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Zarrexaij
2007-07-26, 10:37 PM
Xenomorph Drone
Medium Outsider
HD 15d8+83 (150)
Speed 60 ft. (12 squares)
Init: +9 (+5 [Dex] +4 )
AC 22 (10 + 5 [Dex] + 7 [Natural]); touch 15; flat-footed 17
BAB +15; Grp +18
Attack 2 claws +18 melee (1d8+3, x2)
Full-Attack Full attack 2 claws +18 (1d8+3, x2) and tail whip +13 melee (1d6, x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce, Headbite, Poison, Spit Acid
Special Qualities Damage reduction 10/piercing, darkvision 90 ft, immune to acid, poison, and cold, vulnerability to fire, immune to effects of extreme temperature, resistance to electricity 10, blind sight, scent, acidic blood, wallwalking
Saves Fort +11 Ref +14 Will +10
Abilities Str 17, Dex 20, Con 15, Int 6, Wis 12, Cha 10
Skills Balance +18, Climb +18, Hide +23*, Jump +15, Listen +18, Move Silently +26, Search +10, Spot +11, Survival +14, Swim +10, Tumble +16
Feats Cleave, Dodge, Great Cleave, Improved Initiative, Improved Overrun, Power Attack
Environment: Outer planes, underground
Organization Solitary, pair, hunting pack (3-7), scouting group (8-15 +1d6 runners), hive (10d20 eggs, 8d20 drones, 4d20 runners, 2d20 warriors, 2d8 Praetorians, 1 Queen)
Challenge Rating 15
Treasure None
Alignment Always Neutral
Advancement 16-25 HD [Medium], 26+ [Large]
Level Adjustment -

[i]You feel the hair on the back of your neck bristle as a current of air moves behind you. Then, you feel a warm liquid splashing on your shoulders and the sound of faint hissing fills your ears. You turn around and find yourself face to face with a horrible black eyeless thing. Its head has an elongated cranium cowl, pronounced jaws barely covered with its rubbery exoskeleton.

Its silvery, very sharp teeth are bared, and drool drips from its nasty-looking mouth. You notice its sinuous barbed tail pointed in your direction. As far as you can tell, it is eight to ten feet in length, with long clawed limbs that hold it firmly to the wall behind you. It resembles a hellish black biomechanical raptor, albeit without the talons on the legs. You close your eyes, right before its secondary jaw slams through your skull, killing you instantly.

The xenomorph drone is a perfect killing machine, bred specifically by fiends as combatants for the Blood War. They are surprisingly cunning, possessing a human-like intelligence and judgment. Unfortunately, xenomorphs, in general, proved far too numerous and far too independent to control. Xenomorph drones are the most common xenomorphs, in the hive and outside of. They are not usually found alone, and often hunt in small groups. Don’t be fooled; one of these creatures can easily wipe out an entire group of well-trained fighters within a few rounds.

Despite the fact fiends created xenomorphs, all xenomorphs are neutrally aligned. They do not speak any languages, though they communicate with pheromones, telepathy, and noises. However, xenomorphs understand, at the very least, Infernal and Abyssal, though the more intelligent castes of xenomorph also understand Common and languages of the elementals. Queens and other highly intelligent castes understand a plethora of languages, and have been rumored to be able to communicate with other beings via telepathy. Drones themselves understand Infernal, Abyssal, and Common.

Xenomorphs are most likely to be found on Baator or the Abyss, though they thrive especially in Hades, Pandemonium, and Gehenna. Some have made it to the Material Plane and infested places in the Underdark.

Xenomorphs have very few weaknesses that are exploitable. They are vulnerable to fire, but they are unaffected by high or low temperatures unless they are exposed to both in conjunction. This includes being exposed to elemental cold, then to elemental fire. They can adapt to virtually any environment.

COMBAT:
The xenomorph drone is a fierce hunter, unaffected by any shred of mercy for those who are unfortunate enough to encounter one. Not all encounters end in the drone eating the unlucky soul; occasionally, the drone will take the weakened creature off to the Hive, to provide a host for one of its sisters.

Xenomorph drones often use their natural camouflage to sneak up on their opponents and headbite.

Acidic Blood (Ex): The blood of a xenomorph is highly concentrated acid. Those who are able to surpass its damage reduction with a non-piercing weapon have their weapons corrode in 1d6 rounds. In addition, bludgeon weapons splatter the acid onto the attacker, dealing 3d6 points of acid damage.

Headbite (Ex): If an opponent provokes an attack of opportunity, or the opponent is unaware of its presence, the xenomorph drone may choose to use its headbite attack. This requires a grapple check by the xenomorph and the opponent. On a successful grapple, the xenomorph can headbite successfully. The victim must make a Fortitude save, DC 30, to avoid dying. Those who survive take 3d8 points of damage. When attempted a headbite, the xenomorph drone is denied its Dexterity bonus to AC.

Poison (Ex): On the tip of the drone’s tail is a barb full of poison. On a successful hit by the creature‘s tail, an opponent must made a Fortitude save, DC 18, to avoid being paralyzed for 2d4 rounds and to avoid taking 1d3 points of Intelligence damage. A successful Fortitude save negates.

Pounce (Ex): If a xenomorph drone charges, it can make a full attack

Spit Acid (Ex): To spit acid, the xenomorph drone must make a ranged touch attack. If it succeeds, the acid does 3d6 points of acid damage. If the acid makes contact with a metallic substance, it corrodes completely in 1d6 rounds, rendering it useless. Size is immaterial; it has no effect on how fast the object corrodes.

Wallwalking (Ex): A xenomorph drone may climb any non-slippery surface as though using the spider climb spell.

*The xenomorph drone gets a +4 bonus on Hide checks in a dark or in a xenomorph hive. If stationary, the bonus is +8.

The xenomorph has a racial bonus of +5 on Hide, +8 on Move Silently, and +4 on Survival (already added).

~~

Xenomorph Runner
Small Outsider
HD 12d8+21 (75)
Speed 80 ft. (16 squares)
Init: +11 (7 [Dex] + 4 )
AC 19 (10 + 7 [Dex] + 2 [Natural Armor]); touch 17; flat-footed 12
BAB +12; Grp +9
Attack 2 claws +14 melee (1d6+1, x2)
Full-Attack Full attack 2 claws +14 melee (1d6+1, x2) and tail whip +9 melee (1d4, x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce, Headbite, Poison, Rage
Special Qualities Damage reduction 10/piercing, darkvision 90 ft, immune to acid, poison, and cold, vulnerability to fire, immune to effects of extreme temperature, resistance to electricity 10, blind sight, scent, acidic blood, wallwalking
Saves Fort +9 Ref +15 Will +8
Abilities Str 13, Dex 25, Con 12, Int 4, Wis 11, Cha 10
Skills Balance +10, Climb +11, Hide +20*, Jump +10, Listen +13, Move Silently +23, Search +9, Spot +12, Survival +19, Swim +10, Tumble +15
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Improved Overrun
Environment Outer planes, underground
Organization Solitary, pair, scouting run (3-6 runners), scouting group (up to 6 runners, 8-15 drones), hive (10d20 eggs, 8d20 drones, 4d20 runners, 2d20 warriors, 2d8 Praetorians, 1 Queen)
Challenge Rating 10
Treasure None
Alignment Always neutral
Advancement 13-21 HD [Small], 21+ HD [Medium]
Level Adjustment -

[I]You hear the sound of claws scratching against the ground. When you turn around, nothing’s there. You turn back around, and a dark reddish brown blur leaps into your blind spot. You feel warm breath on your neck, and soft clicking behind you. Before you have the chance to turn around, a quadrupedal thing appears before you. Right before it tears your face off, you notice a few things about it, other than its fairly unique coloring.

It’s about four feet in length, from tip of the creature’s “snout” to the tip of its barbed tail. Its form vaguely reminds you that of a canine or feline, though that’s as far as the resemblance goes. Its cranium is elongated and smooth. It looks oddly biomechanical and almost reptilian. The “face” of the creature appears to have no external eyes. It is armed with sharp claws and sharp, silvery teeth. Not only that, it appears to have a secondary jaw of some sort….

The xenomorph runner, also known as the xenomorph scout, is the smallest of the mature xenomorph castes. They are about four feet in length, about the size of a dog. While they aren’t as cunning or as strong as the drones, what they lack in physical strength they make up for with their blinding speed. Runners certainly earn their name; they are extremely fast and agile. In Hives, they serve as sentries, rather than fighters or jacks-of-all-trades.

Like all xenomorphs, they are neutrally aligned. They are also the least intelligent of the xenomorph castes, though they are still more intelligent than most animals. Runners do not speak, but communicate via telepathy, pheromones, and noise. Despite the fact they aren’t as clever as the drones, they do understand Infernal and Abyssal quite well.

Xenomorphs are most likely to be found on Baator or the Abyss, though they thrive especially in Hades, Pandemonium, and Gehenna. Some have made it to the Material Plane and infested places in the Underdark.

Xenomorphs have very few weaknesses that are exploitable, though runners are certainly a bit weaker than other castes. They are vulnerable to fire, but they are unaffected by high or low temperatures unless they are exposed to both in conjunction. This includes being exposed to elemental cold, then to elemental fire. They can adapt to virtually any environment.

COMBAT:

Runners generally do not initiate combat, unlike the larger, more aggressive drones. When in a scouting group, they tend to be more courageous and are more likely to attack. Still, they have all the viciousness of a xenomorph when in combat. They’re more likely to be encountered out of the Hive, and like drones usually aren’t alone.

Runners aren’t as well-camouflaged as other castes, and use numbers and their speed to advantage.

Acidic Blood (Ex): The blood of a xenomorph is highly concentrated acid. Those who are able to surpass its damage reduction with a non-piercing weapon have their weapons corrode in 1d6 rounds. In addition, bludgeon weapons splatter the acid onto the attacker, dealing 3d6 points of acid damage.

Headbite (Ex): If an opponent provokes an attack of opportunity, or the opponent is unaware of its presence, the xenomorph runner may choose to use its headbite attack. This requires a grapple check by the xenomorph and the opponent. On a successful grapple, the xenomorph can headbite successfully. The victim must make a Fortitude save, DC 25, to avoid dying. Those who survive take 3d8 points of damage. The runner is denied its Dexterity bonus to AC when attempting a head bite.

Poison (Ex): On the tip of the runner’s tail is a barb full of poison. On a successful hit by the creature‘s tail, an opponent must made a Fortitude save, DC 16, to avoid being paralyzed for 2d4 rounds and to avoid taking 1d3 points of Intelligence damage. A successful Fortitude save negates.

Pounce (Ex): If a xenomorph runner charges, it can make a full attack.

Rage (Ex): Four times a day, a xenomorph runner can fly into a rage. This functions like a level 12 barbarian’s Greater Rage, except the penalty to AC is -4 and this increases their speed by ten feet.

Wallwalking (Ex): A xenomorph runner may climb any non-slippery surface as though using the spider climb spell.

*The xenomorph runner gets a +2 bonus on Hide checks in a dark or in a xenomorph hive. If stationary, the bonus is +4. The camouflage of a xenomorph runner isn’t as good as other castes.

The xenomorph has a racial bonus of +5 on Hide, +8 on Move Silently, and +4 on Survival (already added).

~~

Xenomorph Warrior
Medium Outsider
HD 18d8+144 (225)
Speed 40 ft. (8 squares)
Init: +5 (1 [Dex] +4
AC 26 (10 +1 [Dex] +15 [Natural]) ; touch 11; flat-footed 25
BAB +18; Grp +24
Attack 2 claws +24 melee (2d6+6, x2)
Full-Attack 2 claws +24 melee (2d6+6, x2) and tail whip +19 melee (1d8+3, x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce, Headbite, Poison, Spit Acid
Special Qualities Damage reduction 15/piercing, darkvision 90 ft, immune to acid, poison, and cold, vulnerability to fire, immune to effects of extreme temperature, resistance to electricity 10, blind sight, scent, acidic blood, wallwalking
Saves Fort +14 Ref +12 Will +13
Abilities Str 23, Dex 13, Con 17, Int 8, Wis 14, Cha 10
Skills Balance +18, Climb +21, Hide +26*, Jump +13, Listen +13, Move Silently +29, Search +18, Spot +21, Survival +22, Swim +7, Tumble +18
Feats Cleave, Dodge, Greater Cleave, Improved Initiative, Improved Overrun, Mobility, Power Attack
Environment Outer planes, underground
Organization Solitary, pair, haunt (3-5 warriors), troop (3-5 warriors, 2d4 drones), pack (6-9 warriors, 2d6 drones, 1d4 runners), hive (10d20 eggs, 8d20 drones, 4d20 runners, 2d20 warriors, 2d8 Praetorians, 1 Queen)
Challenge Rating 17
Treasure None
Alignment Always neutral
Advancement 19 HD [Medium], 20 HD+ [Large]
Level Adjustment -

[I]A high-pitched screech fills your ears. You knew going into that cave with the walls covered in a hard, dark resin was a bad idea. There’s something there, but you can’t see in the mist produced by the heat. Then, a much louder noise overwhelms you. From instinct, you know it’s right behind you. So, you turn around slowly, hoping that your slow movement would help you somehow.

Slowly, your eyes focus on a huge black beast in from of you. Its body seems to be one huge weapon. Its cowed cranium has many spikes on it, and the ornaments on its shoulder are sharp. The creature, so close you could literally touch its hard chitin with your nose, bares its teeth and drools in anticipation of its meal. A barbed tail whips behind it excitedly. Before you die, you notice how cool it seems to the touch….

The xenomorph warrior is a creature rarely seen out of its “home” for no reason. While all xenomorphs are “natural” weapons, the warrior caste epitomizes it. Their chitin is hard, not rubbery, and they are adorned by many spikes. They stand anywhere from 6 to 8 feet tall on their hind feet, and many reach more than twelve feet in length, counting the tail. Warriors defend the Hive, and are sent out when the Queen feels seriously threatened.

Warriors are not as dexterous as their smaller sisters, but warriors are extremely strong and are even more cunning than drones. Unfortunately for those who encounter them, xenomorph warriors have an even nastier attitude than the more common castes. They are indeed warlike, though just like drones they occasionally bring back hosts for their unborn sisters.

Just like the other xenomorph castes, warriors are always neutrally aligned, without exception. Being one of the more intelligent of the castes, they understand Infernal, Abyssal, Common, and Undercommon. However, they can not speak, instead communicating with pheromones, telepathy, and noises.

Xenomorphs are most likely to be found on Baator or the Abyss, though they thrive especially in Hades, Pandemonium, and Gehenna. Some have made it to the Material Plane and infested places in the Underdark.

Xenomorphs have very few weaknesses that are exploitable, though warriors are considerably stronger than the two other relatively common castes. They are vulnerable to fire, but they are unaffected by high or low temperatures unless they are exposed to both in conjunction. This includes being exposed to elemental cold, then to elemental fire. They can adapt to virtually any environment.

COMBAT:
The xenomorph warrior is an incredibly vicious fighter, even for xenomorphs. Despite being quite self-aware, warriors are untouched by the concept of mercy. Like other castes, they are seldom fond alone. Unlike runners and drones, warriors are only seldom seen outside the Hive.

Xenomorph warriors use their natural camouflage to ambush those the Queen finds to be a threat.

Acidic Blood (Ex): The blood of a xenomorph is highly concentrated acid. Those who are able to surpass its damage reduction with a non-piercing weapon have their weapons corrode in 1d6 rounds. In addition, bludgeon weapons splatter the acid onto the attacker, dealing 3d6 points of acid damage.

Headbite (Ex): If an opponent provokes an attack of opportunity, or the opponent is unaware of its presence, the xenomorph warrior may choose to use its headbite attack. This requires a grapple check by the xenomorph and the opponent. On a successful grapple, the xenomorph can headbite successfully. The victim must make a Fortitude save, DC 35, to avoid dying. Those who survive take 4d8 points of damage. The xenomorph warrior is denied its bonus to Dexterity on its AC when attempting a Headbite.

Poison (Ex): On the tip of the warrior’s tail is a barb full of poison. On a successful hit by the creature‘s tail, an opponent must made a Fortitude save, DC 20, to avoid being paralyzed for 2d4 rounds and to avoid taking 1d3 points of Intelligence damage. A successful Fortitude save negates.

Pounce (Ex): If a xenomorph warrior charges, it can make a full attack

Spit Acid (Ex): To spit acid, the xenomorph warrior must make a ranged touch attack. If it succeeds, the acid does 3d6 points of acid damage. If the acid makes contact with a metallic substance, it corrodes completely in 1d6 rounds, rendering it useless. Size is immaterial; it has no effect on how fast the object corrodes.

Wallwalking (Ex): A xenomorph warrior may climb any non-slippery surface as though using the spider climb spell.

*The xenomorph drone gets a +4 bonus on Hide checks in a dark or in a xenomorph hive. If stationary, the bonus is +8.

The xenomorph has a racial bonus of +5 on Hide, +8 on Move Silently, and +4 on Survival (already added).

~~

Yeah, I miscalculated the CR's. Now there's a bit more reasonable, but still don't misunderestimate how powerful they CAN be.

Zeta Kai
2007-07-26, 10:39 PM
Pure concentrated awesome. Great job.

Maximum Yoinkage.

ZeroNumerous
2007-07-26, 11:34 PM
My suggestion: Add a "denied DEX bonus to AC" clause to headbite. Otherwise.. Well, one failed Tumble check and you die.

Zarrexaij
2007-07-27, 06:15 PM
My suggestion: Add a "denied DEX bonus to AC" clause to headbite. Otherwise.. Well, one failed Tumble check and you die.I'll assume you mean the 'drone. :smalltongue:

Saint George
2007-07-27, 07:15 PM
I was unaware the tails were poisonous... I thought they were just pointy.

Zarrexaij
2007-07-27, 07:19 PM
I was unaware the tails were poisonous... I thought they were just pointy.They are in the Alien versus Predator games though. :smalltongue:

I'm working on the runner right now.

Edit: Done!

ArlEammon
2007-07-27, 10:51 PM
Queen Alien
Medium Outsider
HD 35d32+(900)
Speed 90 ft. (12 squares)
Init: +9 (+5 [Dex] +4 [Improved Initiative])
AC 63 (10 + 5 [Dex] + 49 [Natural]); touch 15; flat-footed 17
BAB +27; Grp +36
Attack 2 claws +39 melee (1d8+3, x2)
Full-Attack Full attack 2 claws +43 (1d8+3, x2) and tail whip +28 melee (1d6, x3)
Space 15 ft.; Reach 15 ft.
Special Attacks Pounce, Headbite, Poison, Spit Acid, charge
Special Qualities Damage reduction 50/piercing, darkvision 90 ft, immune to acid, poison, and cold, vulnerability to fire, immune to effects of extreme temperature, resistance to electricity 10, blind sight, scent, acidic blood, wallwalking
Saves Fort +19 Ref +19 Will +15
Abilities Str 50, Dex 20, Con 36, Int 24, Wis 22, Cha 26
Skills Balance +18, Climb +50, Hide +23*, Jump +50, Listen +18, Move, Silently +26, Search +10, Spot +11, Survival +42, Swim +10, Tumble +16
Feats Cleave, Dodge, Great Cleave, Improved Initiative, Improved Overrun, Power Attack, over powering critical, hold the line, frightening presence
Environment: Outer planes, underground
Organization Solitary, hunting pack (3-7), scouting group (8-15 +1d6 runners), hive (10d20 eggs, 8d20 drones, 4d20 runners, 2d20 warriors, 2d8 Praetorians, 1 Queen)
Challenge Rating: 27?
Treasure: Bragging rights
Alignment Always Neutral
Advancement:+40 [huge] +48 [gargantuan]
Level Adjustment -

Zarrexaij
2007-07-27, 11:17 PM
Thanks, but I don't need any help. :smallsmile:

ZeroNumerous
2007-07-28, 12:09 AM
I'll assume you mean the 'drone. :smalltongue:

No, I was talking about this part right here: "If an opponent provokes an attack of opportunity". Namely because that means one failed Tumble Check and the rogue dies instantly because he can't make a DC 30 Fortitude Save.

Cryopyre
2007-07-28, 12:46 AM
I love it dude, imagining melding DnD and Aliens is damn cool.

Zeta Kai
2007-07-28, 05:25 AM
This reminds of the Kythons from the Book of Vile Darkness. They were essentially Aliens ripoffs. Well done though. You should them out.

Zarrexaij
2007-07-28, 09:42 PM
No, I was talking about this part right here: "If an opponent provokes an attack of opportunity". Namely because that means one failed Tumble Check and the rogue dies instantly because he can't make a DC 30 Fortitude Save.Errr...?

Sorry if I'm being a little dense, but didn't my edit fix that, or no? Not sure exactly what you're getting at....

I'll go ahead and start the warrior tomorrow; I had a session today, and my mind is poop.

Zarrexaij
2007-07-29, 09:55 PM
Added the xenomorph warrior. Only have the Praetorians, the queen, and the little 'uns to work on.

Yeah, I horribly miscalculated the CR's. Even then, I think their CR's are a bit deceptive.

Altair_the_Vexed
2007-07-30, 05:01 PM
Nice work... but I think they have way too many HP.

In the film Aliens, it only took a hit or two from an assault rifle to kill the ordinary type - using the DMG pg 146 "automatic rifle" that's an average of 9 damage per hit... Even if we allow the Marines' rifles to be the DMG's "antimatter rifles" (which they're not), we're only looking at an average of 27 per hit.

I'd say the Hit Dice ought to be more like 5d8+15 (drones), 3d8+3 (runner) and 8d8+24 (warrior). I'd also say you might want to up their INT and maybe their damage.

Zeta Kai
2007-07-30, 10:02 PM
Yeah, these things are WAY too powerful. Even an entire brigade of space marines would be screwed against like two of these guys. CR15? For a drone?! Dude, I'd say CR5 is plenty tough enough.

Xenomorphs live in hives of hundreds or thousands of drones. With the way that these Aliens are written, there's no way any campaign world could survive without DM fiat; it just breaks the suspension of disbelief.

After this, what's next? A Tarrasque swarm?

Hey, that gives me an idea...

FoeHammer
2007-10-10, 10:38 AM
Wouldn't they by Abberations? 'Cause I thought Outsiders were beings from different planes not other planets.

BisectedBrioche
2007-10-10, 02:25 PM
My I humbly suggest some sort of Xenomorph template, seeing as they tend to take on the characteristics of whatever the facehuggers infest.

Draken
2007-10-10, 02:42 PM
Ah, yes, the Xenomorphs...

Yes, I remember, the writers of RPG magazine here from Brazil made them for D&D, Aberrations, they made the facehugger (weak thing with strong grapple), the drone (template), and the Queen (Huge CR 16 creature).

I think they did it pretty good, but could be improved, I will dig it out once I am at home.