Psionic Sinew (CR 1/8)
Tiny Aberration (Symbiont)
Alignment: Usually lawful evil
Initiative: -4 (Dex); Senses: blindsight 60 ft. and darkvision 60 ft.
Languages: understands Undercommon, speaks no language
AC: 14 (+2 size, -4 Dex, +2 natural, +4 inertial armor), touch 8, flat-footed 14
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref -4, Will +2
Speed: 5 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +1; Grapple -6
Attack: -
Full Attack: -
Damage:
Special Attacks: Claws of the bear
Abilities: Str 14, Dex 3, Con 13, Int 6, Wis 8, Cha 11 (Ego: 6)
Special Qualities: enhance Strength, inertial armor, symbiont traits, vigor
Feats: Skill Focus (Hide)
Skills: Climb +4, Hide +8, and Jump +4
Advancement: -
Climate/Terrain: Any underground
Organization: Solitary (symbiont)
Treasure/Possessions: -
Source:
Fiend Folio
A psionic sinew is a revolting, wormlike length of muscle endowed with sentience and psionic power.
A psionic sinew does not speak any language, but it understands Undercommon.
Combat
A psionic sinew has no way to attach itself to an unwilling host. In general, creatures seek out a psionic sinew to gain its benefits (much like a graft), or encounter a psionic sinew and voluntarily attach it to their own bodies.
Claws of the Bear (Sp): At will (and usually at the host creature's command), a psionic sinew can use the claws of the bear psionic power on the host. The host's forearms lengthen and its hands (or equivalent appendages) broaden into wide paws with sicklelike bear claws. This power gives the host natural weapons that deal 1d12 points of slashing damage (plus the host's Strength modifier) successful attack. The claws remain for 3 hours. Each time the psionic sinew uses this ability, it deals 1 point of Dexterity damage to the host. A psionic sinew without a host cannot use this ability
Blindsight (Ex): A psionic sinew is blind, but its entire body is a primitive sensory organ that can ascertain prey by scent and vibration. This ability enables it to discern objects and creatures within 60 feet. A psionic sinew usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Enhance Strength (Su): A psionic sinew grants its host a +4 enhancement bonus to its Strength score. This bonus remains in effect as long as the psionic sinew is attached.
Inertial Armor (Su): A psionic sinew is surrounded by a tangible field of psychokinetic force that grants it a +4 armor bonus to AC. When attached to a host, the psionic sinew extends this field of force to cover the host creature as well. Inertial armor entails no armor check penalty, speed reduction, or arcane spell failure chance. Because it is composed of force, incorporeal creatures can't bypass it the way they do normal armor.
Vigor (Sp): Once per hour, a psionic sinew can give itself or its host 3 temporary hit points that last for 1 minute. Each time the psionic sinew uses this ability, it deals 1 point of Dexterity damage to the host. A psionic sinew without a host cannot use this ability.
Symbiont Traits: When joined with a host, a symbiont gains a number of benefits. It acts on its host's turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of.
If a symbiont is grafted onto a visible part of the host creature's body, opponents can attack the symbiont itself instead of its host creature. This works the same way as attacking an object: The symbiont gains the benefit of the host's Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.
A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the "items" that can be affected by the spell. A symbiont uses its host's base saving throw bonuses if they are better than its own.
Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of "Self" on the symbiont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and may cast a spell with a target of "Self" on its host instead of on itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host or symbiont's type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.