Shadow Symbiont

Living scarves, cloaks, gloves and boots from the Plane of Shadows that grant real power to adventurers, at the steady price of the wearer's experience, and sometimes the wearer.

Setting: Savage Coast · Sources: Monstrous Compendium Savage Coast Appendix (Online Exclusive)

Appearance

Natives of the Plane of Shadows, these creatures each take one of four shapes: boots, gloves, a cloak or a black scarf. Each looks like a beautifully made garment, resizes itself to fit its wearer, and gives off no magical aura. On their home plane they appear as vague shadowy humanoids with red eyes.

Combat

Once worn, a symbiont feeds on its host's experience points and grants a power in return.

The Mask, a black bandanna or scarf worn on the head, makes the wearer immune to mind-affecting magic while he concentrates, at 20 XP per use times his level. The Cloak absorbs any magical damage to hit points that would drop the wearer below zero, costing 10 XP per point absorbed times his level. The Gloves, fine leather, grant a second roll on any failed save or ability check that involves the hands, as the luck curse-born gift, at 20 XP per use times his level. The Boots, knee-high leather, cast dimension door for 10 XP per use times his level, and also, free of charge, steer the wearer toward situations likely to earn experience, good or bad, without affecting his own decisions.

Only spells or +1 or better weapons can hurt a symbiont, and any damage to it also strikes the wearer. Rather than be destroyed, it plane shifts home, dragging its host along.

If the wearer fails to earn enough XP to feed it, he must save vs. spell. Success means the symbiont drains three times the shortfall and melts away into a deep shadow. Failure means it carries him off to its shadowy home plane and tries to eat him. On that plane every hit it lands drains 10% of a level's experience plus 1 point of Strength or Constitution (equal odds), and each gains a further power: the mask is immune to mind-affecting magic, the cloak reduces each attack on it by 8 points, the gloves act as if blessed by the luck curse-born gift, and the boots can cast dimension door every round, as a mage of 8th level.

Habitat and Society

These sentient beings seek out bold, adventurous types such as swashbucklers. Apart they feel incomplete, and each nudges its wearer to track down the missing others.

Ecology

Their effect on the wider world is slight, but on the individuals who wear them it can be enormous.

More: Monsters starting with S · Savage Coast monsters · All monsters A-Z
Related: Power Symbiont

Statistics

Climate/TerrainAny
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietSee below
IntelligenceVery (11-12)
TreasureNil
AlignmentNeutral
No. Appearing1d4
Armor Class10/2
MovementNil/15
Hit Dice1/8
THAC019/13
No. of Attacks0/2
Damage/AttackNil/(2d4/2d4)
Special AttacksEnergy drain
Special DefensesHit only by +1 or better magical weapons
Magic ResistanceNil
SizeT (1-3')/M (5' tall at the shoulder)
MoraleSteady (11-12)/Champion (15-16)
XP Value120/5000