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Polymorph Symbiote Evolutions (3.5e Evolution)

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Author: Nolanf (talk)
Date Created: 12-2-2013
Status: complete
Editing: Clarity edits only please
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POLYMORPH SYMBIOTE EVOLUTIONSEdit

Knowledge: Nature

Polymorph Symbiote Evolutions by LevelEdit

The juvenile polymorph symbiote begins as is typical.

Level 7—Young Adult - The juvenile polymorph symbiote becomes medium sized and gains the special attacks and qualities of the young adult polymorph symbiote.
Level 17—Mature Adult - The young adult symbiote becomes large sized and gains the special attacks and qualities of the mature adult polymorph symbiote.
  • Whether bonding with a new creature or evolving while already bonded, the template applied to the base creature must match the stage of the polymorph symbiote.

Personal EvolutionsEdit

I. tremorsense 60ft.
II. blindsense 20 ft.
III. natural weapon: Claw
IV. wisdom leech
V. camouflage
VI. auxiliary appendage: polymorphic skin
VII. damage reduction 5/fire and sonic
VIII. stretch (polymorphic skin)
IX. projectile (polymorphic skin)
  • All of the above personal evolutions are qualities that a base creature gains automatically by bonding with the polymorph symbiote. However, an evolutionist may evolve these qualities without the need for bonding to the creature. Of course, an evolutionist may choose to bond with the symbiote and choose all of the evolutions of another animal, thus increasing the total number of qualities gained.

Feature DefinitionsEdit

Wisdom Leech: While in physical contact (after a touch attack, whether grappling or not), you may forego any physical damage in order to sap the wisdom from your victim. The wisdom damage is equal to 1d6. Will save negates (DC 15 + Cha).

Camouflage: You can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Polymorphic Skin: Your skin becomes like the flesh of a polymorph symbiote. At this evolution, you automatically gain its material mimic feature and a +6 bonus to Disguise.

Stretch (Ex): You may stretch out part of your body at will to make touch attacks, trip attempts, or disarm attempts (used like the whip). The extent of this stretch is up to 20 feet. The stretched out tendril may go around corners, through a metal grating, under a door, or any other space with at least a 1/2-inch opening. In order to initiate a grapple, the majority of your mass must be in an adjacent space to the opponent. If the tendril is stretched more than 5 feet, it counts as a ranged attack and may provoke an attack of opportunity by anyone who notices in any space adjacent to any part of the polymorph symbiote. Damage done to a stretched tendril is counted against the symbiote, not the host.

Projectile (Ex): As a ranged attack action, you may loose sharp projectiles from your skin. Each projectile has the same size, density, and lethality as a bolt from a heavy crossbow, dealing 1d10 damage per hit. The range on this attack is 120 feet. You do not need to take time to reload this weapon, as your skin is always considered "loaded."