Plant Mutation: Alternate Water Feeding
This mutation allows the plant to gain potable water from nearly any liquid source!
A particular type of Xenomorph variant which has been infused with the genetic material of Chiroptera. The originator of this particular variant must have been a massive bat in order to be used as a host.
The end result is a much larger than normal Xenomorph, and one which has the ability to fly. As if the species was bad enough as is. The creature is approximately ten feet in length, and has the standard bio-mechanical exoskeleton. The major difference is instead of the typical tubes and spikes on the back, it possesses a set of massive wings. These are more similar to that of the mythical dragon than an actual bat, and often show damage from close encounters with obstacles or unfriendly combatants. The creature’s skull is also somewhat shorter than the average Xenomorph, and has a large Mohawk-like crest.
When resting in the hive, the creatures use their feet claws to hang upside-down, in the same manner as the bat from which they obtained part of their genetic code.
The creature – according to reports – is also capable of producing eggs, like a queen, although at a much slower rate. While resting, they will spend up to 24 hours and for a single egg, which they will attach to the ceiling instead of on the ground, as is the case with a normal queen. They typically do this only once every 48-72 hours, as they spend the rest of the time hunting for food or for potential hosts.
Flying is not an easy chore for these creatures, as the base genetic code never really took the possibility into account. They are rather clumsy fliers, taking far longer to maneuver and turn. The only aspect which makes up for this is the increase in their base movement.
It has been discovered this particular species is generally targeted by other hives for destruction, as the queen sees this creature as a potential rival and will send her own drones and other variants, particularly the Praetorian guards to deal with it.
One of this particular Xeno’s favorite tactic is to grab a victim they do not wish to use for implantation and haul the target up into the sky, where if it proves to be particularly difficult to deal with, they will simply let it go and watch as it plummets to the ground. If the impact does not kill the target, they will often rinse and repeat as necessary.
Aliens, Predator, Thing Collection
Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his and on Twitter to keep up with his latest news and game content.
Xenomorph Bat (Combatant) CR 5 XP 1,600
Neutral large aberration
Init +11; Senses Blindsight 120 ft.; Perception +11
Defense HP 70
EAC 17; KAC 19
Fort +7; Ref +7; Will +6
Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 40 ft. (ground) or 60 ft. (flying)
Melee Bite, +14 (1d8+8 P) or two claws +10, (2d6+8 plus grab S), or tail +14, (1d10+8)
Space 10 ft. Reach 10 ft.
Offensive Abilities Drop, grab, inner jaw
Statistics
Str +3; Dex +7; Con +0; Int -4; Wis -2; Cha -2
Skills Acrobatics +16, Athletics +11, Stealth +16 (+21 in hive)
Feats Improved initiative
Languages None
Other Abilities Cling, stalker
Gear None
Ecology
Environment Any
Organization Solitary, or small groups (2d3)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 5d4+5 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike, the blood will have a chance to effect anyone near. The acid splash has a radius of 10 ft. and those caught in the area of effect are allowed a Ref save (DC 13) to avoid taking damage. If the save fails, the victim will suffer 5d4+5 points of damage per round, for 1d6 rounds.
Cling (Ex) The Xenomorph is able to move its full speed along any surface.
Drop (Ex) After successfully grabbing a target, the creature will use its next round (or next several rounds), flying straight up in the air, at its maximum movement rate. Once it has gained an altitude of at least 100 feet, it will simply drop the target it is carrying and allow gravity to do the work for it. Note the creature can only grab targets one size (or more) categories smaller than itself.
Grab (Ex) When the Xenomorph happens to be within range of a hive, it will often attempt to grab and drag a victim back to the hive to be cocooned and impregnated. The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target). If it succeeds, the creature will then drag the victim back to the hive to be used as a host. The victim can attempt to break free while grappled, requiring a successful escape (using the acrobatics skill). If the victim turns out to be ‘troublesome’ the creature can opt to bite in order to make the target more ‘compliant’.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d6+8 S) but is more accurate. The creature has a +17 with this particular attack, and if the target is grappled, then the bonus is +20.
Natural Weapons (Ex) Cannot be disarmed.
Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Poorly Adapted Limbs (drawback)
Type: Plant
Frequency: Common
Power Score: No
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Xenomorph Crustacean (Combatant) CR 5 XP 1,600
Neutral medium aberration
Init +2; Senses Blindsight (sound) 60 ft.; Perception +0
Defense HP 70
EAC 21; KAC 23
Fort +7; Ref +7; Will +6
Defensive Abilities Acid blood, acid splash, Improved Armor (Ex) ; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 30 ft.
Melee Bite, +14 (1d6+11 P) or four claws +10, (2d4+11 plus grab S), or one tail +14, (1d10+11 P)
Ranged Acid-coated pellet +11 (see description)
Offensive Abilities Acid-coated pellet, grab, inner jaw
Statistics
Str +6; Dex +2; Con +2; Int -4; Wis -2; Cha -2
Skills Acrobatics +11, Athletics +16, Stealth +16 (+21 in hive)
Languages None
Other Abilities Stalker
Gear None
Ecology
Environment Any
Organization Solitary or small groups (1d4)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 5d4+5 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid-coated pellet (Ex) This particular version of the Xenomorph is able to shoot a single pellet of hive material. The pellet has a range of 75 feet, and inflicts 2d8+5 P Acid damage. This additional damage can be negated with a successful Fort save (DC 13). If the attack is a critical, then no saving throw for the acid is allowed. The creature can use this attack only once every second round.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike, the blood will have a chance to effect anyone near. The acid splash has a radius of 20 ft. and those caught in the area of effect are allowed a Ref save (DC 13) to avoid taking damage. If the save fails, the victim will suffer 5d4+5 points of damage per round, for 1d6 rounds.
Grab (Ex) When the Xenomorph happens to be within range of a hive, it will often attempt to grab and drag a victim back to the hive to be cocooned and impregnated. The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. For each claw that successfully hits, the KAC to pin drops by 2, so if all four claws hit, then the creature only needs a KAC +5 to pin, instead of +13. The victim can attempt to break free while grappled, requiring a successful escape (using the acrobatics skill). If the victim turns out to be ‘troublesome’ the creature can opt to bite in order to make the target more ‘compliant’.
Improved Armor (Ex) The armor is significantly thicker and stronger than those of other Xenomorphs, and as such they gain a +4 to both EAC and KAC.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d6+11 S) but is more accurate. The creature has a +17 with this particular attack, and if the target is grappled, then the bonus is +20.
Natural Weapons (Ex) Cannot be disarmed.
Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Anti-Vampiric Field
Type: Physical, plant
Frequency: Rare
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: See description
Uses: Constant
Compulsive Mimic (drawback)
Type: Mental
Frequency: Uncommon
Power Score: Yes
Range: Personal
Duration: 1d6 plus power score modifier in rounds.
AI Recognition: None
Damage: None
Uses: One plus the power score modifier per hour.
Xenomorph Arachnid (Combatant) CR 2 XP 600
Neutral small aberration
Init +8; Senses Blindsight (sound) 60 ft.; Perception +7
Defense HP 25
EAC 13; KAC 15
Fort +4; Ref +4; Will +3
Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 30 ft.
Melee Bite, +10 (1d6+4 P) or two claws +6, (1d4+4 plus grab S)
Offensive Abilities Grab, inner jaw, poison bite
Statistics
Str +2; Dex +4; Con +1; Int -4; Wis -2; Cha -2
Skills Acrobatics +7, athletics +7, stealth +22
Feats Improved Initiative
Languages None
Other Abilities Camouflage, stalker, webbing
Gear None
Ecology
Environment Any
Organization small groups (2d3), medium groups (3d4) or large groups (6d4)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 2d4+2 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike; the blood will have a chance to effect anyone near. The acid splash has a radius of 20 ft. and those caught in the area of effect are allowed a Ref save (DC 11) to avoid taking damage. If the save fails, the victim will suffer 2d4+2 points of damage per round, for 1d6 rounds.
Camouflage (Ex) The creature possesses an exoskeleton, which allows it to become effectively invisible when viewed. This gives it a +10 bonus to Stealth, and is considered to be invisible when targeting in combat. It can turn this ability on and off as a standard action and can use it as many times a day as it needs.
Grab (Ex) When the Xenomorph happens to be within range of a hive, it will often attempt to grab and drag a victim back to the hive to be cocooned and impregnated. The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target). If it succeeds, the creature will then drag the victim back to the hive to be used as a host. The victim can attempt to break free while grappled, requiring a successful escape (using the acrobatics skill). If the victim turns out to be ‘troublesome’ the creature can opt to bite in order to make the target more ‘compliant’.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d4+4 S) but is more accurate. The creature has a +13 with this particular attack, and if the target is grappled, then the bonus is +16.
Poison bite (Ex) The Xenomorphs bite injects paralytic poison into the victim. The victim must make a Fort save (DC 11) or become paralyzed for 1d4 hours. The creature can use this poison with every bite.
Natural Weapons (Ex) Cannot be disarmed.
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Webbing (Ex) Once a victim has been paralyzed, the creature can produce a thick resin-like web, which is the same material used in the construction of the hives. The creature can fully cocoon a medium sized creature in 4+1d6 rounds. Smaller creatures will take significantly less time, while larger creatures will take more (a large creature would require 4+3d6, huge 4+6d6 and so forth). In order to escape these webs requires an acrobatics (escape) with a DC of 18. If the victim has help, they can escape in only a minute or less. It requires 1d10 rounds to successfully extract oneself from the webbing – if the escape roll succeeds.
Ancestral Memory
Type: Mental
Frequency: Uncommon
Power Score: Yes
Range: Personal
Duration: Instant
AI Recognition: None
Damage: None
Uses: Five plus power score modifier times per 24 hours.
Enhanced Insomnia (drawback)
Type: Physical
Frequency: Common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Xenomorph Queen Facehugger (Combatant) CR 10 XP 9,600
Neutral large aberration
Init +12; Senses Blindsight 120 ft.; Perception +19
Defense HP 165
EAC 23; KAC 25
Fort +12; Ref +12; Will +11
Defensive Abilities Acid blood, acid splash, ferocity; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 30 ft.
Melee Two claws +18, (2d10+15 S plus grab) or tail +22, (3d4+15)
Space 10 ft. Reach 10 ft. (15 ft. tail only)
Offensive Abilities Face grab
Statistics
Str +5; Dex +8; Con +3; Int +0; Wis +2; Cha +0
Skills Acrobatics +24, stealth +24 (+29 in hive)
Feats Improved initiative
Languages None
Other abilities Implant
Gear None
Ecology
Environment Any
Organization Solitary
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 10d4+10 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike; the blood will have a chance to affect anyone near. The acid splash has a radius of 10 ft. and those caught in the area of effect are allowed a Ref save (DC 17) to avoid taking damage. If the save fails, the victim will suffer 10d4+10 points of damage per round, for 1d6 rounds.
Cling (Ex) The Xenomorph is able to move its full speed along any surface.
Face Grab (Ex) The Queen Facehugger can implant a single embryo into a host, and unlike other Facehuggers, this particular creature will not simply curl up and die after implantation has occurred. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. The target is then allowed an Acrobatics (escape artists) DC 17 to try and free itself. If this fails, the Queen Facehugger then uses two of its legs and holds it tightly, forcing a tube down the target’s throat and rendering it unconscious. The implantation will then take 1d20 rounds to complete. Sometimes the face hugger will remain attached to the victim and keep it in this state for up to 4d6 hours. Once the face hugger has completed the implantation, it will eventually release the victim and search for a new victim. The victim has been implanted (see below)
Implant (Ex) Once a victim has been successfully implanted; the embryo will continue to grow. It can continue to implant victims as long as it remains alive. The creature is also fully capable of implanting an embryo, which will grow into a queen. Furthermore, it has been discovered the creature can also choose to implant a Crusher, Lurker, Praetorian, Spitter or Warrior. It will take as little as an hour or as long as several days before the embryo has grown enough to survive outside the host. At this time the embryo will then tear through the chest of the victim, killing it in the process. Typically the victim will have 4d12 hours before the creature bursts through its chest. If the victim is given medical treatment (actual surgery), the victim has a chance to survive. A surgeon (life science, medicine) will need a successful roll (DC 26) to remove the embryo. If the roll fails, the victim dies in the process.
Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Anaerobic Respiratory System
Type: Physical
Frequency: Uncommon
Power Score: Yes
Range: Personal
Duration: Power score in hours
AI Recognition: None
Damage: N/A
Uses: Constant
Overgrowth (drawback)
Type: Plant
Frequency: Uncommon
Power Score: No
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Xenomorph Snake (Combatant) CR 4 XP 1,200
Neutral large aberration
Init +8; Senses Blindsight 120 ft.; Perception +0
Defense HP 50
EAC 16; KAC 18
Fort +6; Ref +6; Will +5
Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 40 ft.
Melee Bite, +12 (1d8+9 P plus poison. Crit triple damage) or two claws +8, (2d6+9 S plus grab), Tail +12, (4d4+9 S)
Space 10 ft. Reach 10 ft.
Offensive Abilities Constrict, grab, inner jaw, poison bite.
Statistics
Str +4; Dex +5; Con +0; Int -4; Wis -2; Cha -2
Skills Acrobatics +10, Athletics +15, Stealth +15 (+20 in hive)
Feats Improved initiative
Languages None
Other Abilities Cling, stalker
Gear None
Ecology
Environment Any
Organization Solitary or small groups (1d4)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 4d4+4 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike, the blood will have a chance to effect anyone near. The acid splash has a radius of 10 ft. and those caught in the area of effect are allowed a Ref save (DC 13) to avoid taking damage. If the save fails, the victim will suffer 4d4+4 points of damage per round, for 1d6 rounds.
Cling (Ex) The Xenomorph is able to move its full speed along any surface.
Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful pin (see below). The damage inflicted is the same as the tail attack, except it is blunt instead of piercing. A creature with constrict deals this damage every round, unless the victim is able to make a successful Acrobatics (Escape) check.
Grab (Ex) The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead constricts the target).
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d6+9 S) but is more accurate. The creature has a +15 with this particular attack, and if the target is grappled, then the bonus is +18.
Natural Weapons (Ex) Cannot be disarmed.
Poison bite (Ex) The Xenomorphs bite injects paralytic poison into the victim. The victim must make a Fort save (DC 13) or become paralyzed for 1d4 hours. The creature can use this poison with every bite.
Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Anti-microbial Slime
Type: Plant
Frequency: Very common
Power Score: Yes.
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Roll on the chart below for the type of slime the plant possesses:
Anti-microbial Slime table
Roll |
Type |
1-4 |
The plant's body is covered with a special dermal slime that protects it from all manner of disease, making it immune to infection. |
5-6 |
The plant's body is covered with a special dermal slime that gives it added protection against macrobes, also known as oozes, slimes, jellies, fungus, and molds. Any type of creature such as the ones mentioned, if they attack the mutant with any type of physical attack, will suffer 3d6 plus the power score modifier (minimum of 0) damage. Also if the plant uses any type of physical attack, against one of the above creatures, the damage mentioned will be added to it. |
Compulsion to Kill (drawback)
Type: Mental
Frequency: Common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Xenomorph Mantis (Combatant) CR 4 XP 1,200
Neutral medium aberration
Init +6; Senses Blindsight 60 ft.; Perception +10
Defense HP 40
EAC 16; KAC 18
Fort +6; Ref +6; Will +5
Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 50 ft.
Melee Bite, +9 (1d8+8 P) or two claws +8, (2d12+8 S Crit 1d6+4 acid)
Space 10 ft. Reach 20 ft. (Claw only)
Offensive Abilities inner jaw
Statistics
Str +4; Dex +6; Con +0; Int -4; Wis -2; Cha -2
Skills Acrobatics +10, Athletics +15
Feats Improved initiative, cleave
Languages None
Other Abilities Jump
Gear None
Ecology
Environment Any
Organization Solitary or small groups (1d4)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 4d4+4 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike, the blood will have a chance to effect anyone near. The acid splash has a radius of 10 ft. and those caught in the area of effect are allowed a Ref save (DC 13) to avoid taking damage. If the save fails, the victim will suffer 4d4+4 points of damage per round, for 1d6 rounds.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d6+8 S) but is more accurate. The creature has a +15 with this particular attack.
Jump (Ex) As a move action, the creature is able to jump up to double its regular movement rate horizontally, or its movement rate vertically. The creature does not require an acrobatics roll to jump out of the melee range of an attacker, and as such is not subject to attacks of opportunity when it uses this ability.
Natural Weapons (Ex) Cannot be disarmed.
Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Ancestral Form
Type: Mental
Frequency: Rare
Power Score: Yes
Range: Touch
Duration: Permanent
AI Recognition: None
Damage: None
Uses: See description
Damaged Vocal Cords (drawback)
Type: Physical
Frequency: Common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: +1
Damage: None
Uses: Constant
Xenomorph Scorpion (Combatant) CR 2 XP 600
Neutral medium aberration
Init +6; Senses Blindsight 120 ft.; Perception +5
Defense HP 25
EAC 13; KAC 15
Fort +4; Ref +4; Will +3
Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 50 ft.
Melee Bite, +10 (1d8+6 P) or two claws +6, (2d6+6 S plus grab), or tail +10, (2d8+6 and poison)
Space 5 ft. Reach 10 ft. (tail only)
Offensive Abilities Grab, inner jaw, poison tail
Statistics
Str +4; Dex +2; Con +1; Int -4; Wis -2; Cha -2
Skills Acrobatics +12, Athletics +7, Stealth +12 (+17 in hive)
Feats Improved initiative, cleave
Languages None
Other Abilities Cling, stalker
Gear None
Ecology
Environment Any
Organization Solitary, small groups (1d4), medium groups (2d8), large groups (3d12) or hive (10d6)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 2d4+2 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike, the blood will have a chance to effect anyone near. The acid splash has a radius of 10 ft. and those caught in the area of effect are allowed a Ref save (DC 10) to avoid taking damage. If the save fails, the victim will suffer 2d4+2 points of damage per round, for 1d6 rounds.
Cling (Ex) The Xenomorph is able to move its full speed along any surface.
Grab (Ex) When the Xenomorph happens to be within range of a hive, it will often attempt to grab and drag a victim back to the hive to be cocooned and impregnated. The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target). If it succeeds, the creature will then drag the victim back to the hive to be used as a host. The victim can attempt to break free while grappled, requiring a successful escape (using the acrobatics skill). If the victim turns out to be ‘troublesome’ the creature can opt to bite in order to make the target more ‘compliant’.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d6+5 S) but is more accurate. The creature has a +11 with this particular attack, and if the target is grappled, then the bonus is +14.
Natural Weapons (Ex) Cannot be disarmed.
Poison Tail (Ex) The Scorpion can choose one of three attacks when it uses its tail attack. It can use a paralytic poison (Fort save DC 10). If it fails, the target is paralyzed for 3d6 rounds. If the target manages to shake off the effects, the Xenomorph can strike and poison it once again. It can also choose to use straight acid blood, and there is no save involved. The acid will do 2d4+2 points of additional damage for 1d6 rounds. Finally it can use a poison (Strength-based). See page 414 of the Starfinder core book for more information.
Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Ambidexterity
Type: Physical
Frequency: Very common
Power Score: No
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: N/A
Uses: Constant
Nocturnal (drawback)
Type: Plant
Frequency: Very common
Power Score: No
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
The plant is completely motionless during daylight hours. As soon as the sun dips below the horizon or the plant is in full shadow for 1d4 rounds or more, it will begin to move or otherwise act if it is able.
Xenomorph Feline (Combatant) CR 2 XP 600
Neutral medium aberration
Init +8; Senses Blindsight 120 ft.; Perception +7
Defense HP 25
EAC 13; KAC 15
Fort +4; Ref +4; Will +3
Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 50 ft.
Melee Bite +10 (1d8+5), or two claws +6 (2d6+5), or one tail +10 (1d10+5)
Offensive Abilities Grab, inner Jaw, rake
Statistics
Str +3; Dex +4; Con +1; Int -4; Wis -2; Cha -2
Skills Acrobatics +12, Athletics +7, Stealth +17 (+23 in hive)
Feats Improved initiative
Languages None
Other Abilities Cling, improved stalker, jump
Gear None
Ecology
Environment Any
Organization Solitary, small packs (1d4) or medium packs (2d6)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 2d4+2 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike; the blood will have a chance to affect anyone near. The acid splash has a radius of 5 ft. and those caught in the area of effect are allowed a Ref save (DC 11) to avoid taking damage. If the save fails, the victim will suffer 2d4+2 points of damage per round, for 1d6 rounds.
Cling (Ex) The Xenomorph is able to move its full speed along any surface.
Grab (Ex) When the Xenomorph happens to be within range of a hive, it will often attempt to grab and drag a victim back to the hive to be cocooned and impregnated. The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target). If it succeeds, the creature will then drag the victim back to the hive to be used as a host. The victim can attempt to break free while grappled, requiring a successful escape (using the acrobatics skill). If the victim turns out to be ‘troublesome’ the creature can opt to bite in order to make the target more ‘compliant’.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d6+5 S) but is more accurate. The creature has a +13 with this particular attack, and if the target is grappled, then the bonus is +17.
Jump (Ex) The beast has a powerful jump and it can leap double its movement rate horizontally, or its movement rate vertically. This is a full round action to perform and can be used at will.
Natural Weapons (Ex) Cannot be disarmed.
Rake (Ex) If the two front claws successfully hit, the creature is able to use its rear claws to attempt to disembowel the victim. First, the victim is automatically knocked prone (as is the creature) and then the creature gains a +4 to its attack giving it a +14 to hit and if it succeeds, it automatically inflicts 3d6+5 S Crit bleed 1d6 per round. It can stand up from this attack as a free action.
Improved Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +10 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +15
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Animated Seeds
Type: Plant
Frequency: Very common
Power Score: Yes.
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: See description
Combat Paralysis (drawback)
Type: Mental
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Xenomorph Ape (Combatant) CR 3 XP 800
Neutral medium aberration
Init +7; Senses Blindsight (sound) 60 ft.; Perception +0
Defense HP 40
EAC 14; KAC 16
Fort +5; Ref +5; Will +4
Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 50 ft.
Melee Bite, +11 (1d8+9 P) or two claws +7, (2d6+9 plus grab S) or tail +11, (1d10+9)
Space 5 ft. Reach 10 Ft.
Offensive Abilities Grab, inner jaw, spew, trip
Statistics
Str +6; Dex +3; Con +0; Int -4; Wis -2; Cha -2
Skills Acrobatics +8, athletics +8 (+13 climb), stealth +18 (+23 in hive)
Feats Improved Initiative
Languages None
Other Abilities Stalker, tail.
Gear None
Ecology
Environment Any
Organization Solitary or small groups (1d4)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 3d4+3 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike; the blood will have a chance to effect anyone near. The acid splash has a radius of 20 ft. and those caught in the area of effect are allowed a Ref save (DC 12) to avoid taking damage. If the save fails, the victim will suffer 3d4+3 points of damage per round, for 1d6 rounds.
Grab (Ex) When the Xenomorph happens to be within range of a hive, it will often attempt to grab and drag a victim back to the hive to be cocooned and impregnated. The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target). If it succeeds, the creature will then drag the victim back to the hive to be used as a host. The victim can attempt to break free while grappled, requiring a successful escape (using the acrobatics skill). If the victim turns out to be ‘troublesome’ the creature can opt to bite in order to make the target more ‘compliant’.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d6+8 S) but is more accurate. The creature has a +14 with this particular attack, and if the target is grappled, then the bonus is +17.
Natural Weapons (Ex) Cannot be disarmed.
Spew (Ex) This Xenomorph is able to spew acid in a 30 ft. cone. All targets in the area of effect must make a Ref save (DC 12) or be struck by the acid. The acid will do 3d4+3 points of damage per round for 1d6 rounds. Those who make the save take no damage at all. The beast can use this three times per day.
Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10
Tail (Ex) Thanks to the longer tail, this creature is able to climb at its full movement rate, and gains a racial bonus of +5 to Athletics.
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Analyze Structural Integrity
Type: Mental
Frequency: Common
Power Score: Yes
Range: Touch
Duration: Permanent
AI Recognition: None
Damage: None
Uses: See description
Dispersed Cerebellum (drawback)
Type: Physical
Frequency: Rare
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None or +4 if no head present
Damage: None
Uses: Constant
Xenomorph Raven (Combatant) CR 10 XP 9,600
Neutral large aberration
Init +6; Senses Blindsight 120 ft.; Perception +5
Defense HP 165
EAC 23; KAC 25
Fort +12; Ref +12; Will +11
Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 50 ft.
Melee Bite, +22 (2d10+18P) or two claws +18, (3d4+18 S plus grab), or tail +22, (2d12+18)
Ranged Spit +19 (2d10+10 acid) up to 150 ft. range
Space 10 ft. Reach 10 ft. (20 ft. tail)
Offensive Abilities Acid spit, grab, roar
Statistics
Str +8; Dex +3; Con +3; Int -4; Wis -2; Cha -2
Skills Acrobatics +19, Athletics +24, Stealth +24 (+29 in hive)
Feats Improved initiative, cleave
Languages None
Other Abilities Cling, stalker
Gear None
Ecology
Environment Any
Organization Solitary or small groups (1d4)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 10d4+10 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Spit (Ex) As a standard action, the creature is capable of spitting a gob of acid at any target within 150 feet of its position. When it strikes the target, anyone within 5 feet of the target must make a Ref save (DC 17) or be hit by the splash. The acid will burn for 10d4+10 points of damage for 1d6 rounds.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike, the blood will have a chance to effect anyone near. The acid splash has a radius of 10 ft. and those caught in the area of effect are allowed a Ref save (DC 17) to avoid taking damage. If the save fails, the victim will suffer 10d4+10 points of damage per round, for 1d6 rounds.
Cling (Ex) The Xenomorph is able to move its full speed along any surface.
Grab (Ex) The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target). Instead of dragging the victim back to the hive, the creature will instead attempt to kill the target on the spot.
Natural Weapons (Ex) Cannot be disarmed.
Roar (Su) As a free action, the beast is able to roar. This is so loud and powerful that those who are within the radius of the roar must make a Will save (DC 17) or become shaken for 1d4 rounds. Other Xenomorphs are immune to the effects of this ability.
Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Limp (drawback)
Type: Plant
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Alter Toxic Weapon
Type: Physical
Frequency: Rare
Power Score: Yes
Range: Personal / Touch
Duration: 1 attack or saving throw
AI Recognition: None
Damage: See description
Uses: 1 plus power score modifier times per day (minimum of 1)
Xenomorph Boiler (Combatant) CR 1 XP 400
Neutral medium aberration
Init +2; Senses Blindsight (sound) 60 ft.; Perception +0
Defense HP 20
EAC 11; KAC 13
Fort +3; Ref +3; Will +3
Defensive Abilities Acid blood, acid splash explosive; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 20 ft.
Melee Bite, +8 (1d8+5 P) or two claws +4, (2d6+5 plus grab S)
Offensive Abilities Grab, inner jaw, trip
Statistics
Str +4; Dex +2; Con +1; Int -4; Wis -2; Cha -2
Skills Acrobatics +10, Athletics +5, Stealth +10 (+15 in hive)
Languages None
Other Abilities Stalker
Gear None
Ecology
Environment Any
Organization Solitary or small groups (1d4)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 1d4+1 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike, the blood will have a chance to effect anyone near. The acid splash has a radius of 20 ft. and those caught in the area of effect are allowed a Ref save (DC 10) to avoid taking damage. If the save fails, the victim will suffer 1d4+1 points of damage per round, for 1d6 rounds.
Explosive (Ex) The creature is fragile, and its acidic blood seems to be under heavy pressure. Whenever the creature suffers 10 or more points of damage, it will detonate. The radius is the same as the acid splash and causes the same damage, but the exoskeleton fragments also inflict hideous damage, causing 3d4+1 points of damage. A Ref save (DC 10) will result in half damage. Strangely enough, other ‘boilers’ are immune to the acid and the explosive exoskeleton effects.
Grab (Ex) When the Xenomorph happens to be within range of a hive, it will often attempt to grab and drag a victim back to the hive to be cocooned and impregnated. The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target). If it succeeds, the creature will then drag the victim back to the hive to be used as a host. The victim can attempt to break free while grappled, requiring a successful escape (using the acrobatics skill). If the victim turns out to be ‘troublesome’ the creature can opt to bite in order to make the target more ‘compliant’.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d6+5 S) but is more accurate. The creature has a +11 with this particular attack, and if the target is grappled, then the bonus is +14.
Natural Weapons (Ex) Cannot be disarmed.
Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Animal Limbs or Organs
Type: Plant
Frequency: Common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Limbs or Organs Table
Roll |
Type |
1-3 |
Limbs |
4-6 |
Organs |
Animal Organs Table
Roll |
Organ |
Effect |
1 |
Adrenal Gland |
The fight or flight hormones are very efficient in the mutant. As a result it gains two plus the power score modifier to its initiative roll and all physical attacks are increased by 50%. For example, the mutant normally would get a single attack per round. With this mutation it will get an additional attack every other round. On round one it gets one attack. On round two it gets two attacks, and then on round three it goes back to one attack, etc. The mutant also gains two plus the power score modifier to all saving throws where speed and Dexterity are concerned. |
2 |
Bone Marrow |
The mutant gains three plus the power score modifier to its natural healing rate and gains two plus the power score modifier to its saving throws against poisons, toxins and disease, as the body is constantly producing new blood cells and flushing old cells from the body. |
3 |
Circulatory System |
The mutant takes only half damage from any slashing, cutting, piercing or similar attacks because when the walls of veins are punctured, they seal up almost instantly. Any attacks that cause additional damage per round from bleeding or the like are nullified. |
4 |
Heart |
The mutant gains one plus the power score modifier hit point per point of Constitution and its natural healing rate per day is multiplied by the same factor. For example, the mutant has a modifier of +3 then the daily healing rate is multiplied by four. If the optional rules for fatigue are used, then the mutant’s Constitution score is considered to be four times greater than normal. |
5 |
Liver |
The mutant gains two plus the power score modifier to saving throws against poisons and toxins. Whenever they come into contact with destructive poisons, it is treated as if it was two plus the power score modifier classes weaker, but the poison cannot drop below class one. For example, a mutant with a power score of 12 would treat a class five poison as if it was only class three. The mutant is immune to any poison that causes sleep or paralysis. |
6 |
Lung |
The mutant’s lungs are far more efficient than its ancestors. They are able to hold their breath considerably longer. If the optional rules for drowning and suffocation are used then the mutant’s Constitution score is considered to be two plus the power score modifier times greater for determining length of time the mutant can hold its breath. The mutant also gains two plus the power score modifier bonus to saving throws where breath control is concerned. |
7 |
Nervous System |
The mutant gains two plus the power score modifier to its Dexterity score, two plus the power score modifier to initiative and cannot be surprised. Also, it is effectively immune to any attacks that would cause sleep or paralysis (including poisons and mental attacks) |
8 |
Spleen |
The mutant is effectively immune to all disease, and gains two plus the power score modifier to its natural healing rate per day. For example, the normal healing rate is 1d3, a mutant with a power score of 15 (+2 modifier) the mutant’s healing rate will now be 4-7 (1d3 +4) per day. The mutant also gains additional hit points equal to the mutant’s Constitution score. |
9 |
Stomach |
The mutant’s stomach and intestinal tract is so efficient at processing food that it needs only 25% of its normal intake to survive. If the mutant has the dietary requirement drawback, this means that the amount of food it needs to consume is also affected. For example, if the mutant has to consume carrion, 10 hit points or ¼ pound per day to survive, it only requires three hit points or 1/16th of a pound to survive. Also if the mutant has the diet change boost, all effects are doubled! The mutant also gains two plus the power score modifier to its saving throw in regards to any ingested toxins (poisons, toxins, disease etc.) |
10 |
Multiple |
Roll 1d2+1 and that is the number of times the mutant rolls on this chart, re-rolling this result. |
Chaos Field (drawback)
Type: Mental
Frequency: Rare
Power Score: Yes
Range: Power score in feet
Duration: One plus power score modifier in rounds.
AI Recognition: None
Damage: None
Uses: See description
Chaos field table
Roll |
Result |
1 |
Negative modifier to hit |
2 |
Positive modifier to hit |
3 |
Negative modifier to AC |
4 |
Positive modifier to AC |
5 |
Negative modifier to saves |
6 |
Positive modifier to saves |
7 |
Negative modifier to damage (per dice) |
8 |
Positive modifier to damage (per dice) |
9 |
Roll for two effects (re-rolling this or the next result) |
10 |
Roll for three effects (re-rolling this or the previous result) |
Chaos field power table
Power Score |
Result |
3-6 |
1 |
7-10 |
2 |
11-14 |
3 |
15-18 |
4 |
19-21 |
5 |
Every 4 points above 22 |
+1 |
Xenomorph Crusher (Combatant) CR 10 XP 9,600
Neutral huge aberration
Init +9; Senses Blindsight 120 ft.; Perception +19
Defense HP 165
EAC 23; KAC 25
Fort +12; Ref +12; Will +11
Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum
Weaknesses Flanking vulnerability, vulnerability to fire
Offense
Speed 40 ft.
Melee Bite, +22 (2d10+15 P) or two claws +18, (3d4+15 plus grab S), or ram
Space 15 ft. Reach 15 ft.
Offensive Abilities Devastating charge, inner jaw
Statistics
Str +8; Dex +5; Con +3; Int -4; Wis -2; Cha -2
Skills Acrobatics +24, Athletics +19
Feats Improved initiative
Languages None
Gear None
Ecology
Environment Any
Organization Solitary
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 10d4+10 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike, the blood will have a chance to effect anyone near. The acid splash has a radius of 10 ft. and those caught in the area of effect are allowed a Ref save (DC 17) to avoid taking damage. If the save fails, the victim will suffer 10d4+1. points of damage per round, for 1d6 rounds.
Devastating Charge (Ex) As a full round action, the Crusher can charge at any target within 60 ft. of its position. The charge follows the standard rules for charging an opponent, and there cannot be any obstructions in the way or the charge fails. Any target struck by the charge will suffer 2d12+15 points of damage and must make a Ref save (DC 17) or be not only knocked prone by the attack, but knocked back 1d6x5 feet from its current position.
Flaking Vulnerability For the most part the creature is nearly invulnerable to most types of physical damage, but those who are able to get directly behind it will find a literal chink in the armor. The EAC and KAC is 4 points less when attacked from the rear.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (2d8+15 S) but is more accurate. The creature has a +27 with this particular attack, and if the target is prone, then the bonus is +30.
Natural Weapons (Ex) Cannot be disarmed.
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Alter Physical State
Type: Mental
Frequency: Rare
Power Score: Yes
Range: Touch
Duration: Permanent
AI Recognition: None
Damage: See description
Uses: Three plus power score modifier per day
Crepitus (drawback)
Type: Physical
Frequency: Very common
Power Score: Yes
Range: Power score in feet
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Xenomorph Neomorph (Combatant) CR 1 XP 400
Neutral medium aberration
Init +7; Senses Blindsight 60 ft.; Perception +5
Defense HP 20
EAC 11; KAC 13
Fort +3; Ref +3; Will +3
Immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 40 ft.
Melee Bite, +8 (1d8+4 P Crit triple damage) or two claws +4, (1d6+4 S plus grab), or tail strike +8 (1d4+4 P)
Offensive Abilities Grab, inner jaw
Statistics
Str +3; Dex +3; Con +1; Int -4; Wis -2; Cha -2
Skills Acrobatics +10, Athletics +5, Stealth +10
Feats Improved initiative
Languages None
Other Abilities Cling, spoor reproduction, stalker
Gear None
Ecology
Environment Any
Organization Solitary or small groups (1d6)
Special Abilities
Cling (Ex) The Xenomorph is able to move its full speed along any surface.
Grab (Ex) The Neomorph grabs only to inflict injury. The creature uses this ability to increase its chances to hit with the inner jaw attack it possesses. The Neomorph must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target). If it succeeds, the creature will then use its Inner jaw attack on the victim (see below). The victim can attempt to break free while grappled, requiring a successful escape (using the acrobatics skill). If the victim turns out to be ‘troublesome’ the creature can opt to bite in order to make the target more ‘compliant’.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d4+4 S) but is more accurate. The creature has a +10 with this particular attack, and if the target is grappled, then the bonus is +13.
Natural Weapons (Ex) Cannot be disarmed.
Spoor Reproduction (Ex) The creature is able to reproduce through its excrement. The feces of the Neomorph contain spoors, which will grow into clusters of fungal like pods. Each of these clusters, when disturbed, will release a cloud of spoors. Each cluster covers a 5 foot radius, and anyone entering it must make a REF save (DC 10) or set off the spoor cloud. This cloud will cover a 10 ft. radius and anyone in this radius must then make a Fort save (DC 10) or becomes infected with the spoor. Over the next hour, the victim must make another Fort save or lose 1d4 points of Constitution. Once three successful save have been made in a row, or the victim received medical treatment (medicine DC 10), the spoors will be purged. If they are not purged, once the victim’s Constitution score reaches zero, the victim will die horribly as a young Neomorph will tear free from the torso of the victim.
Stalker (Ex) Like the Xenomorph, the Neomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls.
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Alter Radiation
Type: Physical
Frequency: Rare
Power Score: Yes
Range: Twice the power score (round to nearest five foot increment)
Duration: As long as the mutant concentrates
AI Recognition: None
Damage: None
Uses: Concentration (see description)
Xenomorph Trilobite (Combatant) CR 2 XP 400
Neutral medium aberration
Init +8; Senses Blindsight 120 ft.; Perception +7
Defense HP 25
EAC 13; KAC 15
Fort +4; Ref +4; Will +3
Defensive Abilities immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 30 ft.
Melee Up to four Tentacles +6 (1d6+7 B) or bite +10 (3d4+7 P)
Offensive Abilities Face grab, implant
Statistics
Str +5; Dex +1; Con +1; Int -4; Wis -2; Cha -2
Skills Acrobatics +7, Athletics +7, Stealth +17
Feats Improved initiative
Languages None
Other Abilities Cling, stalker
Gear None
Ecology
Environment Any
Organization Solitary
Special Abilities
Cling (Ex) The Xenomorph is able to move its full speed along any surface.
Face Grab (Ex) Like the Facehugger, the Trilobite has only one purpose in its existence – to find a host to implant the Deacon embryo. Unlike the Facehugger, this creature does not seem to care if it is hidden or not. If the creature has successfully grabbed a target with its Tentacle Grab (below), the it will attempt to implant the victim with a Deacon embryo. The target is then allowed an Acrobatics (escape artists) DC 15 to try and free itself. If this fails, the Trilobite then wraps the tentacles around the body of the target, rendering it unconscious. It literally engulfs the head of the victim in its mouth in order to enact the actual implantation. This will take 1d20 rounds to complete. Unlike the Facehugger, it will not remain attached to the victim after implantation has been completed.
Implant (Ex) Once a victim has been successfully implanted, the Deacon embryo will continue to grow. It will take as little as an hour or as long as several days before the embryo has grown enough to survive outside the host. At this time the embryo will then tear through the chest of the victim, killing it in the process. Typically the victim will have 4d12 hours before the creature bursts through its chest. If the victim is given medical treatment (actual surgery), the victim has a chance to survive. A surgeon (life science, medicine) will need a successful roll (DC 16) to remove the embryo. If the roll fails, the victim dies in the process.
Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10
Tentacle Grab (Ex) When the Xenomorph happens to be within range of a hive, it will often attempt to grab and drag a victim back to the hive to be cocooned and impregnated. The creature must make a claw attack, it will do normal damage. The creature will gain a +1 to this attack for every successful strike it gains with a tentacle attack. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target).
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Lead Roots (drawback)
Type: Plant
Frequency: Common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Animal Form
Type: Plant
Frequency: Rare
Power Score: Yes
Range: Power score in feet
Duration: Permanent – see description
AI Recognition: None
Damage: None
Uses: One plus power score modifier per 24 hours.
Atrophied Cerebellum (drawback)
Type: Mental
Frequency: Uncommon
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Xenomorph Deacon (Combatant) CR 1 XP 400
Neutral medium aberration
Init +4; Senses Blindsight (sound) 60 ft.; Perception +0
Defense HP 20
EAC 11; KAC 13
Fort +3; Ref +3; Will +3
Immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 30 ft.
Melee Bite, +8 (1d8+3 P) or two claws +4, (2d6+3 plus grab S)
Offensive Abilities Grab, inner jaw
Statistics
Str +2; Dex +4; Con +1; Int -4; Wis -2; Cha -2
Skills Acrobatics +10, Athletics +5, Stealth +10
Languages None
Other Abilities Implantation, Stalker
Gear None
Ecology
Environment Any
Organization Solitary, small groups (1d4), or medium groups (2d6)
Special Abilities
Grab (Ex) More often than not, the Deacon will attempt to grab a target in order to implant it with a Trilobite embryo. The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target).
Implantation (Ex) If the Deacon successfully grabs a target, the creature can attempt to implant it with a Trilobite. The target is then allowed an Acrobatics (escape artists) DC 15 to try and free itself. If this fails, the Deacon will ‘kiss’ the target and shove a long, thin tongue-like appendage down the throat. The victim is still awake and aware during this process and can attempt to escape. The implantation will then take 1d4 rounds to complete. Once a victim has been successfully implanted, the Deacon will let the victim go and leave in search of more prey. The implanted embryo will continue to grow. It will take as little as an hour or as long as several days before the embryo has grown enough to survive outside the host. At this time the embryo will then tear through the chest of the victim, killing it in the process. Typically the victim will have 4d12 hours before the creature bursts through its chest. If the victim is given medical treatment (actual surgery), the victim has a chance to survive. A surgeon (life science, medicine) will need a successful roll (DC 16) to remove the embryo. If the roll fails, the victim dies in the process. If not removed the Trilobite will eventually burst forth, killing the host and continue the hunt for another host.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d6+5 S) but is more accurate. The creature has a +11 with this particular attack, and if the target is grappled, then the bonus is +14.
Natural Weapons (Ex) Cannot be disarmed.
Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls.
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Alter Memories
Type: Mental
Frequency: Common
Power Score: Yes
Range: Touch
Duration: Permanent
AI Recognition: None
Damage: None
Uses: One plus power score modifier per 24 hours
Color Blindness (drawback)
Type: Physical
Frequency: Very common
Power Score: No
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Xenomorph Newborn (Combatant) CR 5 XP 1,600
Neutral medium aberration
Init +2; Senses Darkvision 60 ft.; Perception +11
Defense HP 70
EAC 17; KAC 19
Fort +7; Ref +7; Will +6
Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum
Weaknesses Vulnerability to fire
Offense
Speed 30 ft.
Melee Bite, +14 (1d8+10 P) or two claws +10, (2d6+10 S)
Statistics
Str +5; Dex +2; Con +3; Int +0; Wis -2; Cha -2
Skills Acrobatics +16, Athletics +11
Languages None
Other Abilities Xenomorph hatred, hybrid affinity
Gear None
Ecology
Environment Any
Organization Solitary or small groups (1d4)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 5d4+5 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike, the blood will have a chance to effect anyone near. The acid splash has a radius of 20 ft. and those caught in the area of effect are allowed a Ref save (DC 13) to avoid taking damage. If the save fails, the victim will suffer 5d4+5 points of damage per round, for 1d6 rounds.
Xenomorph Hate (Ex) Even though this creature is the result of combining human and Xeno DNA, it has a distinct hatred of any Xenomorph it encounters. When it sees another Xeno, it will go into a killing frenzy after only 1d4 rounds. During this, the Newborn gains a +4 to hit and the damage inflicted against Xenomorphs is automatically doubled.
Hybrid Affinity (Ex) The creature has a natural affinity towards hybrids, and will never attack or actively attempt to harm any hybrid it encounters. It will listen to simple commands issued by the hybrid, and will fight to defend the hybrid if it encounters any sort of hostiles.
Natural Weapons (Ex) Cannot be disarmed.
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Alter Natural Weapons
Type: Physical
Frequency: Uncommon
Power Score: Yes
Range: Touch
Duration: 1/4 the power score in hours (rounded to nearest)
AI Recognition: +1
Damage: None
Uses: Two plus power score modifier times per day.
Alter natural weapons table
Power Score |
Modification |
Effect |
03-10 |
Enhanced damage |
The damage is increased by one plus the power score modifier. |
11-15 |
Increase Size |
The mutant can create a larger natural weapon than is normally found on a creature its size. It can use the next category size for damage. For example, a humanoid mutant creates claws, which do 1d6. With this option the mutant can use the claws as if he was a large creature, doing 1d8 damage. |
16-20 |
Ease of use |
The creature gains a one plus the power score modifier to hit when using the ranged weapon. |
21+ |
Extra modification |
The mutant can add an additional modification to any natural weapon, even if it already has one. |
Iron Core (drawback)
Type: Plant
Frequency: Uncommon
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Xenomorph Hybrid (Combatant) CR 1 XP 400
Neutral medium aberration
Init +2; Senses Darkvision 60 ft. Perception +0
Defense HP 20
EAC 13; KAC 16
Fort +3; Ref +5; Will +3
Defensive Abilities Acid blood; immunities Acid
Offense
Speed 30 ft.
Melee Two claws, +4, (1d4+5)
Ranged Semi auto pistol +8 (1d6)
Statistics
Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha -2
Skills Acrobatics +5 (+7 escape artist), Athletics +5, Stealth +12
Languages Common
Other Abilities Stalker
Gear Freebooter armor 1.
Ecology
Environment Any
Organization Solitary or small groups (1d4)
Special Abilities
Acid blood (Ex) The blood of the hybrid is acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 1d4+1 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round.
Claws (Ex) the Hybrid has strong claw-like fingernails, giving it a natural claw attack for 1d4+str damage.
Natural Weapons (Ex) Cannot be disarmed.
Stalker (Ex) The hybrid has inherited some of its genetic namesake’s ability to stalk prey. The hybrid gains a +2 racial bonus to perception, stealth and survival rolls.
Racial Traits
Ability Adjustments: +2 Str, +2 Dex, -2 Cha
Hit Points 5
Size and Type: Hybrids are Medium humanoids with the Aberration subtype.
Darkvision: Hybrids possess darkvision out to 60 ft.
Aberration Traits: Hybrids gain a +2 to Will saving throws
Acid blood (Ex) The blood of the hybrid highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 1d6 points of damage. The blood will continue to burn for 1d6+6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea.
Stalker (Ex) The hybrid has inherited some of its genetic namesake’s ability to stalk prey. As such it gains a +2 racial bonus to perception, stealth and survival rolls.
Alternate Abilities
Hybrids come in many different shapes and sizes. As such, choose one of the following Physical Traits. Once chosen, it cannot be changed. The hybrid is allowed to choose another trait once they hit level 5, 10, 15 and a final trait once they achieve level 20.
Acid Splash (Ex) Whenever the hybrid is hit by any type of attack which inflicts actual hit point damage, the blood will have a chance to effect anyone near. The acid splash has a radius of 10 ft. and those caught in the area of effect are allowed a Ref save (DC 10+CR rating) to avoid taking damage. If the save fails, the victim will suffer 1d6+CR rating points of damage per round, for 1d3 rounds.
Acid Spit (Ex) As a standard action, the hybrid is capable of spitting a gob of acid at any target within 50 feet of its position This is a ranged attack. When it strikes the target, anyone within 5 feet of the target must make a Ref save (DC 10 + 1 per CR rating) or be hit by the splash. The acid will burn for 1d6+CR rating points of damage for 1d3 rounds. The Hybrid can use this ability one plus the Constitution modifier times per day - so if the Hybrid has a Constitution modifier of +4, they can use it 5 times per day.
Back Spikes (Ex) The hybrid possesses a series of four strange hollow back-spikes, as is the case with the majority of the Xenomorphs. These act as oxygen storage for the hybrid, giving it a total of 2 hours, where it does not need to breathe. They also act as filters, giving the hybrid a +2 bonus to any saving throw involving gases or inhaled toxins.
Eyeless (Ex) The hybrid has no eyes, just flesh covering where the orbs would normally be located. As such they lose Darkvision, but gain Blindsight 60 ft. As such the creatures are immune to Gaze attacks.
Natural Exoskeleton (Ex) Having inherited the genetic structure of the Xenomorph, the hybrid has patches of black Exoskeleton located all over its body. As a result, the Hybrid gains a +2 to EAC and KAC.
Tail (Ex) Like other members of the species, the Hybrid has a long, spiked tail. It gains a bonus of +2 to Acrobatics checks, and can use it as a weapon. The tail has a reach of 10 ft. and attacking with it is considered a combat action. If it strikes, the tail will inflict 1d8+Str+CR rating of the hybrid.
Teeth (Ex) The hybrid has the sharp teeth of the species. As such it gains a natural bite attack which inflicts 1d6+Str+CR rating. This is considered a combat action.
Unnatural Reflexes (Ex) The joints of the hybrid are shaped and structured differently than those of normal humanoids. As such they gain a +2 to Reflex saves, and a +2 bonus to Acrobatics (Escape Artist) rolls.
Alternate Water Feeding
Type: Plant
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant