Parasite (3.5e Race)

Parasites

A parasite is a creature that can insert itself into the body of an other creature and completely control that body, making it a host vehicle for the creature. A parasite does not require a host to live, however it does require a host to make contact with objects and people. As such, though a parasite can exist without a host, it must gain sustenance through the host, and would die of starvation and/or dehydration if without one for long enough.

Table: Parasite Random Starting Ages
AdulthoodSimpleModerateComplex
19 years+1d4+1d6+2d6
Table: Parasite Aging Effects
Middle Age1Old2Venerable3Maximum Age
60 years90 yearsN/A years+1d20 years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Race Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male0’ 2”+1d42 oz. 0 lb.× (1d4) lb.
Female0’ 2”+1d42 oz. 0 lb.× (1d4) lb.

Personality

Parasites usually only have one host whose life they lead until it dies. He then takes another host. It is difficult for other races to ever discover the true persona of the parasite within, as the Parasite will do their best to act in the way that their host body would when necessary.

Physical Description

A parasite appears in the shape of a tiny bug or eel. This form enters through any orifice in the body of it host to take control.

Relations

A parasite usually looks down on others, though he will take any creature as his host as long as the host provides the parasite with a reliable existence.

Alignment

Usually Chaotic, Sometimes Evil. A parasite has no bounds to any one thing and are just out to benefit themselves.

Lands

As host race. A parasite, adapts to the body of a host upon successful possession. As such, they also adapt to the body's fortitude with weather patterns and the lands of the region. Parasites are able to easily fit into their surroundings regardless of the region due to being safely contained in the host's body.

Religion

The parasite will usually act as though in accordance to the dogma of his host's original faith (if any), though it is unknown if the parasite actually has any divine beliefs.

Language

Starting Language: Common

Bonus Language(s): Any. The parasite knows the dominated creatures' known languages for as long as it remains the Parasites host. Upon leaving a host creature, the Parasite no longer knows extra languages learned from its previous host, as it never actually knew the language. A Parasite has a 50% chance to learn the language of those he dominates and may add his class level and intelligence bonus to a D% roll to see if he learns it.

Names

Chosen. Most parasitic names are quite short. Though during their period within a host they will predominately use the name of the host (if the host creature had one), there chosen racial name is always what they identify with. Parasites allow few to know their name. Male names will usually begin with a consonant, while female names will feature vowels. Examples for males include Mrik, Wyre, Tzak, and Klun. Female names may be similar to Izix, Amir, Elin, and Oynz.

Racial Traits

  • Aberration Type
  • Fine: As a Fine creature Parasites have +8 bonus to Armor Class, +8 bonus on attack rolls, +16 bonus on Hide checks, -16 penalty on grapple checks, lifting and carrying limits 1/8 those of Medium characters. Space is 1/2 feet and reach is 0 feet.
  • Parasite base land speed is 20ft (A parasite's base land speed changes to that of it's host creature when it has one).
  • Parasites gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Hide, Move Silently, and Disguise are always Class Skills for a Parasite.
  • Favored Class: Any.
  • Lifespan: Parasites have longer lives than Humans, with 160 being about the oldest known specimen.


Possesion(Su): 1/day per 2 character levels, A Parasite can attempt to possess an unwilling living creature by making a Touch Attack. If the Touch Attack hits, the Parasite burrows into the body dealing 1d6 damage that can't be reduced or prevented. Then, as a free action may attempt to take control of the host's body, who must succeed on a Will save (DC 10 + character level + Int Modifer + Wis Modifier) to resist and eject the parasite. A host gets a chance to make another save to eject the parasite every number of days equal to the parasites Character level.

Domination(Ex): While Possessing an unwilling host, all items currently equipped by the host become usable by the Parasite and it gains all enhancements and bonuses granted by these items. The Parasite retains its mental ability scores and may take the host's physical ability scores as though they were it's own for as long as the Parasite remains in the host. The Parasite grants the host Fast Healing 2 and The host's new Current and Maximum HP becomes the total of the Parasites Current and Maximum HP combined with the Host's old Current and Maximum HP, respectively. If the Parasite itself takes damage, the same amount is subtracted from the Host's HP as well, but isn't treated as damage. In addition, the Parasite gains any traits, skills, abilities and powers of the host at the host's level (such as magic), but may substitute mental abilities, if higher. In turn, the host body will also gain any traits, skills, abilities, and powers of the Parasite at the Parasites level as well, as though the two creatures are one being. Any spells that target the parasite, instead target the host's body, except for spells specifically designed to combat possession. The parasite has access to all the host's memories giving a +20 bonus to Disguise checks to act as the person. If a Parasite that has dominated a host dies, the host dies as well. If the Host dies, The Parasite is ejected from the body and cannot use its Possess ability for 2 rounds.

Transference (Su): A Parasite may attempt to Possess another creature while already possessing one. The Parasite can leave the host and may choose to cause the previous host to make a Fort save (DC 10 + Character levels + Int Modifier + Wis Modifier) to negate taking 1d6 damage per character level when the Parasite leaves the host's body. The previous host then loses the Fast Healing and additional hit points granted by the parasite. The transfer of the Parasite may kill the previous host. The Parasite may then attempt to Possess the new target. If the Possession attempt fails on the new target host, the Parasite is ejected from both bodies and cannot use the Possession ability for 2 rounds.

Backseat Driver(Ex): A willing creature may have a parasite live in symbiosis with him, gaining all the benefits of Domination, but with none of the downsides. Using this ability, The Parasite retains its own ability scores and relinquishes control of the host body. However, The Parasite may make its own actions (except movement, unless it leaves the host) during its turn while this ability is in effect.

Shaper skill(Ex): A parasite gains the ability to use his host's skills, spells, languages and gain proficiency with the hosts natural weapons (if any).

Frail Body(Ex): A parasite gets one negative level per day spent out of a body but when he goes into a body he regains two levels per day.


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