Symbiont, Psychic Ward

This spidery plant has long, branch-like legs and is covered in an armored carapace that resembles dead coral.

Psychic Ward CR 2

XP 600
N Tiny plant (plant symbiont)
Init +1; Senses low-light vision; Perception +4

DEFENSE

AC 14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)
hp 19 (3d8+8)
Fort +5, Ref +2, Will +5
DR 3/slashing; Immune plant traits

OFFENSE

Speed 20 ft.
Melee bite +6 (1d3+3 plus psychic parasite)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with bite)
Special Attacks psychic parasite (DC 13, 1 Int damage), mental blast

STATISTICS

Str 14, Dex 13, Con 14, Int —, Wis 18, Cha 5
Base Atk +2; CMB +1; CMD 13
SQ bond, host abilities, mind link, symbiont healing

ECOLOGY

Environment any
Organization solitary
Treasure none

SPECIAL ABILITIES

Psychic Parasite (Ex)

When a psychic ward symbiont hits a creature with its bite attack, the creature must succeed at a DC 13 Fortitude save or take 1 point of Intelligence damage in addition to the normal damage. A successful save negates the Intelligence damage. A creature cannot be reduced to 0 Intelligence with this attack. The save DC is Constitution-based.

Mental Blast (Ex)

Each time a psychic ward symbiont damages a creature’s Intelligence with its psychic parasite ability, it can store the point of Intelligence as mental energy. It can only store 4 points of mental energy at a time (subsequent points are lost). As a full-round action that does not provoke an attack of opportunity, the symbiont may expend up to 4 stored points of mental energy to deal 1d6 points of damage per point of mental energy expended to all creatures within a 10-ft. radius. A successful DC 13 Will save halves the damage. This is a mind-affecting effect.

HOST ABILITIES

Psychic Fortification (Ex)

A psychic ward symbiont grants a +4 resistance bonus on Will saves against illusion spells and mind-affecting effects. Additionally, the host gains spell resistance 15 against all psychic magic spells.

Construction

Slot head; Price 10,000 gp

CONSTRUCTION REQUIREMENTS

Feats Create Plant Symbiont; Cost 5,000 gp

A psychic ward symbiont attaches roots to its host’s forehead when bonded. Thousands of small, hair-like vines burrow harmlessly into the host’s skull, secreting a specialized fluid to assist and strengthen brain functions.

Detached from a host, the psychic ward symbiont stands about 1 1/2 feet tall and moves about on spidery, branch-like legs. The symbiont attacks by extending its petiole and clamping on prey with hinged, jaw-like leaves.

Specialized filaments in the leaves allow a psychic ward symbiont to drain the mental energy from its prey, which it can then release in a damaging burst.

Section 15: Copyright Notice

Alien Codex © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.

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