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Alien Symbiote

Wondrous item, legendary (requires attunement)

The universe is enormous and not all threats upon it are terrestrial—some come from beyond the stars. The alien symbiote is an interstellar traveler that has ended its galactic journey on the world, seeking sustenance from the hosts that it has been denied while plying the cosmos. Its terrestrial existence is a constant game of chase, constantly in search of more powerful creatures upon which it can feed and thrive.

The alien symbiote is an intelligent alien parasite that vastly increases the physical attributes of its host–though it shares its weaknesses as well. While it has no host, the alien symbiote has the following statistics: size of small, AC 14, hp 20, speed 40 ft. (climb 40 ft.), Str 13, Dex18, Con14, darkvision 200 ft., Perception +6, resistance to all types of damage except for fire and thunder (which it is vulnerable to), immunity to all conditions, and it can adhere to anything that touches it (an adhered creature is also grappled, escape DC 16, and ability checks made to escape this grapple have disadvantage.) If the alien symbiote does not respect its host or hasn’t engaged in bloodlusted violence after 24 hours, the host must make a DC 15 Charisma saving throw. On a successful save, the host takes 1d6 psychic damage. On a failed save the wielder is dominated by the alien symbiote (as if by the dominate monster spell) and the parasite demands that the host taste flesh. The spell effect ends when the parasite’s demand is met.

You can only remove the alien symbiote when it is willing to leave, or when you succeed at a DC 19 Wisdom saving throw after 3 continuous rounds of taking 10 or more damage from fire or thunder.

Magic Properties. The alien symbiote grants the following benefits:

  • You can increase your size at will (as enlarge).
  • You can change your appearance at will (as disguise self).
  • Your Strength, Dexterity, and Constitution increase by 4 (to a maximum of 22).
  • Your speed increases by 10 feet and you can Dash as a bonus action.
  • Your vertical jump distances increase by up to 10 feet and horizontal jump distances by up to 20 feet.
  • You may spend hit dice to heal as an action at double the normal cost (for example at the cost of 4 hit dice you regain 2 hit dice worth of hit points).
  • You gain vulnerability to fire and thunder.
  • You gain or increase your darkvision range to 200 feet and you gain advantage on Wisdom (Survival) checks made to track by scent.
  • Your unarmed strike damage increases to 1d8 and you gain a +1 magical bonus to attack and damage.
  • You gain a bite melee attack that deals 1d10 slashing damage.
  • You gain a web ranged weapon attack that grapples a creature (escape DC equal to your passive Athletics). A creature already grappled by your webs gains the restrained condition if hit by your web a second time. A creature restrained by your webs gains the incapacitated condition.
    • Webs. As an action you can fire a strand of webbing that instantly hardens to anchor on corners, walls, objects, and or structures, trailing a thin high-tensile line back to you. As your movement you can pull towards the anchor, swiftly carrying yourself to the anchor point. This feature has a maximum range of 100 feet and can anchor only to a structure sturdy enough to support your weight. If there is not a platform appropriate for you to land on next to the anchor, you must succeed at a Strength (Athletics check) with a DC appropriate to climbing the surface the webbing is anchored to or immediately fall. The strand of webbing disappears in 1d4 hours. The strands of webbing deal no damage and normally creatures other than you are unaffected by them. You can also spend an action to create a tether-line or net with webs (AC 15, 20 hit points per 5-ft. of length) to catch or stop objects (maximum weight 5,000 lbs.), or to cast web on a creature within 50 feet except the webbing made has the statistics listed above. At the GM’s discretion, you may create other simple objects with your webbing (such as a parachute or large pillow).

Sentience. The alien symbiote is a sentient chaotic neutral parasite with an Intelligence of 12, a Wisdom of 20, and a Charisma of 20. It has hearing and darkvision out to a range of 200 feet and gains advantage on Wisdom (Survival) checks made to track by scent. The parasite communicates telepathically with its host and can speak, read, and understand Common.

Personality. The alien symbiote is an alien with mysterious objectives, though what these are beyond a basic thirst for violence remain unknown (and are entirely at the GM’s discretion).

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