Klyntar (5e Race)
From D&D Wiki
An ooze-like creature that bonds with a host so that they both may thrive. Can be any colour whatsoever and take on a variety of shapes. Klyntar look sort of like silly putty that stretched too far: masses of oozelike matter stretching and contorting any way possible. Their host may appear to grow tentacles out of random bits of their body, but that's just the Klyntar. In their natural forms, Klyntar look like slimy black spiders with too many legs. 
The Klyntar come from a "planet", also referred to as Klyntar. They are a symbiotic species that require a host to live anywhere other than their homeworld. Created by a deity that existed before even the creation of the universe their god pulled them from the void of space and created for the destruction of all creation. Their god, Knull, was eventually betrayed by the klyntar and forced to live as a prisoner in the very center of their planet. today the symbiote choose their own ways of life many of which leave their homeland in search of new worlds and hosts across the universe.
Klyntar often live solitary from others of their kind but are happy living quietly among their hosts society. When living in their host society, Klyntar ar often quiet and act normally. Sometimes even their host might not be aware of their presence. Some Klyntar are actively evil, which when linked to an evil host, can have catastrophic consequences. Other Klyntar tend to an anti-hero role, protecting the innocent but generally doing whatever they like.
Klyntars adopt a unique moniker based on people's reactions to them, or just a personal preference. They may use their host's name in some situations.
Male: Venom, Toxin, Carnage, Riot, Lasher
Female: Agony, Scream, Scorn
An oozelike parasite which grants their host extraordinary capabilities.
Ability Score Increase. Based upon the type of bonding.
Age. Klyntar do not age. When a Klyntar's host dies, it must find another or die in one week's time.
Alignment. Typically klyntar are evil or chaotic but are capable of any alignments.
Size. Without a host the klyntar are Small in size. With a host, the size is the same as the host creature.
Speed. Your base walking speed is 20 feet without a host.
Blindsight. You can see, within 15 feet, in normal and magical darkness.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Malleable. The Klyntar can (when not bonded to a host) squeeze its body to fit through cracks an inch or larger.
Bond. The Klyntar must have a host at all times. The Kylntar resides inside their host with no physical changes visible, and can act independently of the host. You must bond with another creature to survive beyond a week, the bonding process takes one hour (unless it is a forced bond), and requires concentration by both parties. When bonded, the host must eat twice as much food as normal in order to sustain the Klyntar. You can use your reaction to attempt to save your host: if your host would take damage that would drop them to 0 hit points, you may use your reaction to extend a pseudopod to intercept the attack. You must make a dexterity check contested by the attacker's strength check. On a success, your host takes 1/2 damage, rounded up.
True Bond: A true bond is when the klyntar finds the perfect host. The klyntar decides whether it wants to true bond, however if it does decide to, it is very hard not to be bonded with. You gain these advantages: all stats are increased by 1 (for you and the host)
Forced Bond: You forcefully bond to an enemy within 10ft of you, taking control of them (if they succeed a strength or dexterity check, DC= 13 + your proficiency bonus) until the end of combat, where they are dropped to 1 hit point and knocked out. you gain these advantages and disadvantages: +2 to your str, dex, and con scores. However your int and wis scores each decrease by 3.
You bond to one of your party members. You gain no advantages (all stats stay the same).
Internal Communication. You have telepathy with your host.
Linked. You are linked to your host. You occupy the same space as your host and move with them. However, you only take half the damage they do unless it is fire, in which you take double the fire damage your host does.
Languages. The klyntar can learn languages faster than any other race through symbiosis with multiple different hosts at a time, however, until a klyntar has acquired a host the only language it knows is a harder to understand common (you take disadvantage on persuasion checks.)
Random Height and Weight
|1′ 0″||+1d4||5 lb.||× (1d4) lb.|
*Height = base height + height modifier
Use these characteristics to flesh out your Klyntar and create interesting arguments with your host.
|1||I must gain power from as many different hosts as possible.|
|2||My host is my closest friend.|
|3||Chains are meant to be broken, as are those who would forge them.|
|4||Redemption. There's a spark of good in everyone.|
|5||Tradition. The stories, legends, and songs of the past must never be forgotten.|
|6||Power. If I can attain more power, no one will tell me what to do.|
|1||A powerful person killed someone I love. Some day soon, I'll have my revenge.|
|2||I wish to achieve complete symbiosis with my host|
|3||I have a family, but I have no idea where they are. One day, I hope to see them again.|
|4||I protect those who cannot protect themselves.|
|5||I entered seclusion to hide from the ones who might still be hunting me.|
|6||No one else is going to have to endure the hardships I've been through.|
|1||My True form is terrifying to even my closest friends|
|2||my host constantly begs for release.|
|3||I lash out aggressively at the site of a host who abandoned me.|
|4||My host sometimes regains control and tries to flee to their home|
|5||I crave the blood of my enemies|
|6||I often end up taking beasts as hosts.|