Carapace, Slippery (CR 1/8)

Tiny Aberration (Symbiont)
Alignment: Usually lawful evil
Initiative: +3 (Dex); Senses: blindsight 60 ft. and darkvision 60 ft.,


AC: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Hit Dice: 2d8+4 (13 hp)
Fort +2, Ref +5, Will +3
Speed: 5 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +1; Grapple -7
Attack: -
Full Attack: -
Damage: -
Special Attacks/Actions: -
Abilities: Str 11, Dex 16, Con 17, Int 6, Wis 10, Cha 11 (Ego: 5)
Special Qualities: natural armor bonus, slick, soul feeding, symbiont traits
Feats: Lightning Reflexes
Skills: Escape Artist +13
Advancement: -
Climate/Terrain: Any underground
Organization: Solitary (symbiont)
Treasure: -

Source: Dragon #308

Combat

A carapace symbiont has no way to attach itself to an unwilling host unless that host is helpless. In general, creatures seek out a carapace symbiont to gain its benefits and voluntarily attach it to their own bodies. On occasion, illithids apply carapace symbionts to helpless creatures to test the symbiont's powers or to enhance the combat abilities of slaves.

A slippery carapace's oily coating helps its host wriggle free of confinement more easily than it otherwise could.

Blindsight (Ex): A slippery carapace is blind, but its entire body is a primitive sensory organ that can ascertain objects and creatures by scent and vibration within 60 feet. A slippery carapace usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.

Slick (Ex): A slippery carapace can grant its host the benefit of the slick armor special ability. The host can activate or dismiss this ability as a free action. The effect lasts for 10 minutes or until dismissed. Each time this ability is activated, the host takes 1 point of Charisma damage.

Skills: A slippery carapace gains a +5 racial bonus on Escape Artist checks.

Natural Armor Bonus (Ex): A carapace symbiont increases its host's natural armor bonus by +4.

Soul Feeding (Su): A carapace symbiont survives by consuming its host's personal essence. This ongoing process deals point of Charisma damage each day the carapace symbiont remains attached. Ordinarily, the host regains lost point of Charisma each night, just before the carapace symbiont drains a new point, keeping the host at an equilibrium point of -1 to its base Charisma. Some carapace symbionts have abilities that damage additional Charisma with each use (see individual descriptions).