Nebo_
2007-08-02, 06:43 AM
http://developer.valvesoftware.com/w/images/5/54/Headcrab.jpg
Headcrab
λ
Size/Type: Tiny Aberration
Hit Dice: 2d8+ 4 (13hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 size), touch 13, flat-footed 14
Base Attack/Grapple: +1, +5
Attack: Bite, +2 melee, 1d4
Full Attack: Bite, + 2 melee, 1d4
Space/Reach: 1 ½ ft/ 0ft
Special Attacks: Coupling (Ex.), Leap (Ex.)
Special Qualities: Blindsight (Ex.), Improved Grab
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 10, Dex 12 , Con 15, Int 1, Wis 8, Cha 4
Skills: Hide +11, Jump +10
Feats: Weapon Focus (bite) Improved Grapple B
Environment: Black Mesa Research Facility or Xen
Organization: Solitary or Gang (2-20)
Challenge Rating: 1
Treasure: None
Alignment: Chaotic Awesome
Advancement: 3-4HD tiny, 5-6HD, Small
Level Adjustment: -
Ambling slowly towards you is a small creature shaped somewhat like a melon. Two fierce looking talons protrude from it’s front and gesticulate threateningly as it rears on its hind legs, revealing a beak like maw. Suddenly it leaps, letting out a keening screech as it does.
Coupling (Ex.): Headcrabs are treated as two size categories larger for the purposes of grapple checks. To couple with a target’s head, a headcrab must make a jump check equal to the target’s touch AC. If this check succeeds, treat the headcrab’s attack as a charge (+2 attack, -2 AC) except that it does not provoke an attack of opportunity as normal for entering a target’s space. On the round that it establishes a hold and every round that it remains attached, a headcrab deals automatic bite damage and deals one point of constitution damage to the target. Any creature killed in such a manner becomes a headcrab zombie. (I’m working on this)
Leap (Ex.): Headcrabs treat standing jumps as if they were made with a running start and do not take the normal penalties to jump checks for having a speed slower than 30ft. In addition, Headcrabs have a +8 racial bonus to jump checks.
Blindsight (Ex.): Headcrabs have Blindsight out to 60ft.
Improved Grab (Ex.): To use this ability, a headcrab must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity, if it wins the check it attaches to the opponents head as per the Coupling ability.
An arcane caster may take a headcrab as a familiar with the improved familiar feat at CL5.
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This is my attempt at converting the Half-Life headcrab to D&D. Let me know what you think. I'm planning on making a few more monsters from the game too, so keep an eye out.
Headcrab
λ
Size/Type: Tiny Aberration
Hit Dice: 2d8+ 4 (13hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 size), touch 13, flat-footed 14
Base Attack/Grapple: +1, +5
Attack: Bite, +2 melee, 1d4
Full Attack: Bite, + 2 melee, 1d4
Space/Reach: 1 ½ ft/ 0ft
Special Attacks: Coupling (Ex.), Leap (Ex.)
Special Qualities: Blindsight (Ex.), Improved Grab
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 10, Dex 12 , Con 15, Int 1, Wis 8, Cha 4
Skills: Hide +11, Jump +10
Feats: Weapon Focus (bite) Improved Grapple B
Environment: Black Mesa Research Facility or Xen
Organization: Solitary or Gang (2-20)
Challenge Rating: 1
Treasure: None
Alignment: Chaotic Awesome
Advancement: 3-4HD tiny, 5-6HD, Small
Level Adjustment: -
Ambling slowly towards you is a small creature shaped somewhat like a melon. Two fierce looking talons protrude from it’s front and gesticulate threateningly as it rears on its hind legs, revealing a beak like maw. Suddenly it leaps, letting out a keening screech as it does.
Coupling (Ex.): Headcrabs are treated as two size categories larger for the purposes of grapple checks. To couple with a target’s head, a headcrab must make a jump check equal to the target’s touch AC. If this check succeeds, treat the headcrab’s attack as a charge (+2 attack, -2 AC) except that it does not provoke an attack of opportunity as normal for entering a target’s space. On the round that it establishes a hold and every round that it remains attached, a headcrab deals automatic bite damage and deals one point of constitution damage to the target. Any creature killed in such a manner becomes a headcrab zombie. (I’m working on this)
Leap (Ex.): Headcrabs treat standing jumps as if they were made with a running start and do not take the normal penalties to jump checks for having a speed slower than 30ft. In addition, Headcrabs have a +8 racial bonus to jump checks.
Blindsight (Ex.): Headcrabs have Blindsight out to 60ft.
Improved Grab (Ex.): To use this ability, a headcrab must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity, if it wins the check it attaches to the opponents head as per the Coupling ability.
An arcane caster may take a headcrab as a familiar with the improved familiar feat at CL5.
____________________________________
This is my attempt at converting the Half-Life headcrab to D&D. Let me know what you think. I'm planning on making a few more monsters from the game too, so keep an eye out.