Me.Mimic

Corpse Symbiote

A deceased-looking arm with fleshy tendrils ripping through the skin.

Wondrous item, uncommon (requires attunement by a creature missing a limb)

When found, the symbiote is inside the still moving limb of a corpse. To attune to the item, you must press the limb against the stump of your missing limb. The limb then attaches itself to your body, reforms itself to fit your physique, and you unlock the following properties.

Dead Flesh.  While attune the symbiote, you can control the limb as if it was your own. You have advantage on saving throws against the poisoned condition and diseases. Further, Undead with an intelligence score of 6 or lower ignore you, until you attack them or force them to roll a saving throw.

Symbiotic Nature. The limb can’t be detached from your body while you are attuned to it, and you can’t voluntarily end your attunement to it. If you are targeted by a spell that ends a curse, your attunement to the symbiote ends and the limb falls off. If the limb gets destroyed or slashed off, your attunement to the symbiote ends, you take 3d12 poison damage and become poisoned until targeted by a lesser restoration spell or similar magic.

If you die while attuned to the arm, the symbiote takes over your body, turning you into a zombie under its control.

A deceased-looking arm with fleshy tendrils ripping through the skin.

Wondrous item, rare (requires attunement by a creature missing a limb)

When found, the symbiote is inside the still moving limb of a corpse. To attune to the item, you must press the limb against the stump of your missing limb. The limb then attaches itself to your body, reforms itself to fit your physique, and you unlock the following properties.

Dead Flesh.  While attune the symbiote, you can control the limb as if it was your own. You become resistant to poison damage, immune against the poisoned condition, and have advantage on saving throws against diseases. Further, Undead with an intelligence score of 6 or lower ignore you, until you attack them or force them to roll a saving throw.

Deforming. As a bonus action, you can deform the limb into a tentacle-like mass of muscles. While deformed, you can’t use that limb to precisely manipulate anything, wield weapons, magic items, or other specialized equipment. If the limb is used to move you, your speed is halved. Further, unarmed attacks with it have their reach increased by 5 feet, deal bludgeoning damage equal to 2d6 + your Strength modifier, and you have advantage on checks to grapple creatures. You can reform the normal limb as an action.

Symbiotic Nature. The limb can’t be detached from your body while you are attuned to it, and you can’t voluntarily end your attunement to it. If you are targeted by a spell that ends a curse, your attunement to the symbiote ends and the limb falls off. If the limb gets destroyed or slashed off, your attunement to the symbiote ends, you take 4d12 poison damage and become poisoned until targeted by a lesser restoration spell or similar magic.

If you die while attuned to the arm, the symbiote takes over your body, turning you into a zombie under its control.

A deceased-looking arm with fleshy tendrils ripping through the skin.

Wondrous item, very rare (requires attunement by a creature missing a limb)

When found, the symbiote is inside the still moving limb of a corpse. To attune to the item, you must press the limb against the stump of your missing limb. The limb then attaches itself to your body, reforms itself to fit your physique, and you unlock the following properties.

Dead Flesh.  While attune the symbiote, you can control the limb as if it was your own. You become immune to poison damage, the poisoned condition, and diseases. Further, Undead with an intelligence score of 8 or lower ignore you, until you attack them or force them to roll a saving throw.

Deforming. As a bonus action, you can deform the limb into a tentacle-like mass of muscles. While deformed, you can’t use that limb to precisely manipulate anything, wield weapons, magic items, or other specialized equipment. If the limb is used to move you, your speed is halved. Further, unarmed attacks with it have their reach increased by 10 feet, deal magical bludgeoning damage equal to 4d6 + your Strength modifier, and you have advantage on checks to grapple creatures. You can reform the normal limb as an action.

Symbiotic Nature. The limb can’t be detached from your body while you are attuned to it, and you can’t voluntarily end your attunement to it. If you are targeted by a spell that ends a curse, your attunement to the symbiote ends and the limb falls off. If the limb gets destroyed or slashed off, your attunement to the symbiote ends, you take 5d12 poison damage and become poisoned until targeted by a lesser restoration spell or similar magic.

If you die while attuned to the arm, the symbiote takes over your body, turning you into an ogre zombie under its control.

A deceased-looking arm with fleshy tendrils ripping through the skin.

Using Evolving Items

Evolving items can be used as standard magic items—the GM simply determines the rarity at which the item is found. However, when used as evolving items, they typically start at their lowest stage and grow in power over time. The GM decides the conditions for their evolution, allowing for organic progression tied to the story and the characters’ actions. Those conditions could be something like:

  • Character Growth. Reaching a specific character level, class level, or proficiency milestone.
  • Arcane Empowerment. Enhancing the item through crafting, rituals, or materials obtained via quests or trade.
  • Attunement Over Time. Gaining deeper attunement by wielding the item for an extended period or completing a major storyline.
  • Thematic Achievements. Fulfilling tasks or trials related to the item’s nature or using the item in a defining moment.
  • Divine or Infernal Favor. Gaining recognition from deities, spirits, or other powerful entities tied to the item.
  • Environmental Influence. The item changes when exposed to specific locations, celestial events, or magical anomalies (e.g., bathed in moonlight, struck by lightning).

By using evolving items, the GM can weave them into the story, making them feel personal and rewarding as they develop alongside the characters.