Symbiont, Spellwurm

"Mage... In... A... Box..." Vennic read from the side of the cage. The little plaque went on to state that this rare snake would befriend the first person to pick it up and cast spells on the owner's behalf. "Well, that doesn't look like any snake I ever saw", Vennic commented to the street peddler, "Looks more like a bloatfish to me."

The street peddler adjusted his hood to keep the sun from his eyes.... or at least where his eyes would have been if he did not gladly give them to the Faceless King. "Oh, I assure you, the snake works. It is an aquatic snake if you were wondering about the slick appearance to its scales"

"And you're sure that this will be able to knock out the town guards?"

"Oh, yes. Sleeping like babes... so do we have a deal?".

From inside the cage, the spellwurm could sense another host to possess and the fool was literally paying for it to happen.

Symbiont, Spellwurm

CR 4

XP: 1,200

LE Diminutive Aberration (Symbionts)

Init: +3; Senses: Darkvision 60'; Perception +4

DEFENSE:

AC: 21, Touch 17, Flat-Footed 18 (+4 size, +3 Dex, +4 armor)

HP: 4 hp (1d8-1)

Fort: -1; Ref: +3; Will: +4

OFFENSE:

Speed: 10 ft.

Melee: Bite +4 (1d2-5)

Space: 2 1/2 ft.; Reach: 0 ft.

Spell-Like Abilities: (CL 5th, concentration +7)

At Will - Ghost Sound, Mage Hand, Ray of Frost

3/day - Mage Armor, Magic Missile, Sleep (DC 13)

1/day - Flaming Sphere (DC 14)

STATISTICS:

Str 1, Dex 16, Con 8, Int 10, Wis 10, Chr 14

Base Atk: +0; CMB: -9; CMD: 4

Feats: Iron Will

Skills: Escape Artist +7, Perception +4, Stealth +19, Survival +4

Languages: Does not speak, but understands Undercommon and Daelkyr.

SPECIAL ABILITIES:

As One (Ex): See Symbionts for details. This means that spells that the spellwurm cast that are usually Personal only also affect the host.

Attachment (Ex): Spellwurms deal 1 point of Constitution damage.

Collective Ego (Ex): Spellwurms have an Ego Score of 12, as per the symbiont sub-type. Unless created otherwise, spellwurms are always lawful evil and are always in the service of the daelkyr lords of Xoriat.

Item Slot (Ex): Spellwurms attach to the wrist slot.

Host Benefits:

Spellcasting: The host can cast any one of the spell-like abilities of the attached spellwurm as a standard action. Any attack roll made with the spell is made by the host, not the spellwurm. The Mage Armor effect can target the host while the spellwurm is attached, as per the As One special ability.

Telepathy (Su): A spellwurm can communicate telepathically with its host, if the host has a language.

ECOLOGY:

Environment: Underground

Organization: Solitary

Treasure: None

Role: None

Source: MoE, pg. 156

Spellwurms are slick, purple snakes with pronounced, front facing eyes and their scales are covered in arcane runes. Designed by the Daelkyr to provide an easily replicated source of spells for their troops, most spellwurms managed to escape the eventual defeat at the hands of the Dhakaani hobgoblins and escaped into the swamps of the Shadow Marches. The spellwurm is based on a wrist slot item that has a base ability of Ghost Sound at will, with Mage Hand and Ray of Frost as at-will abilities, Mage Armor, Magic Missile and Sleep as 3/day abilities, Flaming Sphere as a 1/day ability, all at a 5th caster level, and an improvement to Charisma of 14 to help with the saving throw DCs.

Construction:

Aura: Moderate Transmutation; CL: 5th

Slot: Slotless; Rules: Symbionts Price: 11,000 gp

Construction Requirement: Craft Symbiont, Flaming Sphere, Ghost Hand, Mage Armor, Mage Hand, Magic Missile, Sleep, Ray of Frost

Construction Cost: 5,500 gp