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| Demon_Paladin12-09-07, 09:06 PM | I found some Xenomorph stats here a long time ago. I've fixed them up a bit, but I still need to plop a CR on them. Any feedback on stats would also be greatly appriciated. face hugger: Face hugger tiny aberration HD:1d8+2(6hp) Initiative: +3 Speed: 20ft. Armor Class:17 (+3 dex, +2 size, +2 natural) flat footed: 14 touch: 15 Attack: touch +2(attachment) space/reach: 5ft./0ft. Special attacks: attachment special qualities: darkvision 60ft., implant Saves: Fort +2, Ref +3, Will+2 Abilities:Str:14 Dex:16 Con:14 Int:- Wis:10 Cha:1 Skills:- Jump +10 Feats:- CR: Alignment: always neutral evil Strong jumper: Face huggers have a +5 racial bonus on jumps checks and are always treated as making a running jump. attachment: if touch attack is successful face hugger attaches to target it latches onto the face and puts tail around throat if an attempt is made to remove it, it tightens its tail suffocating victim and removing takes strength check DC 20 which also deals 4d6 damage to the victim if it remains attached for 1 round it implants and dies 4d4 minutes later implant: an alien egg is inside of the victim's stomach a chest buster tears out after 3d20 hours dealing 8d10 damage to the victim who if survives takes 2d6 damage each turn (heal check DC to stop bleeding is 38 or a healing spell)after that from massive blood loss Chest Burster Chest buster small aberration Hit Dice: 2d8+4(12hp) Initiative: +3 Speed : 20ft Armor Class: 9(-1 dex) Base Attack/Grapple: +1/-2 Attack: Bite+2 (1d4+1) Special Qualities: darkvision 60ft., growth, hive mind, immunity to acid Space/reach:5ft/5ft Saves: Fort +4 Ref+1 Will+2 abilities: Str 12 Dex 8 Con 14 Int- Wis 10 Cha 1 Skills:jump+6, swim+6, balance+4, climb+6 Feats: improved initiative CR: Alignment: always neutral evil Growth: grows into a full grown warrior alien in 1d8 hours after hatching. Hive mind: all xenomorphs are in constant telepathic communication at all times, if one isn't flat-footed none of them are, none are considered flanked unless all of them are. Alien Warrior Alien Warrior Large Aberration Hit Dice: 5d8+54(74hp) Speed: 40 ft., climb 20 ft. Armor Class: 17 (+2 Dex, +6 natural, -1 size) flat-footed: 15 Touch: 11 Base Attack/Grapple: +3/+8 Attack: bite +7 (1d8+4) Full Attack: bite +7 (1d8+4), 2 claws +5 melee (1d6+2), tail +5 melee (1d8+2) Space/Reach: 10 ft./10 ft. Special Attacks: improved grab, extending mouth, sneak attack +2d6 Special Qualities: darkvision 60 ft., immunity to acid, stream-lined, hive-mind, frightful presence, acid blood Saves: Fort +7, Ref +5, Will +1 Abilities: Str 18, Dex 20, Con 18, Int 4, Wis 13, Cha 6 skills: jump+22, climb+22, balance+23, swim+22, move silently+14, hide+10 feats: Improved Initiative, Multiattack CR: Alignment: Always neutral evil stream-lined: +10 to swim, balance, climb, and jump improved grab: free grapple with 2 successful claw attacks extending mouth: free bite attack with success grapple. hive mind: all xenomorphs of all kinds are always in psychic contact flanking and flat footed only apply to one if it applies to all of them. frightful presence: DC 14 sneak attack: rogue ability of same name +2d6 damage. Acid blood: if attacked attacker must make reflex save DC 16 or weapon dissolves and takes 2d8 acid damage. Unarmed attackers take 4d8 acid damage. Save also halves damage Queen Guard Xenomorph queen guard xenomorph huge aberration Hit Dice:16d8+206 (270) Initiative: +10 speed: 40ft., climb 20ft. Armor Class: 25(+10dex, +9natural, -4size) flat-footed:15, touch:16 Base Attack/Grapple: +12/+28 Attack: bite: +22 (2d6+8) Full Attack: bite +22(2d6+8), 2claws +20(1d8+4), tail +14(2d10+4) space/reach: 20ft./30ft. Special Attacks: improved grab, extending mouth, acid spray, sneak attack +4d6 Special Qualities: Raging Blood, Blindsight 120ft., streamlined, frightful presence Saves: Fort +13, Ref +15, Will +13 abilities: Str: 26 Dex: 30 Con: 28 Int: 8 Wis:16 Cha:6 skills: hide+23, move silently+27, jump+37, swim+37, balance+37, climb+8 feats: weapon finesse(claws), multiattack, dodge, mobility, spring attack CR: Alignment: always neutral evil extending mouth(ex): free bite attack with an successful grab raging blood(su): any melee attacker must succeed at a Reflex save DC 23 or weapon dissolves those who make unarmed attacks take 8d10 acid damage blind sight(ex):120ft. improved grab(ex):free attempt on 2 claw hits streamlined(ex): +10 to jump, swim, climb, and balance do to space hive mind: any xenomorph knows what any other xenomorph knows if one isn't flat footed none of them are no xenomorph is flanked unless all of them are frightful presence(su)DC 23 acid spray(su): may as a full round action intentionally wound its self by 1 damage per HD maximum to make a ranged touch attack of up to 30ft. to do 1d4 acid damage per damage taken by xenomorph sneak attack(ex): as the rogue ability +4d6 damage Queen Xenomorph Queen Xenomorph gargantuan aberration Hit Dice:23d8+345(437hp) Initiative:+12 Speed:80ft. Climb20ft. Armor Class:35(-4size+8Dex+21natural) Base Attack/Grapple: +17/+45 Attack: bite +33(4d8+16) Full Attack: bite +33(4d8+16), 2claws +23(4d6+8), tail +23(4d10+8) Space/Reach:20ft./40ft. Special Attacks: improved grab, rake, extending mouth Special Qualities: telepathy, DR 32/adamantine, immunity to acid, stream-lined, hivemind, lay eggs, frightful presence (DC 23), egg sack, acid blood, sneak attack +2d6 Saves: Fort+31 Ref+24 Will+21 Abilities: Str42+16 Dex26+8 Con40+15 Int16+3 Wis20+5 Cha10+0 Attacks: bite +33(4d8+16), 2claws +25(4d6+8), tail +25(4d10+8) Skills: swim+52, Climb+50, balance+44, jump+52 Feats: power attack, cleave, great cleave, dodge, mobility, spring attack, improved initiative, multiattack Stream-lined:+10 to swim, balance, and jump Telepathy: can issue telepathic commands to all xenomorphs she has spawned as long as they are on the same plane as her Egg Sac: contains unhatched eggs. Queen is normally attached to one of these, which prevents any actual movement from place to place and is needed for the lay eggs ability though it can be detached allowing normal movement. A new sac will grow in 3d8 weeks. Lay Eggs: once per round as a full round action the queen may lay a face hugger egg that hatches when ordered to by the queen Rake: if queen succeeds at a grapple attacks with two back claws for 8d6+32 Extending Mouth: she gains one attack of opportunity with its mouth if it succeeds at hitting with two claw attacks in one round Hivemind: all xenomorphs are in constant communication with each other at all times, if one isn't flat-footed none of them are, none of them are considered flanked unless all of them are Improved Grab: if it succeeds at two claw attacks in a round she can make a grapple attempt that doesn't provoke an attack of opportunity Acid Blood: if attacked in melee attacker takes 8d6 acid damage and make a reflex save (DC 20) or their weapon melts unarmed attackers take 16d6 acid damage, a reflex save of (DC 24) can be made to take half damage and no save is necessary for the weapon |
| Space_Dragon12-10-07, 12:02 AM | These need a lot of editing before you can worry about the CR. Will PEACH tommorow. |
| Demon_Paladin12-10-07, 10:29 AM | These need a lot of editing before you can worry about the CR. Will PEACH tommorow. Thanks. Tweak to your heart's content. I really appriciate it. |
| Demon_Paladin12-15-07, 12:43 AM | Anyone? |
| jakelslang2112-15-07, 11:38 AM | The face hugger is somewhat unbalanced. It has no hardly any HP and a +2 to attach but when it does attach your screwed. It seems like a 1st party monster but attach is going to kill any 1st party member (possibly even a 6th+). And if you pit them against 10th level characters who chances are, can kill the thing before it gets close and not even get touched by it with their high ACs. They are sick puppies waiting to be crushed when thrown at the appropriate level. I'll review the other baddies later. Sorta tired. |
| Demon_Paladin12-15-07, 06:55 PM | The face hugger is somewhat unbalanced. It has no hardly any HP and a +2 to attach but when it does attach your screwed. It seems like a 1st party monster but attach is going to kill any 1st party member (possibly even a 6th+). And if you pit them against 10th level characters who chances are, can kill the thing before it gets close and not even get touched by it with their high ACs. They are sick puppies waiting to be crushed when thrown at the appropriate level. I'll review the other baddies later. Sorta tired. Thanks. On the face hugger, I was going to include some fodder, er... cohorts with the PCs. Let one of them go off on their own, and let "nature" run its course. |