Darkling Symbiote

“Darkling Symbiote” is an acquired template that can be added to any humanoid, monstrous humanoid, or giant (referred to hereafter as the base creature).

A darkling symbiote uses all the base creature’s statistics and special abilities except as noted here.

Size and Type
The creature’s type changes to construct (augmented humanoid, monstrous humanoid, or giant). Do not recalculate base attack bonus, saves, or skill points. Size is increased by one category.

Hit Dice
All current and future Hit Dice become d10s.

Speed
Same as the base creature.

Armor Class
The base creature’s natural armor bonus improves by +10.

Attack
A darkling symbiote retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the symbiote retains this ability. A creature with natural weapons retains those natural weapons. A darkling symbiote fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A darkling symbiote armed with a weapon uses its slam or a weapon, as it desires.

Full Attack
A darkling symbiote fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage
Symbiotes have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the symbiote’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks
A symbiote retains all the special attacks of the base creature and gains those described below.

Constrict (Ex)
A darkling symbiote deals damage equal to the damage from its slam attack with a successful grapple check.

Improved Grab (Ex)
To use this ability, a darkling symbiote must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Special Qualities
A symbiote retains all the special qualities of the base creature and gains those described below.

Damage Reduction (Su)
A darkling symbiote has damage reduction 10/adamantine and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Photosynthesis (Ex)
A darkling symbiote may forego all other actions in a round to heal itself. Roll a number of d10s equal to half the symbiote’s hit dice (minimum 1d10), and heal the symbiote of that much damage. This ability is usable only during the day, and only in areas of mostly clear sky (there may be clouds, but it cannot be completely overcast). This ability does not function indoors.

Tremorsense 30 ft. (Ex)
A darkling symbiote automatically senses the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from the symbiote to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a symbiote to detect them.

Abilities
Increase from the base creature as follows: Str + 14, Dex -2, Int -6, Wis + 2, Cha -4. As a construct, a symbiote has no Constitution score.

Skills
Symbiotes have a + 4 racial bonus on Balance, Climb, Concentration, and Intimidate checks. Otherwise same as the base creature.

Feats
Symbiotes gain Cleave, Improved Bull Rush, Improved Overrun, Improved Unarmed Strike, and Power Attack, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment
Forests.

Organization
Solitary, pair, or copse (3-7).

Challenge Rating
Same as the base creature +2.

Treasure
Double standard.

Alignment
Always neutral evil.

Advancement
None.

Level Adjustment
-

Darkling Symbiote Weaknesses

Fire Vulnerability
Darkling symbiotes take half again as much (+ 50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Darkling Symbiote

Mage Knight: Machination Vognarian