Kinzom spore (3.5e Creature)

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Kinzom Spore
Size/Type: Tiny Magical beast (Aquatic Symbiotic)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), climb 10 ft. (2 squares), swim 20 ft. (4 squares)
Armor Class: 15 (+3 Dex, +2 size),, touch 15,, flat-footed 12,
Base Attack/Grapple: +2/-4
Attack: Touch +4 melee (attachment)
Full Attack:
Space/Reach: 2 1/2 ft./2 1/2 ft.
Special Attacks: Improved grab, attachment, implant
Special Qualities: Blind, blind sense 60 ft., mindless, sprint, :Category:Magical beast Subtype(Aquatic)

(Symbiotic) traits

Saves: Fort +7, Ref +8, Will -4
Abilities: Str 16, Dex 18, Con 16, Int 4, Wis 1, Cha 1
Skills: none
Feats: none
Environment: swamp
Organization: Solitary or nursery(50-80)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral: Alignment changes to host
Advancement:
Level Adjustment:
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More information...

You look in swamp water and see a tiny pale octopus like creature with no eyes and a pentagon like mouth. Then it jumps out of the water an grabs you and treys to attach it's self to you.

Combat[edit]

Blind(Ex): A Kinzom spore has no eyes to see but relies on its blindsense to find a host. It has immunity to all gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Sprint(Ex): Once per hour, A Kinzom spore can move five times its normal speed (100 feet) when it makes a charge.

Improved Grab(Ex): To use this ability, the Kinzom spore must hit with its touch attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins, it establishes a hold and may attach itself to beneath the back of the host creature's neck. Like a backpack.

Attachment(Ex): With a successful grapple, a Kinzom spore attaches to the back of the grappled creature's head and wraps its tentacles around the creature's chest. If an attempt is made to remove or damage the Kinzom spore, it tightens its tentacles around the host. Removing the Kinzom spore requires a DC 20 Strength check, but it also deals 4d6 damage to the host.

Ego Score: The symbiotic creature gains an Ego score which determines how strong the Symbiotic creature's control over the host's body is. The Ego score is determined as follow. The symbiotic creature's Intelligence modifier, Wisdom modifier, and Charisma modifier are added to together, this total becomes the base Ego score.

Ego Vs. Will roll: A Kinzom spore can determines how hard it is to resist the mental sways of the symbiontic creature. When the symbiotic creature doesn't like the host's action it can attempt an Ego Vs. Will roll. The symbiotic creature rolls 1d20+Ego score against a Will save roll by the host. Such things it will fight are: staying in hot or cold weather, straying to far away from the host's alignment, exposure to sunlight, stops the host to lost your life.



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