Leth'n Constrictor Symbiote
Created by Kirk Smith (put his name in the subject when sending email).
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Description: Leth'n Constrictors are long thin (1/4 in diameter)
snake or worm like creatures. They are fleshy pink in color and attach
themselves to the bones inside the host's arm. They will have a small exit
hole located in either the palm of the hand or at the base of the wrist. They
are hunters and constrictors by nature and will only choose a host that is a
hunter and a flesh eater (humans and humanoids included, even if they are
vegetarians) but will not choose hosts that are grazing animals or
creatures. They make the host's arm appear larger than normal, how large
depends on it's size.
Host Type: Humanoids and intelligent beings of all kinds
including natural M.D.C.tm
creatures, except creatures of magic and the supernatural. They also
sometimes form their symbiotic relationship with creatures that have a
low animal intelligence if no other host can be found.
Host Environment: Regardless of how it enters the body it
always seeks the location where it can be most effective. This may be
different area's depending on the host, but in humanoid creatures it usually
attaches itself to one of the arms (the weakest). It also has limited
telepathic abilities with the host allowing it to sense the best location for
its placement and which also allows the host to automatically know all the
abilities it possesses as well as the ability to control and use it.
Hit points: Depends on the size of the Constrictor but they
will not attach themselves to a host until they are at least 8 ft. long and
grow to a maximum of 50 ft. (very rare). M.D.C.tm is equal to that of the Constrictor which
is 10 M.D.C.tm per foot (takes 10
M.D.C.tm to sever it). So a host with
an 8 ft. symbiote would have 80 M.D.C.tm. They grow at a rate of one foot per year.
Average life span: Can live to be 50 or 60 years old in the
wild without a host. They will live as long as the host and add 10 years to
its life span.
Alignment: Anarchist, with a low animal intelligence. These
are usually avoided by creatures with good alignment because they are
blood drinking symbiotes.
Reproduction: They reproduce asexually every ten years
producing 2D6 offspring which live in the host until they reach the age of
one year. They are then given "birth" by exiting the host through the hole
in the hand or wrist.
Cost: 12 -15 million credits or more.
Natural Abilities: Has a supernatural P.S. of 20 (note:
the symbiote does not give it's host supernatural strength and the
supernatural P.S. applies only to the symbiote) and a number of attacks
and actions equal to the hosts hand to hand attacks. A normal attack does
1D6 M.D.tm except on the first attack
when it can be shot out of the hosts hand at great speed and used to strike
opponents for 1D6 + 3 M.D.tm (one
attack). It can also be used to entangle and constrict opponents for 2D6
M.D.tm which counts as two attacks
until the target has been succesfully entangled. After the target has been
entangled it continues to inflict 2D6 M.D. but counts as only one attack. It
has a bonus of + 3 to strike or strikes automatically if the opponent has
already been entangled. It also has the ability to automatically dodge any
attacks aimed specifically at it while it is extended from the host's arm,
and is + 6 to dodge. Entangling an opponent uses two hand to hand attacks
but counts as only one attack after the opponent has been successfully
entangled. Likewise it can be used to entangle non living targets as small as
six inches or manipulate simple devices such as buttons, switches,
triggers, etc..., and can be used to disarm opponents just as it can be used
to entangle them. It can also be used to pull the host up trees, buildings,
swing, etc.., provided it kind find something to hold onto. It should be noted
that while the symbiote has a P.S. of 20 the host may not and attaching it to
a moving object will usually result in the host being pulled of his feet and
being dragged. The symbiote can not be pulled out of the host and if enough
force was applied in this manner the hosts arm and shoulder would be
ripped off along with the symbiote resulting in the death of the host. The
symbiote can also regenerate itself and the host at the rate of 2
M.D.C.tm per hour. It has an M.D.C. of
10 per 1 ft. of length when it extended. If it is severed it will
automatically retreat back inside of the host. It will not be usable again
until it has regenerated itself, which it does at the rate of 1 ft. per 10
hours, or approximately 2 1/2 ft. per day.
Side Effects: When it attaches itself to the hosts arm it
inadvertently causes the loss of muscle tissue, minus 5 from P.S. in that
arm. It also become a part of the host providing it with M.D.C.tm but the host will also die if the symbiote
is killed. So if the arm that holds the symbiote is lost then the character
dies. It also has a tendency to move around inside the hosts arm (-1 P.B.)
and when it is out of the arm the host's arm appears withered. It's most
gruesome side effects are that it requires blood to sustain itself and must
consume an amount of blood roughly equal to 10 hit points or S.D.C.tm per 1 ft. of length a week. (8 ft. = 80 hit
points a week) The other thing is the expulsion of waste, which causes no
problems but always seems to happen at the most socially awkward
moments possible. They will also not allow any other symbiotes to inhabit
the host body, including others of their kind, with the exception of their
young who exit the body after one year.
Means of Elimination: None, removing it will kill the host.