imp_fireball
2009-11-14, 03:13 AM
They mostly come at night... mostly.
- Mostly that little girl from that movie (http://tvtropes.org/pmwiki/pmwiki.php/Film/Alien?from=Main.Alien)... mostly.
Alien Brood Watcher
Medium Monstrous Humanoid (Alien)
3d8+3 HD (16 HP)
Speed 40ft. (8 squares); Climb 30ft. (6 squares)
Init: +6
AC 17; touch 12; flat-footed 15
(+2 DEX, +5 Natural)
BAB +3; Grp +6
Attack Tail Spike (1d10+4, 19-20/x2)
Full-Attack Full attack +6 (1d10+4 Piercing, 19-20/x2)/+1 (1d6+3 Slashing, x2)/+1 (1d6+3 Slashing, x2)/+1 (1d8+3 Piercing, x2)
Space 5 ft.; Reach 10 ft.
Special Attacks None
Special Qualities Acid Blood, Adaptable, Hold Breath, Vacuum Sustainability, Track, Sense, Blind Sight 30ft.
Saves Fort +1 Ref +6 Will +4
Abilities Str 16, Dex 15, Con 10, Int 11, Wis 12, Cha 11
Skills Jump +11, Tumble +6, Survival +7, Listen +3
Feats Improved Initiative, Toughness
Environment Any
Organization Alone, or Brood (2 - 90+ Aliens including a Queen, 30+ Face Huggers and 20 - 90 eggs)
Challenge Rating 3
Treasure GM Discretion
Alignment Usually Neutral Evil
Advancement by Class Level or from Brood Watcher (3 HD) to Queen (10 HD)
Level Adjustment +4
Aliens as Characters
+5 Natural Armor
6 Natural Weapons and 4 Natural Attacks - Two Claws (1d6+STR Slashing, x2), One Tail Spike (1d10+1.5*STR Piercing, 19-20/x2) or Tail Slam (1d6+1.5*STR Bludgeoning, x2), and One Bite (1d8+STR Piercing, x2) or One Tongue Stab (1d4+STR Piercing, 18-20/x3); Chooses between tail and mouth weapons upon declaring attack
+6 STR, +4 DEX, +2 WIS
Adaptable (Ex): Aliens can persist and even thrive in extreme temperatures of negative 40 - positive 572 degrees.
Aliens cannot speak but may read and write if 2 skill points are invested. They do not automatically understand common but may communicate with others of their race (in hissing and screeching) automatically. Other races cannot speak the Alien's automatic language, but may find means to interpret it slowly at GM discretion.
The body of an alien is non-humanoid. Special armors must be made for them to wear. They cannot wield weapons without taking a -4 penalty. They cannot learn to be proficient in weapons unless at GM discretion. They may still cast spells, manifest powers and execute martial maneuvers however.
An alien is agile enough to stand on two or four limbs whenever necessary. They are considered quadrapedal for purposes of lifting capacity and opposed trip checks.
Size Medium, 40ft. Base Speed. 30ft. Climb.
Space/Reach: 5ft./5ft. Special: Tail Spike has 10ft. reach.
An Alien has three levels of Monstrous Humanoid, giving it 3 HD, +3 BAB, 3x4+INT modifier skill points, +3 to Will and Reflex saves and +1 to Fortitude saves, and 2 feats.
Acid Blood (Ex): Whenever an alien takes slashing or piercing damage, they bleed into their space and spaces adjacent to them, causing acid damage equal to the amount of damage the alien suffers to all objects and creatures (including allies). The Reflex DC to resist is equal to the attack roll of the weapon that damaged the alien. If there is no attack roll, then the DC is the damage the alien suffers. Although an alien reduced to -10 hp is dead, they must be reduced to negative hp equal to their total health in order to be obliterated. This is the maximum amount of damage their acid blood can cause - Ie. Durka, the Uber Charging Barbarian leap attacks Schklim, the Alien squishy, with his great sword for 80 damage. Schklim has 30 hp, and dies immediately, but provokes a reflex save from Durka. Durka fails his reflex save and suffers 60 acid damage, because Schklim is damaged beyond -30 hp, his obliteration threshold (at which point, the GM rules that he is completely eviscerated or that all of his innards are scattered).
Vacuum Sustainability (Ex): An Alien can survive in vacuum for 2d4 + CON modifier rounds.
Hold Breath (Ex): An Alien can hold its breath for 4 x CON score rounds before it risks drowning/suffocating.
Other Abilities: Scent, Track, Blindsight 30ft.
LA +4
- Mostly that little girl from that movie (http://tvtropes.org/pmwiki/pmwiki.php/Film/Alien?from=Main.Alien)... mostly.
Alien Brood Watcher
Medium Monstrous Humanoid (Alien)
3d8+3 HD (16 HP)
Speed 40ft. (8 squares); Climb 30ft. (6 squares)
Init: +6
AC 17; touch 12; flat-footed 15
(+2 DEX, +5 Natural)
BAB +3; Grp +6
Attack Tail Spike (1d10+4, 19-20/x2)
Full-Attack Full attack +6 (1d10+4 Piercing, 19-20/x2)/+1 (1d6+3 Slashing, x2)/+1 (1d6+3 Slashing, x2)/+1 (1d8+3 Piercing, x2)
Space 5 ft.; Reach 10 ft.
Special Attacks None
Special Qualities Acid Blood, Adaptable, Hold Breath, Vacuum Sustainability, Track, Sense, Blind Sight 30ft.
Saves Fort +1 Ref +6 Will +4
Abilities Str 16, Dex 15, Con 10, Int 11, Wis 12, Cha 11
Skills Jump +11, Tumble +6, Survival +7, Listen +3
Feats Improved Initiative, Toughness
Environment Any
Organization Alone, or Brood (2 - 90+ Aliens including a Queen, 30+ Face Huggers and 20 - 90 eggs)
Challenge Rating 3
Treasure GM Discretion
Alignment Usually Neutral Evil
Advancement by Class Level or from Brood Watcher (3 HD) to Queen (10 HD)
Level Adjustment +4
Aliens as Characters
+5 Natural Armor
6 Natural Weapons and 4 Natural Attacks - Two Claws (1d6+STR Slashing, x2), One Tail Spike (1d10+1.5*STR Piercing, 19-20/x2) or Tail Slam (1d6+1.5*STR Bludgeoning, x2), and One Bite (1d8+STR Piercing, x2) or One Tongue Stab (1d4+STR Piercing, 18-20/x3); Chooses between tail and mouth weapons upon declaring attack
+6 STR, +4 DEX, +2 WIS
Adaptable (Ex): Aliens can persist and even thrive in extreme temperatures of negative 40 - positive 572 degrees.
Aliens cannot speak but may read and write if 2 skill points are invested. They do not automatically understand common but may communicate with others of their race (in hissing and screeching) automatically. Other races cannot speak the Alien's automatic language, but may find means to interpret it slowly at GM discretion.
The body of an alien is non-humanoid. Special armors must be made for them to wear. They cannot wield weapons without taking a -4 penalty. They cannot learn to be proficient in weapons unless at GM discretion. They may still cast spells, manifest powers and execute martial maneuvers however.
An alien is agile enough to stand on two or four limbs whenever necessary. They are considered quadrapedal for purposes of lifting capacity and opposed trip checks.
Size Medium, 40ft. Base Speed. 30ft. Climb.
Space/Reach: 5ft./5ft. Special: Tail Spike has 10ft. reach.
An Alien has three levels of Monstrous Humanoid, giving it 3 HD, +3 BAB, 3x4+INT modifier skill points, +3 to Will and Reflex saves and +1 to Fortitude saves, and 2 feats.
Acid Blood (Ex): Whenever an alien takes slashing or piercing damage, they bleed into their space and spaces adjacent to them, causing acid damage equal to the amount of damage the alien suffers to all objects and creatures (including allies). The Reflex DC to resist is equal to the attack roll of the weapon that damaged the alien. If there is no attack roll, then the DC is the damage the alien suffers. Although an alien reduced to -10 hp is dead, they must be reduced to negative hp equal to their total health in order to be obliterated. This is the maximum amount of damage their acid blood can cause - Ie. Durka, the Uber Charging Barbarian leap attacks Schklim, the Alien squishy, with his great sword for 80 damage. Schklim has 30 hp, and dies immediately, but provokes a reflex save from Durka. Durka fails his reflex save and suffers 60 acid damage, because Schklim is damaged beyond -30 hp, his obliteration threshold (at which point, the GM rules that he is completely eviscerated or that all of his innards are scattered).
Vacuum Sustainability (Ex): An Alien can survive in vacuum for 2d4 + CON modifier rounds.
Hold Breath (Ex): An Alien can hold its breath for 4 x CON score rounds before it risks drowning/suffocating.
Other Abilities: Scent, Track, Blindsight 30ft.
LA +4