a +5 bonus on any roll to avoid being disarmed, to oppose attempts to escape a grapple, to catch itself while falling, and to hold onto a surface when damaged while climbing. A creature with more than one locking hand stacks the bonuses of each hand involved in the activity.
Locking hands can be locked and unlocked as easily as a creature can make a fist; they do not inhibit spellcasting or skill use. The bonus from a locking hand stacks with that provided by a locked gauntlet.
- Prerequisites: Graft Flesh, bull’s strength, creator must be a maug; Market Price: 2,000 GP.
Rollers
Six great stone cylinders beneath a pyramid of rock, rollers replace the creature’s legs and feet. Rollers add 20 feet to the grafted creature’s land speed and give it the ability to trample foes, but the grafted creature takes a -8 penalty on Climb, Ride, and Swim skill checks. The grafted creature cannot run.
As a standard action during its turn each round, the grafted creature can move up to its speed and run over opponents at least one size category smaller than itself. This attack deals bludgeoning damage based on the creature’s size (see below). A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 10 1/2 grafted creature’s HD + grafted creature’s Str modifier) for half damage.
- Prerequisites: Graft Flesh, expeditious retreat, baleful polymorph, creator must be a maug; Market Price: 10,000 GP.
Shoving Arm
A shoving arm is a pistonlike stone appendage that ends in an upright, flattened stone hand. It is attached a creature’s torso along with a stone “belt” to secure it in place. The arm is useless for most activities, but once per round as an attack action it can be used to make a special shoving attack against any opponent within s feet of the grafted creature. The grafted creature makes a melee touch attack that does not provoke an attack of opportunity. If it hits with its shoving arm, it and the struck opponent make opposed Strength checks as though the grafted creature had made a bull rush attack. In addition to the normal bonuses, the grafted creature adds a special +5 bonus on this roll. If the grafted creature wins, the defender is pushed back 5 feet plus an additional 1 foot per point by which the grafted creature exceeded the defender’s result. The grafted creature does not move with the shoved defender.
For purposes of shoving unattended objects, the shoving arm has a Strength equal to 10 + the Strength of the grafted creature. The shoving arm can push creatures and objects in straight lines only.
- Prerequisites: Graft Flesh, bull’s strength, creator must be a maug; Market Price: 2,000 GP.
Shudder Plate
Usually placed in the chest of a creature, a shudder plate looks like a thin square of shale set in a stone frame. Specially designed and enhanced, a shudder plate quietly shakes and vibrates in its case, giving the grafted creature a supernatural understanding of the area surrounding it. If the grafted creature is in contact with the ground, it can sense the location of anything within 15 feet that is also in contact with the ground. In addition, the grafted creature takes a -4 penalty on Stealth skill checks.
- Prerequisites: Graft Flesh, see invisibility, creator must be a maug; Market Price: 8,000 GP.
Spike Stones
These small round stones are inserted into the surface of the flesh of a creature, all over its body. The grafted creature can cause them to grow as a standard action that does not provoke an attack of opportunity. The stones suddenly lengthen into sharp spikes, capable of piecing flesh and armor alike. In a grapple, the spikes deal 2d4 points of piercing damage in addition to normal grapple damage when the grafted creature makes a successful grapple check. A grafted creature can also use the spikes as a light weapon that deals 1d4 points of piercing damage; in conjunction with an unarmed or natural attack, the spike stones deal an additional 1d4 points of piercing damage with each hit.
- Prerequisites: Graft Flesh, spike stones, creator must be a maug; Market Price: 4,000 GP.
Stone Spitter
A stone spitter is a boxlike or binlike device, usually affixed to the shoulder of a creature. At the weapon’s base is a tube from which stones can be fired with amazing accuracy and deadly effect. A creature grafted with a stone spitter can use it to fire a stone or sling bullet by making a ranged attack. Such attacks have a range increment of 50 feet, dealing damage according to the grafted creature’s size (see below). Six times per day, the stone spitter can fire its ammunition at a supernaturally high velocity and power. Such attacks deal damage one die type higher than normal (use the “Increased” column below and have a +1 enhancement bonus on attack and damage rolls. A stone spitter can be loaded with up to 50 stones or sling bullets.
- Prerequisites: Graft Flesh, magic stone, creator must be a maug; Market Price: 2,000 GP.
Table: Maug Graft Damage by Creature Size
Creature | Stone Spitter | ||
---|---|---|---|
Size | Roller | Stone Bullet | Increased |
Fine | 1d6 | - | 1 |
Diminutive | 1d8 | 1 | 1d2 |
Tiny | 2d6 | 1d2 | 1d3 |
Small | 2d8 | 1d3 | 1d4 |
Medium | 4d6 | 1d3 | 1d4 |
Large | 4d8 | 1d4 | 1d6 |
Huge | 8d6 | 1d6 | 1d8 |
Gargantuan | 8d8 | 1d8 | 1d10 |
Colossal | 16d6 | 1d10 | 2d6 |
Undead Grafts
Undead grafts are formed of nonliving flesh attached to a still-living body, the results of vile experimentation by living necromancers and death priests seeking to become more like what they revere while remaining on this side of death. Grafts have no statistics of their own. A graft might improve some ability or characteristic of the creature it’s attached to, or grant the creature some new ability. For example, a graft might grant a creature a natural attack or an inherent bonus to an ability score. Some grafts are capable of independent action - this usually means that the graft can activate an ability or take an action without the character having to spend an action to do so. Such grafts always act on the character’s turn.
Grafts are not magic items, but in game terms they function very much like magic items. A character with the Graft Flesh feat can create and apply grafts. The creator must be in a quiet and comfortable setting, usually an alchemical laboratory but in some cases an evil temple or similar locale. He needs a supply of materials, which usually involve flesh or body parts taken from another creature of the appropriate type or kind. The cost for the materials is subsumed in the cost for creating the graft. Creating a graft costs half the given market price, and otherwise works exactly like crafting a wondrous item, including time required, preparation of spells required, and expenditure of components or focuses.
A graft does nor radiate magic once completed, and it does not count against a creature’s limit for magic items worn. It does not have a caster level. A graft is very hard, if not impossible, to salvage as treasure. It should be considered to count against the treasure value of the creature of the graft, which means that creatures with grafts are still appropriate challenges for their normal Challenge Rating, but have reduced treasure.
Acquiring an Undead Graft
Any spellcaster with the Graft Flesh feat and the proper prerequisites can create and apply an undead graft. Members of the pale master prestige class receive certain grafts for free as they advance in levels, and become more adept in the use of their grafts as well.
Bonemail
Bonemail resembles armor crafted from interlocking bones and shards of bone, but is actually part of the grafted creature’s body. Bonemail grants a +2 natural armor bonus to the grafted creature’s AC.
- Prerequisites: Graft Flesh, animate dead; Price 16,000 GP.
Bodak’s Eye
This white, empty eye fits into a humanoid creature’s empty eye socket and allows the grafted creature to make a death gaze attack once per day. The creature must use a standard action to target a creature with the gaze, and the range of the effect is 30 feet. A DC 15 Fortitude save negates the effect. Unlike an actual bodak’s death gaze, a target that dies from this attack does not transform into a bodak 24 hours later.
- Prerequisites: Graft Flesh, finger of death; Price 25,000 GP.
Enervating Arm
An enervating arm is a gaunt limb of desiccated, leathery flesh. It grants a +4 inherent bonus to the grafted creature’s Strength. Twice per day, the grafted creature can use an enervating touch to bestow one negative level on a living creature. Removing the negative level requires a DC 14 Fortitude save. A touch that misses does nor count against the daily limit.
- Prerequisites: Graft Flesh, enervation; Price 40,000 GP.
Eye of Flame
This crimson eye-shaped gem fits into a humanoid creature’s empty eye socket and can produce afire ball once per day upon command. The fireball deals 10d6 points of damage (Reflex DC 14 half). Half of the damage is fire damage, and the other half is divine damage that affects even targets resistant to fire.
- Prerequisites: Graft Flesh, fireball; Price 10,800 GP.
Ghostly Arm
This gray, incorporeal arm can’t be used to manipulate solid objects. However, the grafted creature can use the ghostly arm to deliver an incorporeal touch attack that deals 1d6 points of damage, the equivalent of a ghost’s corrupting touch attack. Treat the arm as a secondary weapon, but because it is incorporeal the arm has no Strength score and therefore gains no bonus or penalty on damage rolls from the user’s Strength.
- Prerequisites: Graft Flesh, ethereal jaunt; Price 6,000 GP.
Mohrg’s Tongue
This long, cartilaginous tongue bears sharp claws at its tip. The grafted creature can make touch attacks with the tongue (treat it as a secondary weapon). A successful touch paralyzes the target for 1d4 minutes (Fortitude DC 17 negates).
- Prerequisites: Graft Flesh, ghoul touch; Price 24,000 GP.
Mummified Eye
This hard, round orb fits into a humanoid creature’s empty eye socket and looks much like a normal eye at first glance, but it has a distinctly dry appearance and does not move in the socket. The grafted creature can use the eye bite spell as a 12th-level caster once per day.
- Prerequisites: Graft Flesh, eyebite; Price 50,000 GP.
Mummified Hand
This withered hand is swathed in the remnants of funereal wrappings. The grafted creature can use the mummified hand to deliver a slam attack; the damage dealt is the same as that dealt by a zombie of the creature’s size. In addition, three times per day the grafted creature can deliver mummy rot with a slam attack. The choice to use mummy rot must be made before the attack is rolled; if the attack misses, the daily use is lost. The Fortitude save to resist the mummy rot is DC 16.
- Prerequisites: Graft Flesh, contagion; Price 16,200 GP.
Paralyzing Arm
A paralyzing arm is a hardy limb of preserved undead flesh. It grants a +4 inherent bonus to the grafted creature’s Strength. Twice per day, the grafted creature can use a paralyzing touch. A living creature touched must make a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralyzing touch. A touch that misses does not count against the daily limit.
- Prerequisites: Graft Flesh, gentle repose, ghoul touch; Price 40,000 GP.
Skeletal Hand
The grafted creature can use this bony hand to make claw attacks. The damage dealt is the same as that dealt by a skeleton of the creature’s size.
- Prerequisites: Graft Flesh, animate dead; Price 3,000 GP.
Undead Skin
This mottled gray hide grants the grafted creature 25% resistance to critical hits and sneak attacks, similar to armor of light fortification. This resistance doesn’t stack with similar abilities.
- Prerequisites: Graft Flesh, animate dead; Price 16,000 GP.
Vampiric Fangs
This set of sharp teeth replaces the creature’s existing teeth. The grafted creature gains the ability to drain blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round. On each such successful drain attack, the grafted creature gains 5 temporary hit points that last for up to 1 hour.
- Prerequisites: Graft Flesh, vampiric touch; Price 25,000 GP.
Weakening Arm
A weakening arm is a skeletal forelimb that grants a +4 inherent bonus to the grafted creature’s Strength. Twice per day, the grafted creature can use a weakening touch. A living creature touched takes 1d6 points of Strength damage. A touch that misses does nor count against the daily limit.
- Prerequisites: Graft Flesh, ray of enfeeblement; Price 40,000 GP.
Zombie Arm
A zombie arm is a perpetually rotting limb. It grants a +2 inherent bonus to the grafted creature’s Strength, but also permanently reduces the grafted creature’s Dexterity by 2. The grafted creature can use the zombie arm to make slam attacks; the damage dealt is the same as that dealt by a zombie of the creature’s size.
- Prerequisites: Graft Flesh, animate dead; Price 25,000 GP.
Yuan-ti Grafts
Yuan-ti grafts are serpentine body parts that can be attached to the body of another corporeal creature.
Feat: Graft Flesh(Yuan-ti)
Through the study of The Compiled Anatomy of the Yuan-ti for 4 weeks and experimenting on living creatures with Yuan-ti body parts, the reader can gain access to fleshwarping as if a Yuan-ti anathema.
- Prerequisites: Graft Flesh, The Compiled Anatomy of the Yuan-ti, CL 10
Acquiring a Yuan-Ti graft
The monstrously powerful yuan-ti anathemas are the primary creators of yuan-ti grafts, since they can create them quickly. Other yuan-ti that work closely with humanoid agents or cultists often learn the Graft Flesh feat and enhance their minions with these grafts.
Added Tail
Extending from the creature’s tailbone rather than replacing its legs, an added tail gives the grafted creature a natural swim speed equal to half its land speed. Like any creature with a natural swim speed, the grafted creature need not make Swim checks to move at its swim speed underwater, and gains a +8 racial bonus on Swim checks made to perform some special action or avoid a hazard. The grafted creature can always choose to take 10 on a Swim check, even if rushed or threatened when swimming, and can use the run action while swimming, if it swims in a straight line. The grafted creature also gains a +4 racial bonus on Balance checks, and can constrict Small or smaller creatures: With a successful grapple check, it deals 1d4 points of bludgeoning damage plus 1 1/2 times its Strength modifier to the grappled foe.
- Prerequisites: Graft Flesh, creator must be a yuan-ti; Market Price: 6,000 GP.
Poison Fangs
These long, sharp fangs allow the grafted creature to deliver poison (Fort DC 17 negates) with its bite. Initial and secondary damage are the same (1d6 Con). If the grafted creature did not previously have a natural bite attack, it can bite only a grappled foe (delivering the poison with a successful grapple check to pin the creature) or a helpless opponent.
- Prerequisites: Graft Flesh, creator must be a yuan-ti; Market Price: 8,000 GP.
Replacement Tail
This tail replaces the grafted creature’s legs or rear limbs. The grafted creature’s base land speed is reduced by 10 feet, but it can climb and swim at half its original land speed. The creature can constrict Medium-size or smaller creatures: With a successful grapple check, it deals 1d4 points of bludgeoning damage plus 1 1/2 times its Strength modifier to the grappled foe.
- Prerequisites: Graft Flesh, creator must be a yuan-ti; Market Price: 12,000 GP.
Scaly Skin
This yuan-ti skin improves the grafted creatures natural armor bonus by +3.
- Prerequisites: Graft Flesh, creator must be a yuan-ti; Market Price: 36,000 GP.
Serpent Arm
This is a long, flexible arm ending in a snake head. The grafted creature can make one bite attack with the arm, dealing 1d4 points of damage plus poison (Fort DC 17 negates). Initial and secondary damage are the same (1d6 Con).
- Prerequisites: Graft Flesh, creator must be a yuan-ti; Market Price: 12,000 GP.
Silthilar Grafts
Although they once used these grafts on themselves to great success, the silthilars’ current incarnation as hivemind swarms makes it impossible for them to continue the practice. Yet the silthilar are loath to give up the skills and tradition. Silthilar have taken to providing these grafts to paying customers. They have also been known to provide grafts to allies or friends who perform services for them.
Silthilar grafts function only when applied to a living corporeal creature; applied to any other creature, they rot away over the course of 2d4 days.
Chitin Plating
This graft consists of numerous interlocking chitin plates grafted onto the creature’s skin. These plates are tough, yet flexible, and grant the recipient a natural armor bonus ranging from +1 to +5. This natural armor bonus does not stack with any other natural armor bonus the creature might possess as a virtue of his race, but it does stack with enhancement bonuses to natural armor granted by magic such as barkskin or an amulet of natural armor.
- Prerequisites: Graft Flesh (silthilar); Price 4,000 GP (+1), 16,000 GP (+2), 36,000 GP (+3), 64,000 GP (+4), 100,000 GP (+5).
Flexible Spine
This invasive graft replaces the creature’s spine, including the spinal cord, with a much more flexible and efficient set of nerves and vertebrae. The graft grants a +4 racial bonus on initiative checks, Balance checks, Escape Artist checks, and Tumble checks.
- Prerequisites: Graft Flesh (silthilar), regenerate; Price 91,000 GP.
Extended Legs
This graft extends the creature’s legs, making it taller and faster. The creature’s height increases by 5%, but this does not increase the creature’s size category. The creature’s base land speed increases by 5 feet.
- Prerequisites: Graft Flesh (silthilar), longstrider; Price 91,000 GP.
Healing Blood
This unique graft consists of a total transfusion of blood. The creature’s original blood supply is drained completely and replaced with a similar fluid that grants the grafted creature fast healing 2.
- Prerequisites: Graft Flesh (silthilar), regenerate; Price 182,000 GP.
Rudimentary Eye Spots
This graft consists of several patches of light-sensitive skin placed on the back of the grafted creature’s neck and the back of each hand. These patches improve the grafted creature’s vision, granting it a +4 bonus on Perception checks. In addition, the creature can no longer be flanked.
- Prerequisites: Graft Flesh (silthilar), regenerate; Price 60,000 GP.
Silthilar Bones
This graft transforms and augments the creature’s skeletal structure, making it stronger. The grafted bones improve the creature’s Constitution score by 2 points.
- Prerequisites: Graft Flesh (silthilar), bear’s endurance; Price 110,000 GP.
Silthilar Heart
This complex graft adds several augmentations to the grafted creature’s heart and cardiovascular system. If the grafted creature drops below 1 hit point but not below -10 hit points, the graft immediately generates a pulse of magic healing that cures 4d8+20 points of damage. A silthilar heart can generate this healing only once every 24 hours.
- Prerequisites: Graft Flesh (silthilar), cure serious wounds, contingency; Price 91,000 GP.
Silthilar Muscles
This graft transforms and augments the creature’s existing muscles. The grafted muscles improve the creature’s Strength score by 2 points.
- Prerequisites: Graft Flesh (silthilar), bull’s strength; Price 110,000 GP.
Silthilar Tendons
This graft replaces the creature’s tendons, making the creature more adroit and coordinated. The grafted tendons improve the creature’s Dexterity score by 2 points.
- Prerequisites: Graft Flesh (silthilar), cat’s grace; Price 110,000 GP.
Draconic Grafts
Many of the dragon-descended are born of a union between a dragon in humanoid form and a true humanoid. A few creatures take matters into their own hands, however, controlling draconic bloodlines with amazing results. These beings capture the living eggs of dragons and experiment on the unborn wyrmlings, whether to enhance their own or others’ abilities, create new forms of life, or bring “salvation” from evil. These individuals are known as wyrmgrafters.
Many wyrmgrafters have some magical aptitude, although such talent is not a requirement for being able to create a graft. The “weird science” of draconic grafts appeals to anyone who specializes in secret knowledge. Many wyrmgrafters have a draconic bloodline, but they can come from any race and culture. Some are idealists (or zealots) who believe their work can turn an evil dragon from its otherwise doomed existence.
Wyrmgrafters are a strange lot, each not generally aware of others following this pursuit. Each has her own way of going about research and experimenting on candidate creatures. Despite the lack of an overarching organization, the all-consuming desire for esoteric knowledge does bring wyrmgrafters into contact with one another from time to time. Occasionally a wyrmgrafter sponsors a gathering of like-minded individuals, a weeklong event held at the sponsor’s base of operations or at a nearby hall or inn. These events typically have lectures and hands-on demonstrations interspersed with leisure activities.
Grafting
Draconic grafts can be created and applied only by someone with the Wyrmgrafter feat. While the creation and application of a graft is similar in theory to the principles involved in the creation of wondrous items, grafts involve the magical manipulation of biological processes and structures. The grafter must be able to manipulate draconic life energy on a minute scale. More information on creating grafts is presented below. See the Wyrmgrafter feat.
All draconic grafts are grown from tissues taken from one or more creatures. Typically, this involves removing a sample of flesh from an unhatched wyrmling and growing it onto a living creature. Each graft has a Donor entry, which describes where the graft originates from. If taken from a donor creature, the graft tissues must be no more than 7 days old when creation of the graft begins. The donation typically does not harm the donor creature, though some wyrmgrafters prefer to take donations from dead donors for their own safety.
Grafts are difficult to remove. Grafts have no statistics of their own and can’t be attacked or damaged separately from the creature to which they are grafted. A character with the Wyrmgrafter feat can remove a draconic graft safely from a living creature; this requires 8 hours of work in a quiet setting (similar to creating a graft). A graft that has been safely removed can be applied to another character, though this application must take place within 24 hours of its removal and deals 4d6 points of Constitution damage to the receiving character. Without the proper feat, a graft can be removed only if the body part to which it is grafted is removed (a grisly task to be sure); even then, the graft tissue instantly dies and can’t be reused.
Similarly, a graft on a creature that is killed also dies instantly and can’t be harvested and reused. Among other effects, this means that an NPC’s graft probably can’t be recovered as treasure. For tips on dealing with this in the game, the DM should consult the Draconic Grafts as Treasure sidebar (see page 129). A graft should, however, be treated as part of a creature for the purpose of being brought back from the dead, so a character who is killed and resurrected returns with her grafts intact. A graft is not a magic item. It does not radiate a magical aura once completed, and it does not take up space on the body as a magic item would. A graft can’t be suppressed with dispel magic, nor is it affected by an antimagic field or similar effect.
Multiple draconic grafts bestow a cumulative benefit upon their host. A character with at least two draconic grafts gains damage reduction x/magic, where x equals the number of draconic grafts he has minus one (DR 1/magic for two draconic grafts, DR 2/magic for three, and so on). In addition, if the character has at least two draconic grafts, his natural attacks are treated as magic weapons for the purpose of overcoming damage reduction.
Creating A Draconic Graft
The creation of a draconic graft must be done in a quiet and comfortable setting and requires a supply of materials, including the donated tissue sample or body part (see below). The cost of the materials is subsumed in the cost of creating the graft. Creating a graft otherwise I works like crafting a wondrous item, including the cost to create, time required, preparation of spells required, and expenditure of components or focuses. If a graft incurs extra costs in material components, as noted in its description, these costs are in addition to those derived from the graft’s base price.
Unlike with creating normal magic items, draconic grafts need not be crafted over consecutive days. A wyrmgrafter can spend a day here and there tending to a growing graft. It is not functional until the total time necessary to complete the graft is spent. However, he cannot skip more than 7 days during his work on an incomplete graft; doing so means the incomplete graft dies, and he loses a portion of the GP involved in the graft’s creation equal to the amount of time spent working on it. A wyrmgrafter must devote 8 hours to the task on any day when he works on a graft. Failure to do so means the day’s work is wasted, and no GP is spent.
The recipient of a draconic graft doesn’t incur any of the costs involved with acquiring a graft until it is attached during the second phase of the procedure. A completed graft can be attached to a recipient in a procedure that takes 8 hours, during which time both the grafter and the recipient must be present. If a graft is not attached to a recipient within 1 day of when it is completed, the graft requires 1 hour of care from the wyrmgrafter each day thereafter to keep it from dying.
Feat: Wyrmgrafter
Type: Item Creation Source: Races of the Dragon
You can apply draconic grafts to other living creatures or to yourself.
- Prerequisites: Heal 10 ranks, Knowledge (arcana) 5 ranks.
Benefit: You can create draconic grafts and apply them to other living creatures or to yourself Creating a draconic graft takes one day for each 1,000 GP in its price.
Table: Draconic Grafts Costs
Graft | Market Price |
---|---|
Dragonbone legs | 8,000 GP |
Gleaming scales | 9,000 GP |
Glaring eye | 10,000 GP |
Dragonheart presence | 12,000 GP |
Frightful crest | 28,000 GP |
Smashing tail | 30,000 GP |
Taloned arm | 34,000 GP |
Metabolic fire | 56,000 GP |
Resilient scales | 70,000 GP |
Buffeting wings | 100,000 GP |
Buffeting Wings
Your arms sprout veined membranes, granting you the power of flight and allowing you to strike your enemies.
Description: Each of your arms sprouts rays of cartilage supporting fins (if from a metallic dragon) or long bone projections connected by taut flesh (if from a chromatic dragon). The membranes of your buffeting wings fold down when not in use. You can still wear and benefit from clothing and armor, though wearing a shield limits your wings’ effectiveness (see below).
Activation: Using buffeting wings to fly requires a move action, as normal for any move. Using a wing to make a slam attack is an attack action, or part of a full attack action if you are using both wings or additional natural weapons.
Effect: You gain a fly speed equal to your base land speed with average maneuverability. You can’t carry aloft more than a light load. If you already have wings, this benefit replaces your original fly speed and maneuverability. You can’t use your buffeting wings to fly if you are wearing a shield (other than a buckler).
You can also use buffeting wings to make up to two secondary slam attacks, but only while standing on the ground. Each attack deals damage as a wing attack made by dragon of your size (1d4 points for a Medium creature). You cannot attack with weapons held in your hands during the same round that you use buffeting wings (though you can use other natural attacks), and you can’t use a wing to attack if that arm wears a shield (other than a buckler).
In addition to the hit point cost, these wings reduce your overall agility, resulting in a permanent - penalty to Dexterity.
Construction: Wyrmgrafter, overland flight or flight of the dragon, 60,000 GP, 100 days.
Donor: A tissue sample from an unhatched wyrmling.
Sacrifice: 8 hp, -2 Dexterity; Price: 100,000 GP.
Dragonbone Legs
Powerful draconic leg bones are grafted into each of your legs, giving you greater physical might in athletic tasks.
Description: Your legs become thicker and more heavily muscled as the new bone takes hold. Since the tissue graft is internal, the appearance of your skin is unchanged.
Activation: A host uses dragonbone legs as part of the appropriate action to use the skill in question (Climb, Jump, or Swim). No special activation is required.
Effect: You gain a +4 bonus on Climb, Jump, and Swim checks.
Construction: Wyrmgrafter, bull’s strength, 5,000 GP, 8 days.
Donor: A bone sample from a living dragon.
Sacrifice: 4 hp.; Price: 8,000 GP.
Dragonheart Presence
A bit of a dragon’s heart tissue is grafted into your chest, giving you some of the dragon’s indomitable spirit.
Description: Although your appearance does not undergo an obvious physical change, you ooze confidence and pride. If the donor was a chromatic dragon, this attitude is tinged with arrogance and a certainty of victory. If the flesh came from a metallic dragon, you radiate an air of watchful patience.
Activation: Dragonheart presence is always active once the graft is installed. It requires no action on your part to activate or deactivate.
Effect: You gain immunity to paralysis effects and the frightful presence of dragonkind. In addition, you gain a +2 bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks you make involving a creature with the dragonblood subtype.
Construction: Wyrmgrafter, remove paralysis, 7,000 GP, 12 days.
Donor: A piece of flesh from an unhatched wyrmling’s heart.
Sacrifice: 4 hp; Price: 12,000 GP.
Frightful Crest
Your head has been adorned with a portion of the crest, spikes, or horns of the donor dragon. You gain an aura of fear similar to a dragon’s frightful presence.
Description: A frightful crest takes the form of the primary head ornament of the dragon from which it was taken; for example, a graft from a black dragon has its characteristic crumpled horns, while that from a silver dragon is a rayed fin.
A frightful crest melds seamlessly into the surrounding flesh, gradually blending into your natural skin color.
Activation: A frightful crest activates whenever you attack or charge. You cannot choose to suppress the effect.
Effect: When a frightful crest activates, any living non-dragon enemy within 30 feet becomes panicked for 1 round if it has fewer Hit Dice than you; creatures with HD equal to or greater than yours are shaken for 1 round instead. A successful Will save negates this effect and renders the creature immune to your frightful crest for 24 hours; the save DC is 10 + 1/2 your HD + your Cha modifier. This is a mind-affecting fear effect. Characters who are immune to a dragon’s frightful presence are also immune to a frightful crest.
Construction: Wyrmgrafter, fear, 16,000 GP, 28 days.
Donor: A crest or horn from a dragon.
Sacrifice: 6 hp; Price: 28,000 GP.
Glaring Eye
The pupil of a dragon’s eye has been grown into your own. As a result, you gain the keen senses and the wakefulness of a dragon.
Description: A glaring eye is the same color as the eye of the dragon it was grown from and has a slitted pupil like that of a crocodile. It has no lid and cannot close.
Activation: A glaring eye is always active once the graft is installed. It requires no action on your part to activate or deactivate.
Effect: You gain blindsense out to a distance of 30 feet and a +2 bonus on Perception checks. You also gain immunity to magic sleep effects.
Construction: Wyrmgrafter, sense of the dragon, 10,000 GP, 10 days.
Donor: A sample of eye tissue from an unhatched wyrmling, or an eye from a dragon.
Sacrifice: 2 hp; Price: 10,000 GP.
Gleaming Scales
Your skin is hardened with scales grown from samples taken from a living dragon, allowing you to grow a protective plating over vulnerable areas.
Description: Strong, gleaming dragon scales cover the skin of your torso and limbs. The scales are the color of the donor dragon. Gleaming scales have a glossy texture and can be ridged, depending on the dragon variety. They move as you do, not hindering your movement in the least.
Activation: Gleaming scales are always active once the graft is installed. The graft requires no action on your part to activate or deactivate.
Effect: Your natural armor bonus to AC improves by 1. Because the graft improves your natural armor, an effect that provides an enhancement bonus to your natural armor (such as an amulet of natural armor) stacks with gleaming scales.
Gleaming scales also provides resistance 5 to the same energy type to which the donor dragon’s is immune or resistant, or it increases your existing resistance to that energy type (regardless of its origin) by 5. If the donor dragon has immunity or resistance to more than one kind of energy, choose which energy type to which you are resistant. If the donor dragon has no immunity or resistance to energy, the graft grants no resistance.
Construction: Wyrmgrafter, dragonskin, 8,500 GP, 9 days.
Donor: A sample of scaled skin from an unhatched wyrmling.
Sacrifice: 4 hp; Price: 9,000 GP.
Metabolic Fire
You acquire the dragon’s devastating ability to breathe energy.
Description: The implantation of this graft within your chest leaves no casually visible effect. However, exposure to the energy within your body darkens your teeth until they become solid black, like obsidian. A faint gleam of fire, rime of frost, crackle of electricity, or shimmer of acidic saliva might play around your teeth when you show them. Prerequisite: You must have at least one other draconic graft before you can gain metabolic fire.
Activation: Using metabolic fire is a standard action.
Effect: You gain a breath weapon, usable once every 1d4 rounds. The form of the weapon (line or cone) is the same as that of the donor dragon; a cone-shaped breath weapon has a length of 30 feet, while a line-shaped breath weapon has a length of 60 feet.
The breath weapon granted by metabolic fire deals 6d8 points of damage; a successful Reflex save (DC 10 + one-half your HD + your Con modifier) halves the damage. The damage type matches the type of energy damage dealt by the donor dragon. Despite the name of the graft, it can deal any type of energy damage associated with the donor dragon.
Construction: Wyrmgrafter, dragon breath, 40,000 GP, 56 days.
Donor: Tissue from the draconis fundamentum (the organ responsible for a dragon’s breath weapon), taken from an unhatched wyrmling. A donor dragon without a breath weapon (or having a breath weapon that doesn’t deal energy damage) can’t be used as a graft donor.
Sacrifice: 6 hp; Price: 56,000 GP.
Resilient Scales
With the application of mature dragon scales, your scaly skin renders you immune to a type of energy.
Description: Thick, tough dragon scales cover your entire body. Their color is deep and true, resembling those of the donor dragon.
Activation: Resilient scales is always active once the graft is installed. The graft requires no action on your part to activate or deactivate.
Effect: Resilient scales grants resistance 30 to the same type of energy as the donor dragon’s immunity. If the donor dragon has immunity to more than one kind of energy, the creator chooses which energy type the graft provides resistance against.
If you have at least one other draconic graft, resilient scales counts as two grafts for the purpose of determining the damage reduction granted by your draconic grafts. For example, if you have resilient scales and dragonheart presence, you would have DR 2/magic (as if you had three draconic grafts).
Construction: Wyrmgrafter, resist energy, 45,000 GP, 70 days.
Donor: A sample of scaled skin from a living dragon that has immunity to an energy type.
Sacrifice: 6 hp; Price: 70,000 GP.
Smashing Tail
You sprout a muscular, scaled tail with which you can smash enemies. You must be of Medium size or larger to receive a smashing tail graft.
Description: The tail has the same coloration as the dragon from which the graft was taken. It also sports the normal ornamentation of that tail (fins, spikes, and so on).
Activation: Using a smashing tail in combat requires an attack action, or is part of a full attack action if you are using multiple weapons.
Effect: Your tail can make a secondary slam attack that deals damage as a dragon one size category larger than you (1d8 for a Medium creature), adding 1-1/2 times your Strength bonus to the damage.
Your tail also provides you with a +2 bonus on Balance checks and Swim checks.
Construction: Wyrmgrafter, bull’s strength, 16,000 GP, 30 days.
Donor: A tissue sample from an unhatched wyrmling.
Sacrifice: 4 hp; Price: 30,000 GP.
Taloned Arm
One of your arms is sheathed in a dragon’s flesh, which gives you a natural claw attack.
Description: A taloned arm has sharp, curved claws and is scaled in the same color as the dragon that supplied the graft. It looks more bulky than your original arm, although the graft does not actually increase your Strength.
The scales of a taloned arm become smaller and finer toward your upper arm, fading entirely into the surrounding skin color at the shoulder.
Activation: Using this draconic graft in combat requires an attack action, or is part of a full attack action if you are using multiple weapons.
Effect: You can use a taloned arm to make a secondary claw attack that deals damage as a dragon of your size (1d6 for a Medium creature). When making a full attack, you can attack with your claw in addition to any other attacks you make.
Construction: Wyrmgrafter, magic fang, 19,000 GP, 34 days.
Donor: A single claw from a dragon.
Sacrifice: 2 hp; Price: 34,000 GP.
Construct Grafts
INCOMPLETE
Adamantine Skin
This graft alters the skin of the creature to have the structure of flexible adamantine.
Heart of Steel
Heavy Legs
Mighty Arms
Wakeful Mind
Symbionts
Symbionts are complete creatures, generally capable of surviving apart from a host creature for at least some length of rime. They are generally Tiny or smaller, and physically very weak on their own. They survive by joining with a host creature, usually granting the host certain benefits in exchange for the protection afforded by a larger body. This symbiotic relationship usually benefits both parties (though in some cases the symbiont might better be described as a parasite).
A symbiont occupies part of the host creature’s body - sometimes, but not always, limiting the number of magic items the host can use in the same way as a magic item does. Like intelligent magic items, symbionts have Ego scores, which reflect their strength of will and drive for power. Symbionts with high Ego scores, like such magic items, can sometimes take control of their host creatures.
The Ego score of a symbiont is determined in the same way as that of an intelligent magic item, and listed with each symbiont’s entry. Add the symbiont’s Intelligence, Wisdom, and Charisma bonuses (if any) to determine its base Ego score. Add 1 for each special quality and 2 for each special attack. Add 4 if the symbiont is an outsider. For example, a fiendish familiar has a base Ego score of 1 (from its 12 Intelligence), plus 1 for its arcane education special quality, 1 for its enhanced spellcaster special quality, 1 for its telepathic ability, and 4 for being an outsider, for a total Ego of 8. Evil and malevolent as a fiendish familiar may be, few characters stand any risk of having it subvert their will. On the other hand, a mind leech has a base Ego score of 8 (Int 16, Wis 14, Cha 16), plus 2 for its mind blast special attack, 4 for its psionic abilities of charm monster and suggestion, 1 for its detect thoughts psionic ability, and 1 for its telepathy, for a total Ego of 16.
If the host creature does not share the symbiont’s alignment and goals, a conflict results between the symbiont and the host creature. Similarly, a symbiont with an Ego score of 20 or higher always considers itself superior to its host, and a personality conflict results if the host does nor always agree with the symbiont.
When a personality conflict occurs, the host must make a Will saving throw (DC = symbiont’s Ego). If the host creature succeeds, it is dominant. If the host fails, the symbiont is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either the symbiont or the host, and so on - DM’s discretion). Should a symbiont gain dominance, it directly controls the host creature’s actions until the host regains dominance.
General Symbionts
Cerebral Hood (CR 1/2)
- Tiny Aberration (Symbiont)
- Alignment: Usually lawful evil
- Initiative: -3 (Dex); Senses: blindsight 60 ft. and darkvision 60 ft.
- Languages: telepathy 100 ft., does not speak, understands Undercommon
- AC: 11 (+2 size, -3 Dex, +2 natural), touch 9, flat-footed 11
- Hit Dice: 2d8 (9 hp)
- Fort +0, Ref -1, Will +4
- Speed: 5 ft., fly 20 ft. (good)
- Space: 2 1/2 ft./0 ft.
- Base Attack +1; Grapple -11
- Attack: Tail slap -1 melee
- Full Attack: Tail slap -1 melee
- Damage: Tail slap 1d4-4
- Special Attacks: Engulf, mind blast, mind feeding
- Abilities: Str 3, Dex 5, Con 11, Int 16, Wis 12, Cha 14 (Ego: 15)
- Special Qualities: mouth tube, symbiont traits
- Feats: Improved Initiative (B); Lightning Reflexes
- Skills: Concentration +5, Knowledge (any one) +8, Stealth +8, Spellcraft +7, and Survival +2
- Advancement: -
- Climate/Terrain: Any underground
- Organization: Solitary (symbiont)
- Treasure: -
- Source: Fiend Folio
The cerebral hood resembles a small cloaker, though it has no eyes or mouth. It is a black, somewhat amorphous, leathery creature that flies slowly by undulating its body through the air. A long tail dangles from its mass, thick and heavy but also wet and tubular. Numerous spiny protrusions extend from the tail.
Cerebral hoods do not speak any language, but they understand Undercommon.
Engulf (Ex): A cerebral hood can try to wrap the head of a Medium-size or smaller creature in its body as a standard action. The hood attempts a grapple that does not provoke an attack of opportunity. If it gets a hold (grapple bonus -11), the target is effectively blinded and cannot breathe. The cerebral hood immediately begins trying to insert its tail into the victim’s throat, which requires another successful grapple check.
Because its grapple bonus is so poor, a cerebral hood generally attacks only stunned opponents in this manner.
Mind Blast (Su): This attack is a 60-foot cone. Anyone caught in this cone must succeed on a Will save (DC 17) or be stunned for 1d4 rounds. Each time the cerebral hood uses this ability, it deals 1 point of Intelligence damage to the host.
A cerebral hood without a host has a weaker mind blast. The cone is only 15 feet long, the save DC is only 13, and targets who fail their saves are stunned for only 1 round.
Mind Feeding (Su): A cerebral hood survives by consuming its host’s mental energy. This deals 1 point of Intelligence damage each day the hood remains attached. Ordinarily, the host regains 1 lost point of Intelligence each night, just before the cerebral hood drains a new point, keeping the host at an equilibrium point of -1 to its base Intelligence. When the cerebral hood uses its mind blast, however, it deals extra Intelligence damage, so overuse of that special attack can eventually destroy the host’s mind.
Blindsight (Ex): A cerebral hood is blind, but its entire body is a primitive sensory organ that can ascertain prey by scent and vibration. This ability enables it to discern objects and creatures within 60 feet. The cerebral hood usually does not need to make Perception checks to notice creatures within range of its blindsight. A cerebral hood attached to a host shares its sensory input with the host, conferring blindsight on the host.
Mouth Tube (Ex): A cerebral hood joins its host by extending its tail through the creature’s mouth and down its throat. The host no longer needs to eat or breathe, since the cerebral hood supplies it with oxygen and nutrients through a tube in its tail. The host is immune to gases, including inhaled diseases and poisons, and is not at risk from starvation or dehydration as long as it has Intelligence for the cerebral hood to feed upon.
Telepathy (Su): A cerebral hood can communicate telepathically with any creature within 100 feet that has a language.
Skills: A cerebral hood has a +4 racial bonus on Stealth checks.
Symbiont Traits: When joined with a host, a symbiont gains a number of benefits. It acts on its host’s turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of.
If a symbiont is grafted onto a visible part of the host creature’s body, opponents can attack the symbiont itself instead of its host creature. This works the same way as attacking an object: The symbiont gains the benefit of the host’s Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.
A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the “items” that can be affected by the spell. A symbiont uses its host’s base saving throw bonuses if they are better than its own.
Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of “Self” on the symbiont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and may cast a spell with a target of “Self” on its host instead of on itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host or symbiont’s type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.
Mind Leech (CR 1/8)
- Fine Aberration (Symbiont)
- Alignment: Usually lawful evil
- Initiative: -4 (Dex); Senses: darkvision 60 ft., Perception +6
- Languages: understands Undercommon, does not speak, telepathy
- AC: 14 (+8 size, -4 Dex), touch 14, flat-footed 14
- Hit Dice: 1d8 (4 hp)
- Fort +0, Ref -4, Will +6
- Speed: 1 ft.
- Space: 1/2 ft./0 ft.
- Base Attack +0; Grapple -21
- Attack: Bite +3 melee
- Full Attack: Bite +3 melee
- Damage: Bite attach
- Special Attacks: Attach, mind blast, psionics
- Abilities: Str 1, Dex 3, Con 11, Int 16, Wis 14, Cha 16 (Ego: 16)
- Special Qualities: symbiont traits
- Feats: Alertness (B); Iron Will; Spell Penetration (applies to psionics) (B)
- Skills: Concentration +4, Knowledge (any one) +7, Stealth +8, Spellcraft +7, and Perception +6
- Advancement: -
- Climate/Terrain: Any underground
- Organization: Solitary (symbiont)
- Treasure: -
- Source: Fiend Folio
A mind leech is a small, slimy creature that coils itself around the brain stem of the creature carrying it. A mind leech’s host creature can gain no benefit from a magic amulet, brooch, medallion, necklace, periapt, or scarab.
A mind leech does not speak any language, but it understands Undercommon.
A mind leech is almost totally helpless when not attached to a host. It hides in wet areas and attacks creatures that pass through its space, using surprise to avoid attacks of opportunity.
Attach (Ex): If a mind leech hits with its bite attack, it burrows into the target’s flesh and makes its way to the brain stem. Since the bite deals no damage and the leech secretes an anesthetic, the host is often unaware it has been bitten until the mind leech has established itself at the seat of the host’s central nervous system.
Mind Blast (Su): This attack is a 60-foot cone. Anyone caught in this cone must make a Will save (DC 17) or be stunned for 1d4 rounds. Each time the mind leech uses this ability, it deals 1 point of Intelligence damage to the host. A mind leech without a host cannot use this ability.
Psionics (Sp): At will - charm monster, detect thoughts, dominate person, and suggestion. These abilities are as the spells cast by a 10th-level sorcerer (save DC 13 + spell level). Each time the mind leech uses its charm monster or suggestion powers, it deals 1 point of Intelligence damage to the host. Using its dominate person ability deals 2 points of Intelligence damage. A mind leech without a host cannot use these abilities (though it can detect thoughts).
Telepathy (Su): A mind leech can communicate telepathically with its host, if its host has a language.
Skills: A mind leech has a +4 racial bonus on Stealth checks.
Symbiont Traits: When joined with a host, a symbiont gains a number of benefits. It acts on its host’s turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of.
A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the “items” that can be affected by the spell. A symbiont uses its host’s base saving throw bonuses if they are better than its own.
Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of “Self” on the symbiont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and may cast a spell with a target of “Self” on its host instead of on itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host or symbiont’s type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.
Psionic Sinew (CR 1/8)
- Tiny Aberration (Symbiont)
- Alignment: Usually lawful evil
- Initiative: -4 (Dex); Senses: blindsight 60 ft. and darkvision 60 ft.
- Languages: understands Undercommon, speaks no language
- AC: 14 (+2 size, -4 Dex, +2 natural, +4 inertial armor), touch 8, flat-footed 14
- Hit Dice: 2d8+2 (11 hp)
- Fort +1, Ref -4, Will +2
- Speed: 5 ft.
- Space: 2 1/2 ft./0 ft.
- Base Attack +1; Grapple -6
- Attack: -
- Full Attack: -
- Damage:
- Special Attacks: Claws of the bear
- Abilities: Str 14, Dex 3, Con 13, Int 6, Wis 8, Cha 11 (Ego: 6)
- Special Qualities: enhance Strength, inertial armor, symbiont traits, vigor
- Feats: Skill Focus (Stealth)
- Skills: Climb +4, Stealth +8, and Jump +4
- Advancement: -
- Climate/Terrain: Any underground
- Organization: Solitary (symbiont)
- Treasure: -
- Source: Fiend Folio
A psionic sinew is a revolting, wormlike length of muscle endowed with sentience and psionic power.
A psionic sinew does not speak any language, but it understands Undercommon.
A psionic sinew has no way to attach itself to an unwilling host. In general, creatures seek out a psionic sinew to gain its benefits (much like a graft), or encounter a psionic sinew and voluntarily attach it to their own bodies.
Claws of the Bear (Sp): At will (and usually at the host creature’s command), a psionic sinew can use the claws of the bear psionic power on the host. The host’s forearms lengthen and its hands (or equivalent appendages) broaden into wide paws with sicklelike bear claws. This power gives the host natural weapons that deal 1d12 points of slashing damage (plus the host’s Strength modifier) successful attack. The claws remain for 3 hours. Each time the psionic sinew uses this ability, it deals 1 point of Dexterity damage to the host. A psionic sinew without a host cannot use this ability
Blindsight (Ex): A psionic sinew is blind, but its entire body is a primitive sensory organ that can ascertain prey by scent and vibration. This ability enables it to discern objects and creatures within 60 feet. A psionic sinew usually does not need to make Perception checks to notice creatures within range of its blindsight.
Enhance Strength (Su): A psionic sinew grants its host a +4 enhancement bonus to its Strength score. This bonus remains in effect as long as the psionic sinew is attached.
Inertial Armor (Su): A psionic sinew is surrounded by a tangible field of psychokinetic force that grants it a +4 armor bonus to AC. When attached to a host, the psionic sinew extends this field of force to cover the host creature as well. Inertial armor entails no armor check penalty, speed reduction, or arcane spell failure chance. Because it is composed of force, incorporeal creatures can’t bypass it the way they do normal armor.
Vigor (Sp): Once per hour, a psionic sinew can give itself or its host 3 temporary hit points that last for 1 minute. Each time the psionic sinew uses this ability, it deals 1 point of Dexterity damage to the host. A psionic sinew without a host cannot use this ability.
Symbiont Traits: When joined with a host, a symbiont gains a number of benefits. It acts on its host’s turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of.
If a symbiont is grafted onto a visible part of the host creature’s body, opponents can attack the symbiont itself instead of its host creature. This works the same way as attacking an object: The symbiont gains the benefit of the host’s Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.
A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the “items” that can be affected by the spell. A symbiont uses its host’s base saving throw bonuses if they are better than its own.
Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of “Self” on the symbiont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and may cast a spell with a target of “Self” on its host instead of on itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host or symbiont’s type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.
Fiendish Symbionts
Fiendish symbionts are among the most loathsome creatures in all existence - tiny spawn of the Lower Planes that survive only by attaching themselves to larger creatures.
Acquiring
As with fiendish grafts, fiendish symbionts can be acquired by a variety of means. The same magical devices that attach fiendish grafts have also been known to attach fiendish familiars. Any kind of fiendish symbiont can be “given” to a character as part of a ritual or a reward from a fiend of corruption.
The gutworm and the soul tick also attach themselves to hosts in the same ways as more mundane parasites. The larval form of the gutworm often infests impure water, while the soul tick attaches itself to a host after making a successful melee attack.
Drawbacks
Creatures of good alignment with a fiendish symbiont must make a Will save (DC 15) every day or take 1d3 points of Wisdom damage as the experience drives them slowly mad.
Creatures of a nonevil alignment must make a Will save (DC 15) each day or succumb to temptation to perform an evil act. This may result in an alignment change, eventually.
When characters with fiendish symbionts interact with nonevil NPCs, a -6 circumstance penalty is applied on all Charisma-based checks (Diplomacy, Bluff, and so on). This penalty applies even if the NPC is unaware of the symbionts presence, since it reflects the subtle twisting of the host’s personality.
Fiendish symbionts tend slightly toward parasitism, siphoning some of their host’s physical or spiritual strength.
Fiendish Familiar (CR 1/8)
- Diminutive Outsider (Evil, Extraplanar, and Symbiont)
- Alignment: Always neutral evil
- Initiative: -3 (Dex); Senses: darkvision 60 ft., Perception +5
- Languages: Telepathy to host
- AC: 11 (+4 size, -3 Dex), touch 11, flat-footed 11
- Hit Dice: 1/2d8 (2 hp)
- Fort +2, Ref -1, Will +1
- Speed: 0 ft.
- Space: 1 ft./0 ft.
- Base Attack +1; Grapple -16
- Attack: -
- Full Attack: -
- Damage: -
- Special Attacks: -
- Abilities: Str 3, Dex 4, Con 11, Int 12, Wis 9, Cha 6 (Ego: 8)
- Special Qualities: Arcane education, enhance spellcaster, outsider traits, symbiont traits
- Feats: Alertness
- Skills: Concentration +4, Knowledge (any three) +5, Search +5, Sense Motive +3, Spellcraft +5, and Perception +5
- Advancement: -
- Climate/Terrain: Any land and underground (Lower Planes)
- Organization: Solitary (symbiont)
- Treasure: -
- Source: Fiend Folio
A fiendish familiar is a small face with an evil expression that is grafted onto the shoulder, back, stomach, or hand of a character. It gives the most benefit to hosts who are arcane spellcasters.
Fiendish familiars speak Common and Abyssal, and can communicate telepathically
Fiendish familiars do not engage in combat, nor do they specifically aid their hosts in combat - although the enhancements they offer to spellcasting hosts can be significant in such situations.
Arcane Education (Ex): When grafted to a wizard, a fiendish familiar can teach the character one new spell of each spell level the character can cast. Each time the character gains access to a new spell level, the familiar teaches the character one new spell in addition to the two spells the character automatically gains for advancing a level. When grafted to a sorcerer or bard, a fiendish familiar can serve as a source of spell knowledge as described in the DMG 3.5 page 198.
Enhance Spellcaster (Ex): When grafted onto the body of any spellcaster, a fiendish familiar increases the character’s effective spellcasting-related ability score by 2 for purposes of determining bonus spells. If the character has more than one spellcasting class, each relevant ability score is improved in this way.
Outsider Traits: A fiendish symbiont has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
Telepathy (Su): A fiendish symbiont can communicate telepathically with its host creature, if the host has a language.
Symbiont Traits: When joined with a host, a symbiont gains a number of benefits. It acts on its host’s turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of.
If a symbiont is grafted onto a visible part of the host creature’s body, opponents can attack the symbiont itself instead of its host creature. This works the same way as attacking an object: The symbiont gains the benefit of the host’s Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.
A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the “items” that can be affected by the spell. A symbiont uses its host’s base saving throw bonuses if they are better than its own.
Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of “Self” on the symbiont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and may cast a spell with a target of “Self” on its host instead of on itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host or symbiont’s type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.
Gutworm (CR 1/8)
- Tiny Outsider (Chaotic, Evil, Extraplanar, and Symbiont)
- Alignment: Always chaotic evil
- Initiative: -3 (Dex); Senses: darkvision 60 ft., and Perception +6
- Languages: Telepathy to host
- AC: 10 (+2 size, -3 Dex, +1 natural), touch 9, flat-footed 10
- Hit Dice: 1d8+1 (5 hp)
- Fort +3, Ref -1, Will +2
- Speed: 5 ft.
- Space: 2 1/2 ft./0 ft.
- Base Attack +1; Grapple -10
- Attack: -
- Full Attack: -
- Damage: -
- Special Attacks: -
- Abilities: Str 4, Dex 5, Con 12, Int 5, Wis 10, Cha 7 (Ego: 9)
- Special Qualities: enhance Constitution, incite rage, infect, neutralize poison, outsider traits, symbiont traits
- Feats: Alertness
- Skills: Stealth +6 and Perception +6
- Advancement: -
- Climate/Terrain: Any land and underground (Abyss)
- Organization: Solitary (symbiont)
- Treasure: -
- Source: Fiend Folio
An Abyssal relative of the tapeworm, the gutworm is a vile fiend that lives in its host’s digestive system. It appears as a 1-to-2-foot long segmented worm of deep purple color, dripping with thick yellowish slime. It has bulbous red eyes and a toothy maw. Unlike a tapeworm, it does not attach itself to the intestinal wall, but swims freely around within the digestive tract, creating an uncomfortable sensation in the host.
Gutworms do not speak, but they understand Abyssal.
Enhance Constitution (Ex): A creature with a gutworm symbiont gains a +2 inherent bonus to its Constitution score.
Incite Rage (Ex): At will, a gutworm can cause its host creature to enter a frenzied state identical to a barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The rage lasts 4 rounds, and the host is not fatigued afterward.
Infect (Ex): Gutworm eggs are often found in the polluted water of the Abyss and infect creatures that drink the water. A purify water spell does not remove the eggs from the water, although they die if left in pure water for one day. Once inside a host, the eggs hatch in 1d4 hours, and the spawn set about devouring one another until only one remains. A remove disease spell cast on the host kills a gutworm, but the host takes 4d6 points of damage from the creature’s death throes. A creature with a gutworm must ear twice as much food as it normally requires each day, and must start making daily Constitution checks after only one day without food (instead of the normal three days). In addition, the host creature is fatigued after 8 hours of activity and takes a -4 penalty on the following checks and saves: Swim checks to resist subdual damage; Constitution checks to continue running, to avoid subdual damage from a forced march, to hold its breath, or to avoid subdual damage from starvation or thirst; and Fortitude saves to avoid subdual damage from hot or cold environments, or to resist damage from oxygen deprivation.
Neutralize Poison (Su): Once per day, a gutworm can negate any poison introduced into its host’s body (not just ingested poisons), protecting its host from any ill effects.
Outsider Traits: A fiendish symbiont has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
Telepathy (Su): A fiendish symbiont can communicate telepathically with its host creature, if the host has a language.
Symbiont Traits: When joined with a host, a symbiont gains a number of benefits. It acts on its host’s turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of.
A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the “items” that can be affected by the spell. A symbiont uses its host’s base saving throw bonuses if they are better than its own.
Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of “Self” on the symbiont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and may cast a spell with a target of “Self” on its host instead of on itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host or symbiont’s type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.
Soul Tick (CR 1/8)
- Fine Outsider (Evil, Extraplanar, lawful, and Symbiont)
- Alignment: Always lawful evil
- Initiative: +3 (Dex); Senses: darkvision 60 ft. and Perception +4
- Languages: Telepathy with host
- AC: 21 (+8 size, +3 Dex), touch 21, flat-footed 18
- Hit Dice: 1/4d8 (1 hp)
- Fort +2, Ref +5, Will +2
- Speed: 5 ft.
- Space: 1/2 ft./0 ft.
- Base Attack +1; Grapple -20
- Attack: Bite +12 melee
- Full Attack: Bite +12 melee
- Damage: Bite attach
- Special Attacks: Attach, blood drain
- Abilities: Str 1, Dex 16, Con 11, Int 14, Wis 11, Cha 8 (Ego: 13)
- Special Qualities: enhance magic, impede magic, protective aura, outsider traits, symbiont traits, vulnerable to holy power
- Feats: Weapon Finesse
- Skills: Concentration +4, Diplomacy +3, Knowledge (any two) +6, Stealth +16, Perception +4, and Survival +4
- Advancement: -
- Climate/Terrain: Any land and underground (Nine Hells)
- Organization: Solitary (symbiont)
- Treasure: -
- Source: Fiend Folio
The soul rick is an infernal arachnid that attaches itself to a host’s skin and feeds on its blood. Its body is about 1 inch in diameter, swelling to 2 inches when full of blood (or up to about 4 inches when it overfeeds). It is covered with a thin chitinous shell of a dark reddish-brown color, shading to bright red at the ends of its legs and its complex mouth. When attached to its host, its legs and head burrow into the host’s flesh, leaving just its body visible.
Soul ticks do not speak, but they understand Infernal.
Attach (Ex): if a soul tick hits with its bite attack, it uses its mouth and eight legs to burrow into the target’s flesh, latching firmly onto the opponents body. An attached soul tick loses its Dexterity bonus to AC, making its AC 18.
Blood Drain (Ex): A soul tick drains blood, dealing 1 point of Constitution damage each day it remains attached. Ordinarily, the host regains 1 lost Constitution point each night, just before the soul tick drains 1 new point, keeping the host at an equilibrium point of -1 to its normal Constitution. However, once per day as a full-round action the soul tick can overfeed, draining enough blood to deal 1d4 points of Constitution damage to its host, usually as punishment for displeasing it.
Enhance Magic (Ex): Any spells with the death or evil descriptor, as well as spells that use negative energy in any way, are enhanced when cast by the soul tick’s host. Such spells are automatically empowered without changing the spell slot required or casting time.
Impede Magic (Ex): Any spells with the chaos or good descriptor, as well as spells that use positive energy in any way, are impeded when cast by the soul tick’s host. The host must make a Spellcraft check (DC 15 + spell level) when trying to cast such a spell, if this check fails, the spell does not function and is lost. If the check succeeds, the spell functions normally.
Protective Aura (Su): A protection from good or protection from chaos effect constantly wards a soul tick and its host, as the appropriate spell cast by a 12th-level sorcerer. The soul tick can change the aura at will as a free action. The aura can be dispelled, but the soul tick can create it again during its next turn as a free action.
Undead Symbionts
Ghostly Visage (CR 2)
- Tiny Undead (Incorporeal and Symbiont)
- Alignment: Usually chaotic evil
- Initiative: +2 (Dex); Senses: darkvision 60 ft., and Perception +5
- Languages: Common
- AC: 17 (+2 size, +2 Dex, +3 deflection), touch 17, flat-footed 15
- Hit Dice: 1d12 (6 hp)
- Fort +0, Ref +2, Will +3
- Speed: Fly 10 ft. (perfect)
- Space: 2 1/2 ft./0 ft.
- Base Attack +0; Grapple -
- Attack: Incorporeal touch +4 melee
- Full Attack: Incorporeal touch +4 melee
- Damage: Incorporeal touch, meld
- Special Attacks: Gaze of terror, meld, visage
- Abilities: Str -, Dex 14, Con -, Int 12, Wis 9, Cha 16 (Ego: 10)
- Special Qualities: incorporeal subtype, mind shielding, symbiont traits, undead traits
- Feats: Alertness (B); Iron Will
- Skills: Bluff +7, Stealth +10, Intimidate +7, Knowledge (arcana) +5, Knowledge (religion) +5, and Perception +5
- Advancement: -
- Climate/Terrain: Any land and underground
- Organization: Solitary (symbiont)
- Treasure: -
- Source: Fiend Folio
A minor undead spirit similar to a ghost, a ghostly visage inhabits corporeal bodies. Its name comes from its ability to manifest a transparent face on its host’s body.
When not attached to a host, a ghostly visage looks like little more than a puff of smoke about 1 foot in diameter.
Only by looking carefully can a character discern its eyes, which appear simply as dark spots within the smoke. When attached to a host, the visage normally lurks inside the host’s body. It can, however, manifest a face on the host’s body, including covering the host’s own face. This face has a horrible appearance, contorted in the agony of undeath.
Ghostly visages speak Common and any one additional language.
A minor undead spirit similar to a ghost, a ghostly visage inhabits corporeal bodies. Its name comes from its ability to manifest a transparent face on its host’s body.
When not attached to a host, a ghostly visage looks like little more than a puff of smoke about 1 foot in diameter.
Only by looking carefully can a character discern its eyes, which appear simply as dark spots within the smoke. When attached to a host, the visage normally lurks inside the host’s body. It can, however, manifest a face on the host’s body, including covering the host’s own face. This face has a horrible appearance, contorted in the agony of undeath.
Ghostly visages speak Common and any one additional language.