Alien template [Archive] - Wizards Community

Post/Author/DateTimePost
danman

05-02-04, 07:12 PM
The following is a template I found in an old d20 modern conversion of aliens, based off of the movie "Alien." I went over it in detail and tried to convert it to 3.5 where necessary. There are other templates (Praetorian, queen, etc.) that I don't have yet. Can anyone help me accurately place the new CR?

Alien Hybrid Template
It is believed that Alien DNA is sometimes affected by the characteristics of its host. This explains the dog-like Alien on Fiorina 161, which had no back spines and ran on all fours. There are rumors of even more bizarre Aliens, from armless snake-like Aliens to completely quadrupedal versions. With the dizzying variety of life found on other worlds, the combinations are endless.

Base creature must be Animal or Humanoid.
Base creature must be size Small or larger.
Alien starting-size will be same as base creature (as adult – Aliens start as Diminutive and grow quickly to full size) then may advance in size by hit-dice up to two size-categories.
No matter its form, an Alien is hideous to behold, having the smooth Alien head, a black carapace, and the extended tongue.

CREATING AN ALIEN HYBRID
“Alien Hybrid” is an inherited template that can be added to any living, corporeal creature. An Alien uses all the base creature’s statistics and special abilities except as noted here.

• Size and Type: The creature’s type changes to aberration. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.

• Speed: Increase land speed of creature by 10 ft. A flying creature loses 10 ft. of movement and decreases in maneuverability by one class.

• Armor Class: Natural armor improves by +6 (this stacks with any natural armor bonus the base creature has).

• Attack: An Alien hybrid has two claw attacks, a tail, and a bite attack, and the claws are the primary natural weapon.

• Full Attack: An Alien hybrid uses both claws, its tail, and its bite when making a full attack.

• Damage: Alien hybrids have bite, tail, and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the
base creature’s damage values, whichever are greater.

Size Claw Bite Tail
Fine 1d2 1 1
Diminutive 1d3 1d2 1d2
Tiny 1d4 1d3 1d3
Small 1d6 1d4 1d4
Medium 2d4 1d6 1d6
Large 1d10 2d4 1d8
Huge 1d12 2d6 2d6
Gargantuan 2d6 2d8 2d8
Colossal 2d8 4d8 4d6


Special Attacks: Acid blood, breath weapon (3d6), fear attraction, frightful presence, improved grab, poison, pounce, tongue strike, trip, web.

Special Qualities: Blindsight (60 ft.), climb, DR 5/fire, energy resistance (cold 5, electrical 5), fast healing 1, hive mind, psychic vulnerability, scent, sense fear, tremorsense (60 ft.), acid immunity

Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +4, Int -2, Wis +2, Cha -4.

Skills: An Alien hybrid gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Treat skills from the base creature’s list as class skills, and other skills as crossclass.

SPECIAL QUALITIES / ATTACKS

• Acid Blood (Ex): All Aliens have acidic blood. For any physical attack causing damage to an Alien, there is a chance for “splash damage” from the acid blood. Count only that damage which gets through damage reduction. Use the amount of damage done in the attack as the DC for the save of the melee weapon doing the damage modified as necessary if a masterwork or magical weapon. A masterwork weapon gets a bonus of +1 to the save. Failure destroys the item.

Use the amount of damage done in the attack as the DC for the Reflex saving throw for all those within 5 feet of the creature hit. Modify the DC and subsequent damage by 1/2 if using bludgeoning or piercing weapons. Double the DC and damage if the Alien is above the victim. Damage from acid splash is 1d6 per 5 points of damage inflicted by an attack causing a splash (round down) for a maximum of 10d6.

• Breath Weapon (Ex): Aliens can spit acid three times a day. Such breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing Alien's racial HD + breathing Alien's Con modifier). Aliens are immune to their own breath weapon.

• Climb (Ex): The Alien gains a climb speed equal to its base speed divided by two.

• Fear Attraction (Ex): Alien adults that detect fear using their Sense Fear ability become excited. Fearful prey stimulates them to make especially messy kills. The Alien gains +4 to Strength, +4 to Constitution, and –2 to Armor Class until its victim is no longer afraid (e.g., dead, flees the area, drives off the Alien, etc.). The Alien cannot end its rage voluntarily. For game purposes, prey is considered afraid if it is shaken or worse by any spell or affect, including the alien's frightful prescence.

• Frightful Presence (Ex): This special quality makes an Alien's very presence unsettling to foes. It takes effect automatically when the Alien performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened. The range is 30 feet, and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the Alien. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful Alien's racial HD + frightful creature’s Cha modifier). An opponent that succeeds on the saving throw is immune to that same Alien's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

• Hive Mind (Ex): All Aliens within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No Alien in a group is considered flanked unless all of them are.

• Improved Grab (Ex): With tail attack only, and does not gain any constrict damage unless base creature only. When an Alien gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

• Poison (Ex): Any creature hit by a tail attack from an adult Alien must make a Fortitude save or be paralyzed for 1d2 hours. The Fortitude save DC against a poison attack is equal to 10 + 1/2 Alien's racial HD + Alien's Con modifier. It can poison up to 18 times a day. Aliens are immune to their own poison. They typcally poison only prey they plan to drag back to their hive.

• Pounce (Ex): When an Alien makes a charge, it can follow with a full attack.

• Psychic Vulnerability (Su): Due to the subjugation of Aliens to their Queen, weakened Aliens can have their actions influenced easily. Aliens receive a –1 morale penalty to all Will saves against mind-affecting effects for every 5 hit points lost. If the Alien heals, these penalties disappear.

• Resin (Ex): Alien adults (drones and praetorians) often wait in their hive and then lower themselves silently on silk strands to leap onto prey passing beneath. A single strand is strong enough to support the Alien and one creature of the same size. Aliens can release a strand eight times per day, even at opponents. This is similar to an attack with a net but has a maximum range of 20 feet, with a range increment of 5 feet, and is effective against targets up to one size category larger than the Alien. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Attempts to escape or burst the cocoon gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and cocoons have damage reduction 5/fire.
An adult Alien can move across its own resin at its climb speed and can pinpoint the location of any creature touching the resin.
Type Escape Artist DC Break DC Hit Points
Drone 12 16 6


• Sense Fear (Su): An adult Alien can sense fear in prey up to 25 ft. away.

• Tounge Strike (Ex): An adult Alien can rapidly finish off captured opponents with a strike from its secondary jaws. The teeth, right where a human tongue would be, allow an Alien to make a coup de grace as a standard action with a bite attack.
danman

05-05-04, 11:39 AM
:bump:
zenos_paradox

05-05-04, 11:52 AM
cool have a :cookie: :ayyyy!:
Big Dawg

05-05-04, 01:11 PM
should take double damage from fire and Ice. Aliens don't like extream temp. no damage from acid

also Not so sure this should be a template???? should be a straight race.
danman

05-05-04, 02:18 PM
It's a template because when facehuggers implant themselves on a species, the resulting alien is a blend of the two races.

Yeah, they don't like fire, but I'm pretty certain ice and cold doesn't affect them. How else can they survive so easily in space? So they have DR 5/fire, which gives them a tough hide but still vulnerability to fire.
Melles, Lord of Badgers

05-05-04, 04:01 PM
what about the alien queen? make some stats for that.
Big Dawg

05-06-04, 11:38 AM
It's a template because when facehuggers implant themselves on a species, the resulting alien is a blend of the two races.

Yeah, they don't like fire, but I'm pretty certain ice and cold doesn't affect them. How else can they survive so easily in space? So they have DR 5/fire, which gives them a tough hide but still vulnerability to fire..

really? The blend of the species didn't come until the 4th and worst movie and was done by the scientists cloning Ripley.

The facehugger just inmplanted eggs and they would hatch as aliens from inside. The host dies and the alien lives. At least thats what I always thought and Iv'e seen Alien and Aliens both like 1,000 times. Iv'e seen 3 and 4 more times then I care to admit. ;)

DR5/fire? DR does not work that way. Fire already bypasses DR anyway. It should be double damage from fire.
Ripley uses cold air in the first one on the escape ship to push the alien into the air lock and the lab tech uses cold air when the alien is getting to roudy in the tank at the begining of #4. I think someone uses a fire Extinguisher in #3 They don't like extream Temp. i.e. fire and ice.

It should be a race, You can't turn into an alien half way through like with a template.
Thomar_of_Uointer

05-06-04, 12:19 PM
The Alien Queen would probably be this applied to a Dragon or Terrasque. Or just a Huge Ankheg.
NightScreamer20

05-06-04, 03:56 PM
I don't see how an 'Alien' can be a template, at all. They are their own creatures, basically a caste of creatures like Ants.

Facehuggers aren't the only way Aliens reproduce, the Queen DOES lay eggs containing 'larval' (chestburster) Aliens. This is how most members of the Hive are created. This is the only way to produce the Praetorian caste of aliens, the main protectors of the queen.

The Facehuggers are just implanters of eggs, each Facehugger contains a clutch of eggs, one which is injected into the opponent.
Upon implanting the egg the Facehugger dies and the egg begins to gestate, depending on the body temperature of the creature it is inside of.

Drones (the normal ones like from the first movie) gestate normally in mammal bodies. Hives usually consist of 60-70% of Drones. These have been the only kind of reported aliens that truely gestate from humans and mammals. The only real exception would be AvP2s thing about Runners bursting out of 'corporate' humans.

The only other species of chestburster I know of is the Predalien chestburster, which in the special circumstances inside a Predator allows it to mutate to such a form. This is mostly because it has been speculated by certain fans of the series that the Aliens and Predators were BOTH created by the Pilot race.

Basically what I'm try to say is that it's a CREATURE not some template that gains or loses abilities depending on what creature it gestated from. Certain species of course could gestate from different TYPE of creatures (like Runners from Monstrous Humanoids for example or Drones from Humanoids and Animals).

Did I see above me a Queen should be an Ankheg!?
A Queen should be a Huge Aberration (as all aliens) with 4 claw attacks (2d4 plus 1 wounding), 1 tail attack with reach (2d8 19-20/x2 crit), and 1 bite attack (2d6 plus 1d6 acid). Base land speed 20 ft., climb 10 ft.

Drones should be Medium Aberrations, 2 claw attacks (1d8 plus 1 wounding), 1 tail (2d6 19-20/x2 crit), and 1 bite (1d6 plus 1d6 acid) Land speed 40 ft, climb 40 ft.

Runners should be Small Aberrations, 2 claw attacks (1d6 plus 1 wounding), 1 tail (1d8 19-20/x2 crit), and 1 bite (1d4 plus 1d6 acid). Land speed 50 ft, climb 40 ft.

Predalien can Large Aberration, 2 claws (2d4 plus wounding) and 1 tail (2d6 19-20/x2 crit). Land speed 30 ft. Climb 30 ft.

All Aliens should have the following qualities:
Tremorsense (Ex): 30 ft.
Darkvision (Ex): 120 ft.
Pounce (Ex): Full attack after charge.
Corrosive Blood (Ex): Whenever struck by piercing or slashing weapon, Reflex save DC 10 + 1/2 HD + Con mod, or take 1d6 acid damage to organic material and metal.
Spit Acid (Ex): As a standard action an Alien may spit a glob of it's own flesh and blood at any target within 30 ft. This requires a touch attack and deals 1d6 + Con mod acid damage to the target. Target takes 1 acid damage for 1 round per Con mod. This attack deals 1d4 damage to the Alien.
Augment Critical (Ex): All Alien tails have a crit range of 19-20/x2

That's my post.