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Starfinder – Venom, or the Klyntar symbiote

venom

It’s been a bit, but I figured with the new movie out people might be interested in an adaptation of Venom and the Klyntar race for their Starfinder game. Just a light dive, as the full lore behind the symbiotes in Marvel is pretty eclectic, but I feel like we can get to the core of what might be appealing pretty quickly.

The base Klyntar:

KLYNTAR

CR 1/3

XP 135

N Small ooze

Init +3; Senses scent; Perception +7

DEFENSE

HP 9

EAC 11; KAC 11

Fort +2; Ref +0; Will +2

Defensive Abilities fast healing 1; Immunities ooze immunities; Weaknesses vulnerable to fire, vulnerable to sonic

OFFENSE

Speed 20 ft., climb 20 ft.

Melee slam +2 (attach)

Space 5ft.; Reach 5ft.

STATISTICS

Str +0; Dex +2; Con +0; Int +2; Wis +1; Cha +2

Skills Stealth +7, Survival +7

Languages Common, Klyntar

ECOLOGY

Environment any

Organization solitary

SPECIAL ABILITIES

Symbiosis (Ex) As a full action, a klyntar that begins its turn attached to a living aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid can connect to that creature’s nervous system, granting it the abilities of the klyntar’s template graft (see below). The two creatures effectively become one until the host is killed, the klyntar chooses to detach itself, or the klyntar is removed with a medical procedure (usually requiring a successful DC 35 Medicine check or DC 15 with applied Sonic damage). An unwilling host can prevent this connection with a successful DC 15 Will save.

Klyntar are a symbiotic ooze with the the ability to bond to and enhance nearly any other creature, feeding off and even dominating their hosts. Despite the impressive abilities they grant to hosts, klyntar are almost helpless on their own. They communicate telepathically with their hosts, are sentient, and able to speak with—and even overwhelm—their hosts. Once a klyntar has been removed from a host, it often refuses to re-bond to the same host, preferring to find a new creature more invested in the partnership. Innumerable different klyntar exist, and many offer unique abilities to their host, with some having even stronger personalities able to overwhelm all but the most strong willed hosts. The template graft below can be used to create a creature bonded to a klyntar; at the GM’s discretion, a PC can also bond with a klyntar, ignoring the array requirements and suggested ability score modifiers. A klyntar counts as an augmentation that is “installed” in the brain and skin systems, though a removed klyntar can bond with another creature (unlike normal augmentations). Klyntar can’t be purchased or sold (at least, not in reputable settlements).

BASE KLYNTAR TEMPLATE GRAFT

An amorphous mass of semi-solid fluid, a klyntar typically resides within the body cavity of its host, but can manifest at will, overlaying a layer on top of the host that blends the original form and its own fanged, monstrous appearance.

Required Creature Type: Aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid.

Required Array: Combatant.

Traits: KAC increases by 4; +6 morale bonus to Strength checks and Strength base skill checks; unarmed strikes deal lethal damage, don’t count as archaic, and gain a unique weapon specialization that adds 1-1/2 × CR or character level to damage. Also a bite attack that deals 1d8 damage, doesn’t count as archaic, and gains a unique weapon specialization that adds 1-1/2 × CR or character level to damage.

Abilities: Climb 30ft, Fast healing 1, Reach (+5ft of the host), Scent, Psuedo-web.

Psuedo-web (Ex): As a standard action, the creature can extend a portion of the klyntar’s matter as a web-like substance that can be used to make a grapple action against any creature within 40ft of the host. This does not provoke. The matter remains attached to the host, and can also be used to grab or interact with objects in a manner similar to psychokinetic hand, within 40ft of the host.

Drawbacks: -2 on Will saves, vulnerable to fire, vulnerable to sonic

Systems: brain, skin.

Suggested Ability Score Modifiers: Strength.

Many klyntar are able to provide additional abilities to the host, ranging from a variety of natural weapons in addition to the bite, to everything from expanded senses, chameleon like camouflage, or even various technological merging abilities similar to technomancer spells.

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