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Heart Scarab

Size/Type: fine Aberration (Symbiotic (DnD Creature Subtype)


Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 20ft(land); 10ft(Burrow)
Armor Class: 22(+8 Size, +1 Dex, +3 natural), touch 19, flat-footed 21
Base Attack/Grapple: +0/-20
Attack: Bite +1 melee (1d4-5 Slash +1d6 Electric damage)
Full Attack: Bite +1 melee (1d4-5 Slash +1d6 Electric damage)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Electric Damage(su)
Special Qualities: Symbiotic Traits, Telepathy, Flesh Burrow(ex), Reverse
Flesh Heal(Su),
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 3, Dex 12, Con 10, Int 5, Wis 12, Cha 6
Skills: Hide +17, Listen +3, Spot +3
Feats: Alertness, Weapon Finesse
Environment: Underground
Organization: Solitary
Challenge Rating: 1(singly) or host+1(when worn)
Treasure: None
Alignment: Usually Lawful Evil
Advancement: �
Level Adjustment: �

This small scarab looks like a piece of jewlery until its legs twitch to life
revealing its true nature, its carapace shines with a slick viscus layer making
shine like and polished agate. A pair of razor sharp mandibles fold out from its
head.From its underside a set of arms held close to its body unfold into two small
arms each tipped with strange shaped hands.

Heart scarabs are a special Symbiotic Subtype, nearly harmless to those with
heartier bodies. This very small beetle can burrow into the ground or flesh of
willing or helpless creatures. It can burrow into relaxed flesh only tense muscles
hinder it from burrowing freely into flesh. Its smooth carapace is covered in a
viscus muscus like film which allows it to move freely through flesh and organs
secreting a regenerating slime which heals the host's flesh that it has damaged
slightly as it moved about.

The Heart Scarab attaches to the host's heart pressing its six legs into the
cardiac muscle its limbs cause no damage to the host's heart just in a sleep like
rest. If the host is ever in extreme danger or communicates to the scarab it
awakens ready to work. It can deliver a light electrical current through the host's
heart affectively keeping it beating even after death.

A Heart Scarab does not speak any Language, but it can understand Undercommon.
Ego

Ego Score: 0(-3 Int, +1 wis, -2 cha, +2 electric damage, +1 Flesh burrow, +1
Reverse Flesh Heal.)
Combat

A Heart Scarab can only attach itself to a willingly or helpless host(as a full-
round action). In general, a creature either seeks out a Heart Scarab to gain its
benefits or encounters it accidently. The Heart Scarab makes a surgical like
incision in the skin using its razor sharp manible and burrows through the flesh to
the host's heart attaching to it. Attaching or removing it deals 1d2-1 constitution
damage.

Flesh Burrow (Ex):A Heart Scarab can burrow through bodies of creatures which are
either dead or helpless at a speed equal to its burrow speed. Burrowing through
flesh causes no damage to the creatures body, because the Heart Scarab secreates a
healing mucus that instantly heals any damage caused by the Heart Scarab's movement
and only the movement of the Heart Scarab.

Host Benefits: Once per round during the host's turn, the Heart Scarab can, as a
free action jump-start the host's heart the same round the host dies. The host is
left stabilized at -9 HP. This ability can't be used on any other round than the
round the host has died.

Electric Damage (Ex): The Heart Scarab's ability to send a current through the body
of its host allows it to channel it into the flesh of the host, the effect is that
when the host wields a metal weapon he deals an extra 1d4 electric damage this also
applies to the host's unarmed strike.

Reverse Flesh Heal (Su): Heart Scarabs can move freely through a host when the host
is completly relaxed(helpless or unconsious). At that time the Heart Scarab can
take pieces of the host a alter them to be used to heal damages that have caused to
the host's body. The Heart Scarab as a Standard action can heal 1d8+2 damage by
dealing 1 constitution damage to the host. This ability can not be used if it would
reduce the host's constitution score to 0.

Symbiotic Traits: Symbiotic Subtype

A creature with the Symbiotic subtype is a Symbiotic, independent creatures that


while symbiotic can survive without a host for a limited time. The Symbiotic is
similar to the Symbionts subtype, however there are many small differences.
Traits

A symbiotic possesses the following traits (unless otherwise noted in a creature�s


entry):

Attach to host/Remove from host: Both of these usually cause some ability score
damage and maybe some HP damage.
Symbiotic creatures have an Ego Score as determined by mental ability bonuses
(see below).
Symbiotic creatures need to eat, sleep, and breathe. When attached to a host
this is done when the host eats and sleeps.

Host Dependency:Symbiotic creatures cannot survive without a host for a


prolonged period of time. The symbiotic loses 1 Constitution point every 24 hours
it goes without a host. Constitution Damage done in this fashion can't be regained
through any natural or magical means.

Transfer spell-effects: When the symbiotic is targeted by a spell or spell-like


ability(whether it is harmful or helpful) the host is affected instead of the
symbiotic creature. The symbiotic can't become the target of a spell that was
directed at the host, however, unless the spell or spell-like ability has a target
of self, effect personal. Only the host's spells and spell-like abilities affect
both the host and symbiotic creature in this manner. No other spellcasters can cast
spells on the host and the symbiotic creature.

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, and this total becomes the base Ego Score.

The Ego modifiers are as follow: for each Extraordinary Ability and special
attack the symbiotic creature posses add 2 to the Ego Score, for each special trait
add 1 to the Ego Score (symbiotic traits listed on this page do not count as
special traits for the purposes of the ego score), and if the symbiotic creature
has the type Outsider add 4 to the Ego Score.

Ego Vs. Will roll

The Ego score determines how hard it is to resist the mental sways of the symbiotic
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 against a Will save
roll by the host.

Failure of the host results in the symbiotic creature having complete control
over the body of the host. (The host can still take purely mental actions). The
host can make another Ego vs. Will roll in a number of rounds equal to the
symbiotic creature's ego score (minimum of 1 round) to attempt to regain control.

Success by the host results in the symbiotic creature being unable to attempt
another Ego vs. Will roll for a number of rounds equal to the symbiotic creature's
ego score.

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