Symbimote
Medium Elemental (Flesh, Extraplanar)
Hit Dice: 5d8 (22HP)
Initiative: +2
Speed: 20’ (4 squares)
Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Tentacle +6 melee (1d6+3 plus Paralysis)
Full Attack: Tentacle +6 melee (1d6+3 plus Paralysis)
Space/Reach: 5’/5’
Special Attacks: Improved Grab, Paralysis, Trade-Off
Special Qualities: Elemental traits, Fast Healing 1
Saves: Fort +1, Ref +6, Will +1
Abilities: Str 16 (+3), Dex 14 (+2), Con 11 (+0), Int 1 (-5), Wis 11 (+0), Cha 11 (+0)
Skills: Spot +4, Survival +4
Feats: Dodge, Mobility
Environment: Elemental Plane of Flesh
Organization: solitary, pair or bonding (3-6)
Challenge Rating: 3
Treasure: N/A
Alignment: always Neutral
Advancement: 5-8 HD (Medium), 9-10 HD (Large)
Level Adjustment: N/A

This dark slug-like mass crawls along on its flattened stomach, a row of tentacles running down either side of its body. Its rubbery skin is the color of a fresh bruise, & its body glistens with newly-formed slime. The creature’s stumpy head narrows to a siphoning proboscis.

Symbimotes are able to fully incapacitate their chosen prey. Once they have immobilized their target, they latch on, draining it of strength & vitality, In return, they infuse their victim with healing energy, curing wounds & suffusing them with a kind of false vitality that almost perfectly emulates the real thing. In this manner, they have been known to retain hosts for years, maintaining them both in an intertwined stasis indefinitely.

Thought to have once been an entirely parasitic organism, the Symbimote is still a being that exists to feed off of others. However, in what is theorized to have been an evolutionary move, it developed the ability to trade energies with its host entity, exchanging one form of power for another. Why it needs to do this is a mystery, though.

A Symbimote is about 4’ long & weighs nearly 70 pounds. It speaks no language.

Improved Grab (Ex): to use this ability, a Symbimote must hit with a Tentacle 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 & can Trade-Off

Paralysis (Ex): opponents hit by a Symbimote’s Tentacle attack must succeed on a DC13 Fortitude save or be paralyzed for 1d4+1 rounds; the save DC is Strength-based; grappled opponents are automatically paralyzed

Trade-Off (Su): a Symbimote that has successfully grappled an opponent deals 1 point of Constitution damage per round; however, this attack cannot lower a victim’s Constitution score below 1; in addition, the Symbimote infuses the pinned being with positive energy, healing 1d4 hit points of damage per round & bestowing 1d6 temporary hit points (which last for a number of rounds equal to the number of Constitution points taken from the creature); this attack only inflicts 1d4 points of damage to undead, having no other effect; for everyday that a Symbimote does not perform a Trade-Off at least once, it suffers 1 point of Constitution damage, which is negated completely after feeding in this manner