A little help with some challenge ratings... [Archive] - Wizards Community

Post/Author/DateTimePost
Demon_Paladin

12-09-07, 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_Dragon

12-10-07, 12:02 AM
These need a lot of editing before you can worry about the CR. Will PEACH tommorow.
Demon_Paladin

12-10-07, 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_Paladin

12-15-07, 12:43 AM
Anyone?
jakelslang21

12-15-07, 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_Paladin

12-15-07, 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.