Symbiend
Source: Alien Archive
CR: 1/3 XP: 135
N Diminutive aberration
Init.: +3 Senses: — Perception: +7
Defense
HP: 6
EAC: 11 KAC: 11
Fort: +0 Ref: +2 Will: +2
Offense
Speed: 15 ft.
Melee: sting +2 (attach)
Offensive Abilities: None
Statistics
Str: +0 Dex: +3 Con: +0 Wis: +0 Int: +1 Cha: +0
Skills: Stealth +7, Survival +7
Ecology
Environment: any
Organization: solitary
Special Abilities
<p><b>Symbiosis (Ex)</b> As a full action, a symbiend that begins its turn attached to a living aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid can connect to that creature’s nervous system, granting it the abilities of the symbiend’s template graft (see below). The two creatures effectively become one until the host is killed, the symbiend chooses to detach itself, or the symbiend is removed with a medical procedure (usually requiring a successful DC 25 Medicine check). An unwilling host can prevent this connection with a successful DC 15 Will save.</p>