Carapace, Strongarm (CR 1/8)
AC: 13 (+2 size, -3 Dex, +4 natural), touch 9, flat-footed 13
Hit Dice: 2d8+2 (11 hp)
Fort +3, Ref -3, Will +2
Speed: 5 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +1; Grapple -5
Full Attack: -
Special Attacks/Actions: -
Abilities: Str 14, Dex 5, Con 13, Int 6, Wis 8, Cha 11 (Ego: 5)
Special Qualities: enhance Strength, natural armor bonus, soul feeding, symbiont traits
Feats: Great Fortitude
Skills: Hide +8 and Listen +1
Climate/Terrain: Any underground
Organization: Solitary (symbiont)
Blindsight (Ex): A strongarm 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 strongarm carapace usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Enhance Strength (Su): A strongarm carapace grants its host a +4 enhancement bonus to Strength. This bonus remains in effect as long as the strongarm carapace is attached.
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).
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 strongarm carapace enhances its host's Strength score.