Starfinder: Grower Xeno-necro

Starfinder: Grower Xeno-necro

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We are getting down to the final few Dead Space conversions. After the last of the conversions are up, then I will continue with the last few undead I created for Mutant Future and that will be it for undead - for now!

This particular monster from the series was extremely frustrating, as it was almost impossible to destroy!

Have fun with it!

The mutant has a great deal of difficulty using any sort of weapon – any sort of item for that matter. If the mutant ever attempts to a gadget or item with its appendages, it must make a Dexterity check (roll under his Dexterity on a D20) or automatically drop it. Also activating or otherwise using the item if it somehow managed to keep hold of it always requires 1d6 plus the power score modifier in rounds. Furthermore using any weapon likewise suffers the same penalty, however, the mutant will suffer a penalty of three plus the power score modifier on any to hit roll. Oddly enough, the mutant has no issues using natural weapons, so these penalties do not apply in this case.

Mutation Index
Entertainment Mutant Index
New Mutant Monday Series One Index
New Mutant Monday Series Two Index

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 personal author page on Facebook and on Twitter to keep up with his latest news and game content.

Appendage Incapability (drawback)

Type: Mental

Frequency: Common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Xenomorph Predalien (Combatant) CR 9 XP 6,400

Neutral medium aberration

Init +10; Senses Blindsight 120 ft.; Perception +8

 

Defense                                                             HP 145

EAC 22; KAC 24

Fort +11; Ref +11; Will +10

Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum

Weaknesses Vulnerability to fire

 

Offense

Speed 40 ft.

Melee Bite, +21 (2d10+13 P) or two claws +17, (2d6+13 S plus grab), or tail +21, (1d10+13)

Space 5 ft. Reach 10 ft. (tail only)

Offensive Abilities Grab, inner jaw

 

Statistics

Str +4; Dex +6; Con +2; Int +0; Wis +0; Cha +0

Skills Acrobatics +21, Athletics +16, Stealth +21 (+26 in hive)

Feats Improved initiative, cleave

Languages None

Other Abilities Cling, implant, rapid implantation, stalker

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 9d4+9 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 16) to avoid taking damage. If the save fails, the victim will suffer 9d4+9 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 (1d10+13 S) but is more accurate. The creature has a +24 with this particular attack, and if the target is grappled, then the bonus is +27.

Natural Weapons (Ex) Cannot be disarmed.

Rapid Implantation (Ex) If the creature successfully grabs a target, it can attempt to strike with the inner jaw attack. The difference is if it so choses, the creature can shove the inner jaw down the throat of the victim, causing only half damage. As long as the creature maintains the grab, it can then begin to implant embryos, at the rate of 1 per round, up to a maximum of six embryos after six rounds. Each round the beast will inflict half the damage from the inner jaw attack, and it can sense if the victim is going to succumb to the injuries, at which point it will release the victim, having fulfilled its biological imperative. Implant (Ex) Once a victim has been successfully implanted, the 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

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 Circadian Rhythm

Type: Mental

Frequency: Very Common

Power Score: Yes

Range: 10 times power score in feet. 

Duration: 1d12 plus power score modifier hours.

AI Recognition: None

Damage: None

Uses: Four plus power score modifier per 16 hours.

 

Bizarre Appearance

Type: Physical

Frequency: Very common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: See description

Damage: None

Uses: Constant

One or more aspect of the mutant has changed, marking it clearly as a mutant. While many mutants in the wastelands can sometimes pass as human, these particular mutants cannot. When determining the type of alteration possessed by the mutant, roll on the above tables to determine what makes them different

 

Bizarre Appearance Type Table

Roll

Altered Feature

1-4

Coloration

5-6

Features

7-8

Limbs

9-10

Vestigial Body Parts

 

Bizarre Appearance (coloration) (drawback)

First, the player should determine the characters starting hair, eye and skin color. This can easily be chosen based on the player’s choice. For example, a player might choose to have his character start with lightly tanned skin, blue eyes and blond hair. The same can be chosen if the player is creating a mutated animal. After the player has chosen these traits, he must then choose two of these to be affected by the bizarre pigmentation mutation. He chooses from hair, skin or eye color. Once the player has chosen which two are to be modified, consult the following steps:

 

Step 1: Number of different shades of coloration

After having determined the type of coloration, it is now time to determine how many different shades of coloration the mutant possesses. The vast majority of mutants will have one to three different shades, while more rare individuals will end up having as many as 10 or more different shades.

 

Number of shades table

Roll

Number of Shades

01-40

1

41-70

2

71-90

3

91-95

1d3+4

96-99

1d4+6

100

1d6+8

 

Step 2: Type of coloration

Roll Percentile dice to determine what kind of coloration the mutant has. Basic colors are yellow, red, blue, green etc. If Crystalline or Metallic are rolled, the hair, eyes or skin appear to be made of either type, but when touched feel like regular flesh or hair.

            Usually, the mutant will have the same overall type of coloration over his body. Take a mutant that has both the bizarre skin and hair coloration – most mutants will have both as a basic color or both will be metallic and so forth. On rare occasions, the mutant will have more than one type of coloration (see below).

            If the character rolls mixture, he then chooses two of the three types of color (for example, basic and crystalline color, or maybe metallic and crystalline), and then chooses which feature is which. Again, for example, the character can choose to have metallic eye color and crystalline hair, or basic skin color and metallic hair, etc.

As an alternate rule, if the player has rolled two or more shades of color for the mutant, he can, if the ML agrees, roll once for each type of coloration, re-rolling mixture. This way the mutant could end up having a mixture of basic, crystalline and even metallic color in his pigmentation.

 

Type of coloration table

Roll

Type of Coloration

01-50

Basic Color

51-75

Crystalline Color

76-95

Metallic Color

96-100

Mixture

 

Step 3: Coloration Patterns

In the case of mutants having more than one shade of coloration, the player should then determine the pattern as it appears on his body or hair.  This will be the general pattern for the coloration, so even if the mutant has more than 3 different shades of color, they will be of the same type of pattern. For example, a mutant with three different shades of basic color (red, green and yellow) rolls on the chart below. He gets striped as the color pattern, so the stripes along his body will vary between red, green and yellow.

            In the case where the mutant has dotted, splotchy, and spotted, the player should choose one of the colors to be the primary body color, and the other colors will make up the various spots, dots and splotches.

            Generally there are no patterns for eye color. The ML should allow the player to have an unusual pattern if he so desires. 

 

Color pattern table

Roll

Color Pattern

01-25

Striped

26-50

Dotted

51-60

Swirled

61-70

Splotchy

71-85

Spotted

86-95

Banded

96-100

Geometric

 

Explanation of patterns:

Striped: The body, hair or eyes of the mutant have striping very much like that of a zebra or tiger.

Dotted: One color is dominant (chosen by the player), while the other or other colors are a series of variable sized, but perfectly round dots covering the mutants body.

Swirled: All the colors of the mutant’s body are swirled together, making for very strange patterns, in some cases much like what you would see on camouflaged clothing.

Splotchy: The colors of the mutant’s body are not spread evenly. There are some sections of his body that are mainly just one color, while other sections could be made up of two or more irregularly shaped splotches of color.

Spotted: As with dotted, the player chooses one color that is dominant, and the rest appear all over the mutant’s body as irregularly shaped spots, which also vary in size. Think of a Dalmatian.

Banded: The mutant’s colors appear as variably shaped bands all over the body.

Geometric: The colors are spread out in perfect geometric patterns on the mutant’s body. For example, a mutant with two colors could have his left side pure white, while his right side is pure black, or has a checker board pattern, or diamond pattern. Roll on the appropriate table below to determine the type of geometric pattern.

            When dealing with multiple colors, nature tends to locate patterns on specific parts of the body. Sometimes it can cover the entire body, while other times the pattern will be found on one part, or several different parts of the body.

            Consult the following tables to see how much of the body the pattern covers, and where the pattern is located.

 

Color percentage table

Roll

Percentage of body covered

01-50

Entire Body

51-70

75% of the body

71-85

50% of the body

86-95

25% of the body

96-100

10% of the body

 

            If the body is less than 50% covered by the pattern, the player should consult the location of pattern table to see which parts of the body are covered. Typically, say if the body is 50% covered, then that might include the torso (both the front and back, upper and lower), or maybe all four limbs (or more, if the mutant has multiple limbs). Optionally, if the player has 75% coverage, he can always roll on the appropriate table to see which part of the body is not covered by the pattern.

            In the case of 25% or 10% coverage, the hands or feet, or maybe the head, neck or shoulders or any combination thereof can be rolled or chosen for the location of the pattern.

 

Color location table

Roll

Location of Pattern

01-13

Head

14-25

Neck

26-39

Shoulders

40-52

Arms / Legs

53-65

Front / Back Torso (upper)

66-77

Front / Back Torso (Lower)

78-90

Groin (front or back)

91-100

Hands or Feet

 

Consult this chart for each different geometric pattern.

 

Geometric pattern table

Roll

Geometric Pattern

01-14

Half and Half

15-28

Square

29-42

Triangle

43-56

Rectangle

57-70

Hexagon

71-84

Diamond

85-100

Octagon

 

            Half and half is not necessarily the correct term. The mutant could have three or more different colors, and they will be spread out evenly across his entire body, such as the black and white example above, or it could be black and white and yellow, in the case of three colors or any combination of.

 

Step 4: Color types

            Now that you have determined the type of coloration, the number of colors, the patterns and finally the shade intensity, it is time to find out what kind type of colors your mutant possesses. Each type of coloration will have its own table for determining the colors that could be found. Of course, the ML or player can choose the coloration, or add various shades to the list.

 

Base color table

Roll

Base Color

01-09

Pure Black

10-18

Pure White

19-27

Grey

28-36

Red

37-45

Yellow

46-54

Purple

55-63

Orange

64-72

Green

73-81

Blue

82-90

Pink

91-100

Brown

 

Crystalline color table

Roll

Crystalline Color

01-09

Diamond

10-18

Onyx

19-27

Hematite

28-36

Ruby

37-45

Sapphire

46-54

Amethyst

55-63

Topaz

64-72

Emerald

73-81

Lapis Lazuli

82-90

Garnet

91-100

Agate

 

Metallic color table

Roll

Metallic Color

01-10

Platinum

11-20

Titanium

21-30

Iron

31-40

Rust

41-50

Gold

51-60

Copper

61-70

Tin

71-80

Silver

81-90

Bronze

91-100

Zinc

 

Step 5: Coloration shade intensity

           

Now, for each shade of color the mutant possesses, determine the shade intensity.

 

Shade intensity table

Roll

Shade Intensity

01-33

Dim

34-67

Regular

68-100

Bright

 

            By using intensity, it is possible for the mutant to have the same coloration, but of different shades. For example, a mutant has two different base color pigmentations, and he rolls red as the color twice. By using the shade intensity, he ends up rolling one as dim, the second as bright.

 

Bizarre Appearance (features) (drawback)

Genetic mutation has caused one or more changes in the features or appearance of the mutant. It is very possible for a mutant with multiple feature alterations to get rolls on the same chart. For example, a mutant with three changes could roll two off the hair chart and one off the skin chart. The combinations are endless. None of the altered features give any real bonus or penalties to actions or defenses, although the ML can choose to change that if he so desires. They will affect reaction rolls for those who dislike or hate mutants.

First, consult the following chart to see how many altered features the mutant possesses:

 

Number of features tables

Roll

Number of Features

1-2

1

3-5

1d2

S 6-8

1d2+1

9

1d3+2

10

1d4+3

 

            Now, determine the type of feature that needs to be altered:

 

Altered feature table

Roll

Feature

1

Hair

2

Skin

3

Eyes

4

Ears

5

Nose

6

ML’s Choice

7-8

Player’s Choice

 

            Now consult the following charts based upon the type of feature that has been altered.

 

Type of feature table

Roll

Modification

Effect

1

Scales

The mutant does not have hair on its head or body. Instead it has a fine layer of scales, which provide no benefit.

2

Feathers

Instead of hair, the mutant head and body is coated in feathers. These provide no benefit.

3

Spines

The mutant’s body, where there would normally be hair, instead has thick spines. These provide no bonus.

4

Patchy

The mutant has hair on its body and head, but it is thin and patchy, giving the mutant a sickly appearance.

5

Bald

The mutant is completely bald, having no hair on its head or body what so ever.

6

Bony Growth

The mutant has thick bone like growth covering its body where hair would normally be. This growth provides no benefit.

7

Crest

The mutant has a reptilian like crest or sail that grows from the front of its head down to the top of its spine.

8

New Substance

The hair is made up of an unusual type of substance, such as metal, plastic, cloth, paper, and so forth. This is typically best combined with Xeno structure element change.

8-9

ML’s Choice

The ML chooses the type.

10

Player’s Choice

The Player chooses the type.

 

Skin modification table

Roll

Modification

Effect

1

Scales

The mutant’s flesh is covered in tiny interlocking scales. These are not thick enough to provide any sort of benefit.

2

Knobby

The mutant’s skin is thick and knobby, giving it a very rough appearance and the flesh feels hard to the touch. Despite the appearance the knobby flesh does not provide any sort of benefit.

3

Pebbled

Like knobby, the flesh of the mutant is covered in small ‘pebbles’. These pebbles of hard flesh provide no benefit.

4

Wrinkled

The flesh of the mutant is heavily wrinkled, making the mutant look very old, even if it is not.

5

Barbed

The mutant’s flesh is covered in tiny barbed hooks, which look like tiny hairs.  These hooks cause no damage but can be distracting.

6

Hirsute

The mutant’s body, every square inch, is covered in hair, unless the mutant already has fur, in which case re-roll). The mutant is often mistaken for an animal as a result, but there is no other benefit or drawback.

7

ML’s Choice

The ML chooses the type.

8

Player’s Choice

The Player chooses the type.

 

Eye modification table

Roll

Modification

Effect

1

Slanted

The mutant’s eyes heavily are slanted, giving it a cat like appearance.

2

Tiny

The mutant’s eyes are very small, and it appears as if the eyes are either closed or the mutant is squinting. Despite this, the mutant is able to see perfectly normal

3

Huge

The eyes of the mutant are significantly larger than normal for its species, giving it a constant surprised or stunned look. Despite this, the mutant suffers no drawbacks and can see just fine.

4

Misplaced

The mutant’s eyes are not in the correct location. They could be on the side of the head, beneath the chin, on the top of the head, and so forth.

5-6

Unusual Iris

The mutant’s irises are distinctly abnormal. They could have slit like irises, goat like, animal or chameleon like, or even strange geometric shapes, or no visible irises at all.

7

ML’s Choice

The ML chooses the type.

8

Player’s Choice

The Player chooses the type.

 

Ear modification table

Roll

Modification

Effect

1-2

Misplaced

Like the eyes, the ears are no longer in their usual location.

3

Non existent

The mutant simply has two tiny holes where the ears would normally be.

4

Pointed

The ears are pointed, like an elf’s.

5

Misshapen

The mutant’s ears are unsightly lumps of hard flesh.

6

Wing like

The ears of the creature appear to be wing like – bat like, bird like, even insect like. They will have the appropriate type of coating as well (feathers, exoskeleton, etc.)

7

Huge

The mutant’s ears are comically huge, making it the butt of many a joke.

8

Tiny

The ears are incredibly small, as to being almost non-existent.

9

ML’s Choice

The ML chooses the type.

10

Player’s Choice

The Player chooses the type.

 

Nose modification table

Roll

Modification

Effect

1

Misplaced

Like the eyes or ears, the nose of the mutant in question is misplaced, no longer in the correct location.

2

Slit or hole

The mutant has a pair of small, slit or hole-like openings instead of a nose, giving it a reptilian appearance.

3

Bulbous

The nose is large and misshapen, rather unsightly.

4

Huge

The nose is normal for the species, but is far larger than normal.

5

Tiny

The nose is normal for the species, but is far smaller than normal, almost to the point of nonexistant.

6

Animal like

The mutant has a nose that is not normal for its species. It could be a cold, wet and black, a dog-like nose, or a pig like snout, or any other type of animal like nose.

7

ML’s Choice

The ML chooses the type.

8

Player’s Choice

The Player chooses the type.

Bizarre Appearance (limbs) (drawback)

The mutant’s limbs are either not located in what is considered normal for its particular species, or are longer or shorter than normal.

            First consult the following chart to see what manner of limb is affected by this mutation:

 

Bizarre appearance (limb) table

Roll

Limb

1

Arm or manipulative limb

2

Leg or locomotive limb

3

Hand (or paw)

4

Foot (or paw)

5

Tail (if no tail, re-roll)

6

Wing (if no wing, re-roll)

7

Other Limb (tentacle, etc. if none, then re-roll)

8

Two types (roll twice, re-rolling the same result)

9

Players choice

10

ML choice

 

            Secondly, consult the following chart to see what the mutation has done to the limb:

 

Limb Mutation Effect table

Roll

Effect

1-2

Longer

3-4

Shorter

5-6

Misplaced location

 

            In the case of a limb being longer or shorter, consult the following chart for the differences:

 

Length Alteration table

Roll

Increase / Decrease

1-5

25%

6-9

50%

10

75%

 

            If misplaced location for limbs was rolled, consult the following chart to see the number of limbs that are affected by this mutation. In the case of creatures with multiple limbs (such as the mutation or other creatures like centipedes), the following chart is for the number of limbs that are misplaced.

 

Number of Limbs table

Roll

Number of Limbs

1-5

1 or half

6

Both or all

 

            The next chart determines the location of the limb on the body of the mutant, and any effects it has:

 

Location of Limb table

Roll

Location

Effect

1

Head

If one arm is located on the head, no two-handed weapons can be used. If one leg is attached the head, movement is reduced to 25%. If both legs are attached to the head, then movement is normal (albeit, strange).

2

Upper front of torso

The arm or legs grow out of the chest. If only one arm or is located here then no two-handed weapons can be used. If one leg is attached the movement is reduced to 25%. If two legs are attached, the movement rate is cut in half.

3

Upper back of torso

If one arm is attached here, the mutant can only use one-handed weapons. If both arms are attached here, the mutant can still fight but at a –2 due to difficulty seeing (unless it has mutations that allow it to see behind it). For legs, see above.

4

Same side

(Only for arms or manipulative limbs). The mutant’s arm or arms are located on the same side of the torso. It can not use two-handed weapons.

5

Lower front of torso

If one arm is attached here, the mutant can only use one-handed weapons. If both arms are attached here, the mutant can still fight but at a –2 due to difficulty seeing (unless it has mutations that allow it to see behind it). For legs, see above.

6

Lower back of torso

If one arm is attached here, the mutant can only use one-handed weapons. If both arms are attached here, the mutant can still fight but at a –2 due to difficulty seeing (unless it has mutations that allow it to see behind it). For legs, see above.

7

Players choice

The player chooses the location.

8

ML choice

The ML chooses the location.

 

            In the case of longer or shorter limbs, consult the following chart for the effects:

 

Limb type modification table

Limb Type

Shorter Effect

Longer Effect

Leg

If one leg is affected, movement is cut to 25%. If both legs are affected, normal movement is 50%

If one leg is affected, movement is cut to 25%, if both legs are affected, movement is increased by 25%

Arm

If one arm is affected, then the mutant can not use two-handed weapons, and the affected limb is at –2 to hit.  If both are affected, then the mutant only suffers a –2 to hit.

If one arm is affected, then the mutant can not use two-handed weapons. If both are affected, then no penalties apply.

Wing

If one wing is affected, the mutant can not actually fly.

If one wing is affected, the mutant can not actually fly.

Tail

Any bonuses are halved, and any combat bonuses and damage is reduced by 50%

As with shorter, but instead of reduced, the bonuses are increase.

Other Limb

See tail

See tail

Hand (paw)

Incapable of using hand with normal size weapons. Negatives to certain skills (up to –20% to repairing technology rolls) and other skills if used by ML, -25% damage from natural weapons on that limb.

Difficulty in using smaller items, weapons might have to be custom sized, but add an additional 25% damage with any natural weapons, and up to a –20% in repairing technology rolls.

Foot (paw)

-25% to movement speed, -25% damage from natural weapons on that limb.

-25% to movement speed, +25% damage from natural weapons.

 

            Mutants so afflicted will find it impossible to use artifact armour and any clothing or non-technological armour will cost 50% more PER LIMB or aberrant modification.

 

Bizarre Appearance Vestigial Body Parts (drawback)

The mutant has a large number of under-developed limbs on its body, or digits on its hands and feet or other such appendages

            Consult the chart below:

 

Vestigial Body Parts Table

Roll

Type

Effect

1-3

Arms

The mutant has 1d6 plus the power score modifier additional under-developed arms. These grow out from its torso and make it all but impossible for the mutant to wear artifact armor. The limbs are completely useless and cannot be used. All clothing and armor must be tailor made and cost an additional 100%. AI recognition +4

4-5

Digits

The mutant has 1d10 additional digits growing from each appendage. They do not work and often get in the way. As a result the mutant suffers a one plus the power score modifier with any hand-held weapon. The mutant also suffers a –10% plus -5% per power score modifier to technology rolls. Finally any footwear must be custom made, costing an additional 100%.  AI recognition +2

6-7

Legs

The mutant has 1d4 plus the power score modifier additional under-developed legs. These grow out from its hips and legs and as with the arms, make it all but impossible for the mutant to wear artifact armor. All clothing and armor must be tailor made and cost an additional 100%. AI recognition +4

8

Wings

The mutant has developed vestigial wings. These wings are completely useless to the mutant as they cannot lift it off the ground, increase its jumping distance, help it in a fall or even allow it to glide. Any armor and clothing must be specially tailored and costs an additional 50%. Also, the mutant is incapable of wearing any form of artifact armor. If the mutant does not possess wings, then simply re-roll, ignoring this result.

9

Xeno-morphism Part

This effectively renders useless any xenomorphism part the mutant might possess. The ML can decide if this is the case or not. If the mutant does not possess a new body part, roll for the xenomorphism part to see what it has and cannot use. AI recognition same as xenomorphism part.

10

Choose

Choose one of the following parts.  

 

Xenomorph Canine (Combatant) CR 2 XP 600

Neutral medium aberration

Init +6; 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 40 ft.

Melee Bite, +10 (1d8+6 P) or two claws +6, (2d6+6 plus grab S), or tail +10, (1d10+6)

Space 5 ft. Reach 10 ft. (tail only)

Offensive Abilities Grab, inner jaw, trip

 

Statistics

Str +4; Dex +2; Con +1; Int -4; Wis -2; Cha -2

Skills Acrobatics +12, Athletics +7, Stealth +17 (+22 in hive)

Feats Improved initiative, cleave

Languages None

Other Abilities Cling, pack tactics, 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 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 +11 with this particular attack, and if the target is grappled, then the bonus is +14.

Natural Weapons (Ex) Cannot be disarmed.

Pack Tactics (Ex) When two or more of the creatures are together, they will hunt in packs the way canines such as wolves hunt. They will use tactics in an attempt to corner prey, and they will always attack at the same time to ensure they can get flanking.  For every two creatures in the pack hunting a single target, they will gain a +1 to hit.

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

Trip (Ex) The creature can attempt to trip its opponent as a Free Action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the Creature is not tripped in return.

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 Genetic Code

Type: Physical, plant

Frequency: Rare

Power Score: Yes

Range: Touch

Duration: Half the power score in turns or half the power score in days.

AI Recognition: None

Damage: None

Uses: One plus the power score modifier times per week.

Hollow (drawback)

Type: Plant

Frequency: Uncommon

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Xenomorph Facehugger(Combatant) CR 1/3 XP 135

Neutral tiny aberration

Init +8; Senses Blindsight 120 ft.; Perception +7

 

Defense                                                             HP 6

EAC 10; KAC 12

Fort +1; Ref +1; Will +2

Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum

Weaknesses Vulnerability to fire

 

Offense

Speed 30 ft.

Melee Face Grab +4 (see below)

Space 2.5 ft. Reach 5 ft.

Offensive Abilities Face grab, implant

 

Statistics

Str +2; Dex +4; Con +1; Int -4; Wis -2; Cha -2

Skills Acrobatics +7, Athletics +3, Stealth +3 (+8)

Feats Improved initiative

Languages None

Other Abilities Cling, stalker

Gear None

 

Ecology

Environment Any

Organization Solitary, small groups (1d6), or medium groups  (2d8)

 

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 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 8) to avoid taking damage. If the save fails, the victim will suffer 1d4 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 Face hugger has only one purpose in its existence – to find a host to implant the embryo. This creature will attempt to remain hidden and then jump onto a potential victim. It can strike at ranges of up to ten feet distance. 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 15 to try and free itself. If this fails, the face hugger then wraps itself around the head of the target, 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 die. The victim has been implanted (see below)

Implant (Ex) Once a victim has been successfully implanted, the 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

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 Soil Consistency

Type: Plant

Frequency: Common

Power Score: Yes

Range: Touch

Duration: Permanent

AI Recognition: None

Damage: None

Uses: 50 plus 25 times the power score in pounds.

 

Acute Flight Instinct (drawback)

Type: Mental

Frequency: Very common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Xenomorph King (Combatant) CR 14 XP 38,400

 

Neutral huge aberration

Init +4; Senses Blindsight 120 ft.; Perception +25

 

Defense                                                             HP 250

EAC 30; KAC 32

Fort +16; Ref +16; Will +12

Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum

Weaknesses Vulnerability to fire

 

Offense

Speed 30 ft.

Melee Bite, +27 (8d6+26 P) or two claws +23, (4d8+26 S plus grab), two lesser claws +23 (4d6+26 S plus grab) or tail +27, (8d10+26 P)

Space 15 ft. Reach 25 ft. (45 ft. tail only)

Offensive Abilities Grab, inner jaw, rend

 

Statistics

Str +12; Dex +4; Con +6; Int -2; Wis -2; Cha +0

Skills Acrobatics +30, Athletics +25

Feats Cleave, great cleave

Languages None

Other Abilities Cling

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 14d4+14 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 20) to avoid taking damage. If the save fails, the victim will suffer 14d4+14 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 +30 with this particular attack, and if the target is grappled, then the bonus is +32.

Natural Weapons (Ex) Cannot be disarmed.

Rend (Ex) The strength of the king is so powerful that if it manages to latch onto a target with both claws (through the grab ability), the target must immediately make a Fort Save (DC 20) or be ripped in two, killing it instantly. Even if the saving throw succeeds, the target still suffers 10d6+26 damage from the attack.

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.

 

Activate Mutation

Type: Mental

Frequency: Uncommon

Power Score: Yes

Range: five times the power score.

Duration: Instant

AI Recognition: None

Damage: None

Uses: One plus power score modifier per hour.

Xenomorph Queen (Combatant) CR 14 XP 38,400

Neutral huge aberration

Init +4; Senses Blindsight 120 ft.; Perception +25

 

Defense                                                             HP 250

EAC 28; KAC 30

Fort +16; Ref +16; Will +14

Defensive Abilities Acid blood, acid splash, ferocity; immunities Acid, cold, vacuum

Weaknesses Vulnerability to fire

 

Offense

Speed 30 ft.

Melee Bite, +27 (8d6+24 P) or two claws +23, (4d8+24 S plus grab), two lesser claws (+23 4d6+24 S plus grab) or tail +27, (5d10+24)

Space 15 ft. Reach 25 ft. (35 ft. tail only)

Offensive Abilities Grab, inner jaw, rend

 

Statistics

Str +10; Dex +4; Con +6; Int +0; Wis +2; Cha +0

Skills Acrobatics +30, Athletics +25

Feats Cleave, great cleave

Languages 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 14d4+14 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 20) to avoid taking damage. If the save fails, the victim will suffer 14d4+14 points of damage per round, for 1d6 rounds.

Ferocity (Ex) When the queen is brought to 0 hit points, it can fight for one more round. It can act normally until the end of its next turn; if it has 0 HP at that point, it dies. If it would lose further HP before this, it ceases to be able to act and dies.

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 +30 with this particular attack, and if the target is grappled, then the bonus is +32.

Natural Weapons (Ex) Cannot be disarmed.

Rend (Ex) The strength of the queen is so powerful that if it manages to latch onto a target with both main claws (through the grab ability), the target must immediately make a Fort Save (DC 20) or be ripped in two, killing it instantly. Even if the saving throw succeeds, the target still suffers 10d6+24 damage from the attack.

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.

 

Xenomorph Praetorian Guard (Combatant) CR 8 XP 4,800

Neutral large aberration

Init +7; Senses Blindsight 120 ft.; Perception +18

 

Defense                                                             HP 90

EAC 18; KAC 20

Fort +8; Ref +8; Will +7

Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum

Weaknesses Vulnerability to fire

 

Offense

Speed 30 ft.

Melee Bite, +19 (1d10+13 P) or two claws +15, (3d6+13 S plus grab), or tail +19, (2d10+13)

Space 10 ft. Reach 15 ft. (tail only)

Offensive Abilities Enraged, grab, inner jaw

 

Statistics

Str +5; Dex +3; Con +2; Int -2; Wis -2; Cha -2

Skills Acrobatics +18, Athletics +13, Stealth +18 (+23 in hive)

Feats Improved initiative, cleave

Languages None

Other Abilities Cling, stalker

Gear None

 

Ecology

Environment Any

Organization Medium groups (4d4).

 

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 8d4+8 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 14) to avoid taking damage. If the save fails, the victim will suffer 8d4+8 points of damage per round, for 1d6 rounds.

Cling (Ex) The Xenomorph is able to move its full speed along any surface.

Enrage (Ex) If the queen is ever damaged in the presence of the praetorian guard, the creature will go berserk. It will gain +4 to hit, +4 damage but will lose 2 points to both EAC and KAC. The Praetorian will remain enraged until the creature which inflicted damage on the queen has been destroyed.

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 +22 with this particular attack, and if the target is grappled, then the bonus is +25.

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.

 

Xenomorph Spitter (Combatant) CR 2 XP 600

Neutral medium aberration

Init +6; Senses Blindsight 120 ft.; Perception +5

 

Defense                                                             HP 20

EAC 11; KAC 13

Fort +3; Ref +3; Will +3

Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum

Weaknesses Vulnerability to fire

 

Offense

Speed 50 ft.

Melee Bite, +8 (1d8+5 P) or two claws +4, (2d6+5 S plus grab), or tail +8, (2d8+5)

Ranged Spit +8 (1d6 acid) up to 150 ft. range

Space 5 ft. Reach 10 ft. (tail only)

Offensive Abilities Acid spit, grab, inner jaw

 

Statistics

Str +4; Dex +2; Con +1; Int -4; Wis -2; Cha -2

Skills Acrobatics +10, Athletics +5, Stealth +10 (+15 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 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 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 10) or be hit by the splash. The acid will burn for 2d4+2 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 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) 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.

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.

 

Xenomorph Lurker (Combatant) CR 3 XP 800

Neutral medium aberration

Init +6; Senses Blindsight 120 ft.; Perception +8

 

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+8 P) or two claws +7, (2d6+8 S plus grab), or tail +11, (1d10+8)

Space 5 ft. Reach 10 ft. (tail only)

Offensive Abilities Grab, inner jaw

 

Statistics

Str +4; Dex +2; Con +1; Int -4; Wis -2; Cha -2

Skills Acrobatics +13, Athletics +8, Stealth +13 (+18 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 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 10 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.

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+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.

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.

 

Xenomorph Drone (Combatant) CR 1 XP 400

Neutral medium aberration

Init +6; Senses Blindsight 120 ft.; Perception +5

 

Defense                                                             HP 20

EAC 11; KAC 13

Fort +3; Ref +3; Will +3

Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum

Weaknesses Vulnerability to fire

 

Offense

Speed 40 ft.

Melee Bite, +8 (1d8+5 P) or two claws +4, (2d6+5 S), or tail +8, (1d10+5)

Space 5 ft. Reach 10 ft. (tail only)

Offensive Abilities Grab, inner jaw

 

Statistics

Str +4; Dex +2; Con +1; Int -4; Wis -2; Cha -2

Skills Acrobatics +10, Athletics +5, Stealth +10 (+15 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 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 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 1d4+1 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 successful grapple attack (surpass the targets KAC +13). 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.

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.

 

Intellect Xeno-necro CR 21 XP 409,600

Neutral Evil Gargantuan undead

Init +0; Senses Darkvision 300 ft.; Perception +26

 

Defense                                                             HP 400

EAC 12; KAC 14

Fort +15; Ref +7; Will +19

Defensive Abilities DR 8 points against all physical attacks; toughened hide, Xeno-necro absorption; immunities Cold, vacuum, undead immunities

Weaknesses Death echo, energy vulnerability

 

Offense

Speed N/A

Melee Tentacle lash +31 (3d6+10) or up to four tentacle lashes, +27 (2d6+10).

Ranged Acid bolt, +21 (2d6+4 Crit burn 2d8) Has a range of 200 feet.

Space 20 ft.; Reach 30 ft.

Offensive Abilities Acid ball, creeping insanity, penetrating poison gas, summon Xeno-necro, Xeno-necro birth

 

Statistics

Str +10; Dex +0; Con -; Int +4; Wis +5; Cha +5

Skills Acrobatics (escape only) +20, bluff +15, computers +14, diplomacy +25, intimidate +25, engineering +14, life science +24, physical science +12, sense motive +25, survival +15

Feats Amplify glitch, barricade, blind fight, deadly aim, fast talk, improved critical, improved stand still, iron will, penetrating attack, stand still, unfriendly fire.

Languages Common, infernal, abyssal, draconic

Gear None

 

Ecology

Environment Any

Organization Solitary

 

Special Abilities

Acid Ball (Ex) Once every 1d4+1 rounds, the Intellect is able to create a large ball of acid. The ball is one foot in diameter and it can be spit at any point within 250 ft. The ball will then explode, covering a 30 foot radius. All creatures in the area of effect are allowed a Reflex save (DC 25). Those who fail will suffer 8d6 acid damage, and will take an additional 3d4 points of acid damage per round (for 1d3 rounds) after. Those who succeed will take half damage and will not be affected by the lingering acid.

Ambush (Ex) The Xeno-necro is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.

Creeping Insanity (Su) All sentient life within a 3 mile radius of the Intellect is subjected to a psionic attack every twenty-four hours. A Will save (DC 30) is required to avoid the effects of this attack, and if it fails, the victim will lose 1d6 points of Wisdom. Once the victims Wisdom score reaches zero, they will go on a rampage, attacking anyone they encounter. They have no choice in this matter, and will continue to kill those they encounter until all life around them has been destroyed. If there are no more targets, the victims will then kill themselves. All those killed by the victim will rise up 1d6 rounds later as a Xeno-necro, with the slicer being the most common form encountered.

Death Echo (Su) Every time a Xeno-necro within a 5 mile radius of the Intellect is destroyed, it will lose hit points equal to 10% of the creatures total (rounded up), so if a Slicer is destroyed (13 hp), the Intellect will lose 2 hit points.

Energy Vulnerability The Intellect, like all Xeno-necro’s, are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.

Penetrating Poison Gas (Su) The atmosphere around the Intellect is utterly toxic.  This gas is able to get into even the most tightly enclosed suits, and will even work in the vacuum of space. Anyone struck by the gas must make a Fort save (DC 28) or suffer 1d4 points of temporary Constitution damage, and will become nauseated for 1d6 rounds.  This gas attack will only affect living creatures. The gas covers an area of 300 feet, centered on the Intellect.

Summon Xeno-necro (Su) The Intellect can call upon all Xeno-necro’s within a 5 mile radius, and the creatures will move at their maximum movement rate in order to reach the Intellect. It can also teleport up to four of the nearest Xeno-necros to any point within 150 feet of its current location. The Intellect is able to use this ability only once per hour.

Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.

Xeno-necro Absorption (Su) The Intellect is able to take any Xeno-necro within its range and literally absorb it back into its own mass. This will automatically heal damage the monster has sustained at the rate of 40% of the absorbed Xeno-necro’s hit point total. For example, if the Intellect grabs a Jugger Xeno-necro and absorbs it, the intellect will heal 27 hit points of damage.

Xeno-necro birth (Su) Anyone killed within a 200 ft. radius of the Intellect is forever dead, and will automatically rise in 1d3 rounds as a Xeno-necro of the Intellects choice.

Xeno-necro Subtype

These creatures are created through strange necromantic energies generated by an ancient artifact. The victims must be in the area of effect of the artifact for typically 7 plus 2d8 days. During this period, they suffer from strange and horrifying nightmares, and slip into depression and near the end become violent and suicidal.  The energies released by the artifact (which can vary in size from a small decoration, all the way up to a massive monolith), cause a fundamental change deep in the victim’s genetic code, causing them to mutate upon death into literal undead monster.  No one knows for certain as to the purpose of this, and why this happens, as the creators of the artifact have long since departed this plane of existence.

This subtype can be added to any humanoid corpse.  The humanoid automatically becomes Undead (gaining all the traits) and the subtype becomes Xeno-necro, likewise gaining the traits from such. All previous skills and feats are lost, and the creature retains a bare-minimum intellect, although its only desire is to hunt and kill. It cannot be reasoned with, spoken to or interacted with in any way.

It should be noted these creatures will only attack living, organic targets. They will ignore robots, androids and the like unless they come under attack from the aforementioned types.

 

Required Creature Type: Undead

Suggested Array: Combatant (although it can vary)

Traits: Ambush, energy vulnerability, toughened hide, all undead traits, immunity to cold.

Suggested Ability modifiers: Strength and Dexterity

Ambush (Ex) The Xeno-necro is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.

Energy Vulnerability The Xeno-necro, like all of this subtype, are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.

Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.

 

Regurger Xeno-necro CR 4 XP 1,200

Neutral medium undead (Xeno-necro)

Init +0; Senses Darkvision 60 ft.; Perception +4

 

Defense                                                             HP 23

EAC14; KAC 16

Fort +1; Ref +5; Will +6

Defensive Abilities Blink, toughened hide; immunities Acid, cold, vacuum

Weaknesses Energy vulnerability

 

Offense

Speed 30 ft.

Melee Two slashing arm blades , +2, (1d6+2 S, Crit 1d4 bleed per round)

Ranged Acidic globe, +5, (1d8 E Crit burns 1d6 for 1d4 rounds, 50 ft. range)

Offensive Abilities Acid ball, ambush, stench

 

Statistics

Str +2; Dex +0; Con -; Int -3; Wis +2; Cha +0

Skills Athletics + 4, stealth +5

Feats Coordinated shot, lighting reflexes

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Small groups (1d4)

 

Special Abilities

Acid Ball (Ex) Once per day, the Regurger is able to create a large ball of acid. The ball is one foot in diameter and it can be spit at any point within 50 ft. The ball will then explode, covering a 20 foot radius. All creatures in the area of effect are allowed a Reflex save (DC 15). Those who fail will suffer 4d6 acid damage, and will take an additional 1d4 points of acid damage per round (for 1d3 rounds) after. Those who succeed will take half damage and will not be affected by the lingering acid.

Ambush (Ex) The Regurger is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The Regurger gains a +4 racial bonus to Stealth as a result.

Blink (Su) The creature is constantly ‘blinking’ when it is moving and attacking. Each time this happens, time speeds up around the Blink. This gives the creature total concealment. This ability is constantly on.

Energy Vulnerability (Ex) The Regurger are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.

Stench (Su) The creature has a powerful stench of sulfuric acid. If anyone comes within 15 feet of the creature, they must make a Fort saving throw (DC 15) or become nauseated as long as they remain within the area of effect.

Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.

Xeno-necro Subtype

These creatures are created through strange necromantic energies generated by an ancient artifact. The victims must be in the area of effect of the artifact for typically 7 plus 2d8 days. During this period, they suffer from strange and horrifying nightmares, and slip into depression and near the end become violent and suicidal.  The energies released by the artifact (which can vary in size from a small decoration, all the way up to a massive monolith), cause a fundamental change deep in the victim’s genetic code, causing them to mutate upon death into literal undead monster.  No one knows for certain as to the purpose of this, and why this happens, as the creators of the artifact have long since departed this plane of existence.

This subtype can be added to any humanoid corpse.  The humanoid automatically becomes Undead (gaining all the traits) and the subtype becomes Xeno-necro, likewise gaining the traits from such. All previous skills and feats are lost, and the creature retains a bare-minimum intellect, although its only desire is to hunt and kill. It cannot be reasoned with, spoken to or interacted with in any way.

It should be noted these creatures will only attack living, organic targets. They will ignore robots, androids and the like unless they come under attack from the aforementioned types.

 

Required Creature Type: Undead

Suggested Array: Combatant (although it can vary)

Traits: Ambush, energy vulnerability, toughened hide, all undead traits, immunity to cold.

Suggested Ability modifiers: Strength and Dexterity

Ambush (Ex) The Xeno-necro is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.

Energy Vulnerability The Xeno-necro, like all of this subtype, are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.

Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.

 

Grower Xeno-necro CR 8 XP 4,800

Neutral medium undead (Xeno-necro)

Init +4; Senses Darkvision 60 ft.; Perception +6

 

Defense                                                             HP 45

EAC 15; KAC 17

Fort +4; Ref +6; Will +8

Defensive Abilities Enhanced resistance (Electricity 8), regeneration (5 / round), regenerative spawn, toughened hide; immunities Cold, undead immunities, vacuum

Weaknesses Acid, energy vulnerability, fire

 

Offense

Speed 30 ft.

Melee Two slashing arm blades, +10, (2d6+6 S, Crit 1d6 bleed per round) or one slam +14 (2d8+6 B Crit target is knocked prone)

Offensive Abilities Ambush, plow

 

Statistics

Str +6; Dex +0; Con -; Int -1; Wis +2; Cha +0

Skills Athletics +10, bluff+6, intimidate +4, stealth +8

Feats Enhanced resistance (electricity 8), improved combat maneuver, improved initiative, lunge

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Solitary

 

Special Abilities

Ambush (Ex) The Gower is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The Splitter gains a +4 racial bonus to Stealth as a result.

Energy Vulnerability (Ex) The Grower are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.

Plow (Ex) As a full round action, the creature can designate a single individual as the target of a powerful bull-rush type attack. They require a straight line in order to make the attack, but have the advantage that anyone caught in that line of attack (including other Xeno-necros) will be subject to the slam attack. As it is a charge / bull-rush, the creature will gain a +6 (including improved combat maneuver), to hit but suffer a -2 penalty to both its KAC and EAC. Anything in the line of attack which has the Evade class ability are allowed a Ref save (DC 14) to avoid being hit by the creature.

Regeneration (Su) The Grower is capable of regenerating all but Acid and Fire damage. It does not matter how far into the negatives the creature has been dropped, unless the damage is of the type mentioned, it will eventually regenerate to the point it can fight once again. The creature has enough intelligence to wait until it has regenerated at least half of its hit-points before it will rise and attack once again, and will often ‘play dead’ until its body has had the time required before recommencing its assault.

Regenerative Spawn (Su) In the off chance a portion of the Grower’s body is blown off, the piece can and will regenerate a completely knew Grower. The piece is considered to be at negative  45 hit points for this purpose, and once it hits zero, it will then begin growing a new form. This will happen rapidly, and once it has reached 45 hit points, it will be fully functional and able to fight. The regenerating form is incapable of fighting or even defending itself before this, and is vulnerable to acid and fire attacks, which can potentially destroy it before it has finished re-growing.

Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.

 

Xeno-necro Subtype

These creatures are created through strange necromantic energies generated by an ancient artifact. The victims must be in the area of effect of the artifact for typically 7 plus 2d8 days. During this period, they suffer from strange and horrifying nightmares, and slip into depression and near the end become violent and suicidal.  The energies released by the artifact (which can vary in size from a small decoration, all the way up to a massive monolith), cause a fundamental change deep in the victim’s genetic code, causing them to mutate upon death into literal undead monster.  No one knows for certain as to the purpose of this, and why this happens, as the creators of the artifact have long since departed this plane of existence.

This subtype can be added to any humanoid corpse.  The humanoid automatically becomes Undead (gaining all the traits) and the subtype becomes Xeno-necro, likewise gaining the traits from such. All previous skills and feats are lost, and the creature retains a bare-minimum intellect, although its only desire is to hunt and kill. It cannot be reasoned with, spoken to or interacted with in any way.

It should be noted these creatures will only attack living, organic targets. They will ignore robots, androids and the like unless they come under attack from the aforementioned types.

 

Required Creature Type: Undead

Suggested Array: Combatant (although it can vary)

Traits: Ambush, energy vulnerability, toughened hide, all undead traits, immunity to cold.

Suggested Ability modifiers: Strength and Dexterity

Ambush (Ex) The Xeno-necro is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.

Energy Vulnerability The Xeno-necro, like all of this subtype, are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.

Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.

Waking Nightmare

Waking Nightmare

And There's No Kind of Atmosphere...

And There's No Kind of Atmosphere...