Facehuggers and Xenomorphs

Description:

Facehugger CR 5

N Tiny aberration
Init +5; Senses blindsight 120 ft.; Perception +1

DEFENSE

AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)
hp 12 (5d8 – 10);
Fort -1, Ref +6, Will +5;
DR 2/adamantine; Immune xenomorph acid;
Special Defenses acid blood (1d4), fast healing 1
Weaknesses vulnerability to fire, vulnerability to sonic (nonlethal only)

OFFENSE

Speed 30 ft., climb 30 ft.
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks impregnate, constrict (1d2 + 7)

STATISTICS

Str 20, Dex 20, Con 6, Int 2, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 21
Feats defensive combat training, go unnoticed, greater grappleB, improved grappleB, weapon finesse
Skills Stealth +11; Size Modifiers +4 Fly, +8 Stealth; Racial Modifiers +8 Climb;
Languages None
Special Qualities ovomorph, jumper

SPECIAL ABILITIES

Acid Blood (Ex)

A facehugger’s blood is highly acidic. Every time the facehugger is damaged by a piercing or slashing weapon, the attacking creature takes 1d4 acid damage (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way.

Impregnate (Ex)

A facehugger can disgorge a Xenomorph embryo into the mouth of a living, corporeal creature of small size or larger. To do this the facehugger must perform a grapple. If it succeeds it begins to impregnate that creature with a xenomorph embryo. The impregnation takes at least three turns to complete.

By successfully grappling the surrogate mother, the facehugger has merely wrapped its tail around the surrogate mother’s necks and grasped its head. On the turn after, it attempts to knock the surrogate mother out using a cyanose-based paralytic chemical, this is a DC 15 poison effect which takes a standard action to administer. The check to avoid this poison must be attempted every turn that the surrogate mother is still conscious, the DC going up by 1 with each successful save. Once the surrogate mother fails its save it is knocked unconscious (at 0 HP) for 1d3 hours. On the following turn the embryo is inserted into the unconscious surrogate mother as a standard action. If the facehugger dies before this final turn, the surrogate mother is not impregnanted, but may die from the facehugger’s acidic blood or constriction (see below).

An impregnated creature’s pregnancy lasts for 2d4 hours. During this pregnancy, the victim is nauseated until a chestburster bursts forth from the victim’s abdomen, which deals 10d6 points of damage to the pregnant creature and applies the broken condition to any armor it is wearing. Remove disease (DC 20) eliminates the alien embryo. Alternatively, as a full-round action another creature can attempt to cut out the growing chestburster with a DC (20) Heal check. On a successful check, the chestburster is removed, and the formerly pregnant creature takes 1d4 points of bleed damage. On failed check, the pregnant creature takes 2d6 points of bleed damage and is stunned for 1 round, but the chestburster is not removed. The chestburster matures over the next 1d4 days into an adult Xenomorph with the same base statistics as the surrogate mother except that it gains the Xenomorph template detailed below.

A facehugger that has been swallowed whole automatically impregnates the creature that swallowed it.

The facehugger dies 1 minute after implanting the embryo.

Constrict (Ex)

If the facehugger takes hitpoints damage whilst wrapped around the surrogate mother, it will attempt to strangle her as part of its grapple action, tightening around her neck and dealing 1d2 + 1-1/2 strength modifier points of damage.

Ovomorph (Ex)

A facehugger is “born” inside of an egg like vessel called an ovomorph. Inside this structure the facehugger is technically dead, in a form of chemical suspension, as it waits for a host to awaken it. The ovomorph, however alive it actually is, is merely an object with hardness 15 and 30 hp. When a potential host for the facehugger passes within 30 ft. of the ovomorph, it awakens the facehugger and opens its petals by releasing a chemical catalyst which unlocks the bons between them, allowing the facehugger to attack and impregnate the potential host. A facehugger can only survive up to 1d6 days after exiting the ovomorph before dying, as it has no way of feeding itself and replacing lost energy.

Jumper (Ex)

Facehuggers are always considered to have a running start when attempting Acrobatics checks to jump and can add its HD to acrobatics checks made to jump.

Chestburster CR 2

LN Diminutive aberration
Init +6; Senses blindsight 120 ft.; Perception -4

DEFENSE

AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)
hp 2 (1d8 – 2);
Fort -2, Ref +2, Will -2;
DR 1/adamantine; Immune xenomorph acid;
Special Defenses acid blood (1d4)
Weaknesses vulnerability to sonic (nonlethal only)

OFFENSE

Speed 20 ft., climb 20 ft.
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 3, Wis 3, Cha 3
Base Atk +0; CMB -2; CMD 3
Feats endurance, go unnoticed, improved initiative, + 3 others
Skills Stealth +20; Size Modifiers +6 Fly, +12 Stealth; Racial Modifiers +8 Climb;
Languages None

SPECIAL ABILITIES

Acid Blood (Ex)

A chestburster’s blood is highly acidic. Every time the chestburster is damaged by a piercing or slashing weapon, the attacking creature, as well as the surrogate mother, take 1d4 acid damage (or double damage if the attack is a critical hit) each. Using a reach weapon does not endanger the attacker in this way.

Variant Size

A chestburster is always three sizes smaller than the adult form of whatever kind of host spawned it. This is a chestburster for a medium creature, such as a human. To create chestbursters for small creatures, large creatures, and creatures above large, apply either the Giant simple creature template or the Young simple creature template as many times as needed.

Xenomorph Template

Challenge Rating this depends on the creature’s new total number of Hit Dice, as follows:

HD CR
2-10 base CR
11-15 base +1
16-20 base +2
20+ base +3

Type the creature’s type changes to to aberration.

Hit Dice change racial HD to d8s and convert HD gained from class levels to racial HD ; xenomorphs gain a number of additional HD as noted on the following table;

Small or Medium +1 HD
Large +2 HD
Huge +4 HD
Gargantuan +6 HD
Colossal +10 HD

Ability Scores +2 Str, +4 Dex, +2 Con; reroll mental stats as 3d6s.

Saves base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

BAB a xenomorph’s base attack is equal to 3/4 its Hit Dice.

Skills a xenomorph has a number of skill points equal to 4 + its Int modifier (minimum 1) per Hit Die. The following are class skills for xenomorphs: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Perception, Stealth, Survival, and Swim.

AC increase natural armor bonus by +3; xenomorphs gain an additional increase to natural armor as noted on the following table.

Small -
Medium +1
Large +2
Huge +3
Gargantuan +6
Colossal +10

Defensive Abilities xenomorphs lose their normal defensive abilities but gain Acid Blood, immunity to the acid of xenomorphs (including its own), and DR 1/adamantine, this DR increases by 1 for every 5 HD the xenomorph posesses.

Acid Blood (Ex) A xenomorph’s blood is highly acidic. Every time the xenomorph is damaged by a piercing or slashing weapon, the attacking creature takes acid damage according to Table: Acid Blood Damage (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way. If the xenomorph has the swallow whole ability, it adds this damage to its swallow whole damage.

Xenomorph Size Acid Damage
Medium or smaller 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8

Speed retains all of the base creature’s movement speeds; a xenomorph spawned from a creature of medium size or smaller that did not posesses a climb speed gains a climb speed equal to its land speed.

Attacks a xenomorph retains any gore, talon, or wing attacks that the base creature posessed, it also gains a bite attack for every head it posessed, a sting attack for every tail it posessed, and a claw attack for every hand it posessed, if it has no hands it gains a claw attacks for every foot it posesses up to 2 claw attacks; all these attacks deal damage based on the xenomorph’s size and both bypass DR and ignore hardness as adamantine; if the base creature did not posess a tail, the xenomorph grows one and gains a sting attack as appropriate.

Special Attacks a xenomorph retains any extraordinary abilities that the base creature posessed and also gains the following special attack if it has 3 or more HD.

Acid Spit (Ex) This ability allows a Xenomorph to spit acid a number of times per day equal to 3 + her constitution modifier. At 3 HD this ability functions as acid arrow. Starting at 11 HD the Xenomorph can instead use this ability as if it were acid spray, but doing so consumes 3 uses. The caster level for this ability is equal to half the Xenomorph’s HD, DC is 10 + 1/2 the Xenomorph’s HD + the Xenomorph’s Con modifier.

Languages a xenomorph can read and understand any language that the surrogate mother could.

Special Qualities a xenomorph retains any extraordinary abilities that the base creature posessed and also gains blindsight (120 ft.), hive mind, and scent.

Hive Mind (Ex) All xenomorphs within 50 miles of their queen are in constant communication with her and each other. If one is aware of a particular danger, they all are aware of a particular danger. If one in the hive of xenomorphs is not flat-footed, none of them are. No xenomorph in a hive is considered flanked unless all xenomorphs in a hive are flanked.

Weaknesses a xenomorph gains vulnerability to sonic (nonlethal only) attacks.

Example Xenomorphs: Tyrannosaurus, 10th level Kobold, Red Dragon, 10th level Kasatha.

T-Rex Xenomorph CR 12

N Gargantuan aberration (augmented animal)
Init +7; Senses blindsight (120 ft.), low-light vision, scent; Perception +37

DEFENSE

AC 32, touch 9, flat-footed 29 ( +3 Dex, +23 natural, –4 size)
hp 228 (24d8 +120)
Fort +13, Ref +11, Will +15
DR 5/adamantine; Immune xenomorph acid
Special Defenses acid blood (2d6)
Weaknesses vulnerability to sonic (nonlethal only)

OFFENSE

Speed 40 ft.
Melee bite +29 (2d8 +24/19-20 plus grab), sting +29 (2d6 +6/19-20), 2 claws +29 (2d6 +6/19-20)
Space 20 ft.; Reach 20 ft.
Special Attacks spit acid 8/day, swallow whole (2d8 +12 + 2d6 acid, AC 21, hp 22)

STATISTICS

Str 34, Dex 17, Con 21, Int 12, Wis 12, Cha 15
Base Atk +18; CMB +34; CMD 47
Feats bleeeding critical, critical focus, diehard, endurance, improved critical (bite, sting, claw), improved initiative, multiattack, weapon focus (bite, sting, claw)
Skills Intimidate +30, Perception +37, Stealth +31, Survival +29, Swim +40; Racial Modifiers +8 Perception

SPECIAL ABILITIES

Acid Blood (Ex)

A xenomorph’s blood is highly acidic. Every time the xenomorph is damaged by a piercing or slashing weapon, the attacking creature takes 2d6 acid damage (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way.

Acid Spit (Ex)

This ability allows a Xenomorph to spit acid 8 times per day. This ability functions as acid arrow (5 rounds). The Xenomorph can instead use this ability as if it were acid spray (6d6, DC 27), but doing so consumes 3 uses. The caster level for this ability is equal to half the Xenomorph’s HD (12), DC is 10 + 1/2 the Xenomorph’s HD + the Xenomorph’s Con modifier.

Hive Mind (Ex)

All xenomorphs within 50 miles of their queen are in constant communication with her and each other. If one is aware of a particular danger, they all are aware of a particular danger. If one in the hive of xenomorphs is not flat-footed, none of them are. No xenomorph in a hive is considered flanked unless all xenomorphs in a hive are flanked.

Powerful Bite (Ex)

A tyrannosaurus applies twice its Strength modifier to bite damage.

Kobold Xenomorph CR 10

CN Small aberration (augmented humanoid, reptilian)
Init +4; Senses blindsight (120 ft.), darkvision 60 ft., scent; Perception +14

DEFENSE

AC 18, touch 14, flat-footed 15 ( +3 Dex, +4 natural, +1 size)
hp 60 (11d8 +11)
Fort +3, Ref +3, Will +7
DR 3/adamantine; Immune xenomorph acid
Special Defenses acid blood (1d4)
Weaknesses light sensitivity, vulnerability to sonic (nonlethal only)

OFFENSE

Speed 40 ft., climb 40 ft.
Melee bite +10 (1d6), 2 claws +10 (1d4), sting +10 (1d4)
Special Attacks spit acid 4/day,

STATISTICS

Str 11, Dex 19, Con 12, Int 9, Wis 11, Cha 14
Base Atk +8; CMB +6; CMD 17
Feats critical focus, improved natural attack (bite, claw, sting), multiattack, weapon finesse
Skills Climb +14, Perception +14, Stealth +20; Racial Modifiers +8 Climb;
Languages Xenomorph
Special Qualities crafty

SPECIAL ABILITIES

Acid Blood (Ex)

A xenomorph’s blood is highly acidic. Every time the xenomorph is damaged by a piercing or slashing weapon, the attacking creature takes 1d4 acid damage (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way.

Acid Spit (Ex)

This ability allows a Xenomorph to spit acid 4 times per day. This ability functions as acid arrow (2 rounds). The caster level for this ability is equal to half the Xenomorph’s HD (5). The Xenomorph can instead use this ability as if it were acid spray (2d6, DC 16), but doing so consumes 3 uses. The caster level for this ability is equal to half the Xenomorph’s HD (5), DC is 10 + 1/2 the Xenomorph’s HD + the Xenomorph’s Con modifier.

Crafty (Ex)

Craft (trapmaking) and Stealth are always class skills for a kobold.

Hive Mind (Ex)

All xenomorphs within 50 miles of their queen are in constant communication with her and each other. If one is aware of a particular danger, they all are aware of a particular danger. If one in the hive of xenomorphs is not flat-footed, none of them are. No xenomorph in a hive is considered flanked unless all xenomorphs in a hive are flanked.

Red Dragon Xenomorph CR 17

CN Huge aberration (augmented dragon, fire)
Init +6; Senses blindsight (120 ft.), dragon senses, scent, smoke vision; Perception +24
Aura frightful presence (180 ft., DC 19)

DEFENSE

AC 37, touch 10, flat-footed 35 ( +2 dex, +27 natural, –2 size)
hp 241 (21d8 +147)
Fort +14, Ref +9, Will +12
DR 5/adamantine; Immune fire, paralysis, sleep, xenomorph acid; SR 25
Special Defenses acid blood (1d8)
Weaknesses vulnerability to cold, vulnerability to sonic (nonlethal only)

OFFENSE

Speed 40 ft., fly 200 ft. (poor)
Melee bite +24 (2d6 +11/19-20), 2 claws +24 (1d8 +5/19-20), 2 wings +24 (1d8 +5), sting +24 (1d8 +5)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks crush (Small Creatures, DC 27, 2d8 +16), spit acid 10/day,

STATISTICS

Str 33, Dex 14, Con 25, Int 13, Wis 10, Cha 9
Base Atk +15; CMB +28; CMD 40 (44 vs. trip)
Feats Cleave, Greater Vital Strike, Improved Critical (claw, bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Skills Climb +35, Fly +22, Intimidate +23, Perception +24, Stealth +18, Survival +24.
Languages Xenomorph

SPECIAL ABILITIES

Acid Blood (Ex)

A xenomorph’s blood is highly acidic. Every time the xenomorph is damaged by a piercing or slashing weapon, the attacking creature takes 1d8 acid damage (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way.

Acid Spit (Ex)

This ability allows a Xenomorph to spit acid 10 times per day. This ability functions as acid arrow (4 rounds). The Xenomorph can instead use this ability as if it were acid spray (5d6, DC 27), but doing so consumes 3 uses. The caster level for this ability is equal to half the Xenomorph’s HD (10), DC is 10 + 1/2 the Xenomorph’s HD + the Xenomorph’s Con modifier.

Hive Mind (Ex)

All xenomorphs within 50 miles of their queen are in constant communication with her and each other. If one is aware of a particular danger, they all are aware of a particular danger. If one in the hive of xenomorphs is not flat-footed, none of them are. No xenomorph in a hive is considered flanked unless all xenomorphs in a hive are flanked.

Smoke Vision (Ex)

A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).

Kasatha Xenomorph CR 10

LN Medium aberration (augmented humanoid, kasatha)
Init +6; Senses blindsight (120 ft.), scent; Perception +15

DEFENSE

AC 19, touch 15, flat-footed 14 ( +3 Dex, +2 dodge, +4 natural)
hp 71 (11d8 +22)
Fort +5, Ref +5, Will +8
DR 3/adamantine; Immune xenomorph acid
Special Defenses acid blood (1d4)
Weaknesses vulnerability to sonic (nonlethal only)

OFFENSE

Speed 30 ft., climb 30 ft.
Melee bite +12 (1d6 +2/19-20), 4 claws +12 (1d4 +1/19-20), sting +12 (1d4 +1/19-20)
Special Attacks acid spit 5/day

STATISTICS

Str 15, Dex 23, Con 14, Int 12, Wis 13, Cha 9
Base Atk +8; CMB +10; CMD 26
Feats critical focus, improved critical (bite, claw, sting), multiattack, weapon Finesse
Skills Acrobatics +20, Climb +17, Perception +15, Sense Motive +12, Stealth +20, Survival +15; Racial Modifiers +8 Climb;
Languages Xenomorph
Special Qualities desert runner, desert stride, jumper, multi-armed, stalker

SPECIAL ABILITIES

Acid Blood (Ex)

A xenomorph’s blood is highly acidic. Every time the xenomorph is damaged by a piercing or slashing weapon, the attacking creature takes 1d4 acid damage (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way.

Acid Spit (Ex)

This ability allows a Xenomorph to spit acid 5 times per day. This ability functions as acid arrow (2 rounds). The caster level for this ability is equal to half the Xenomorph’s HD (5). The Xenomorph can instead use this ability as if it were acid spray (2d6, DC 17), but doing so consumes 3 uses. The caster level for this ability is equal to half the Xenomorph’s HD (5), DC is 10 + 1/2 the Xenomorph’s HD + the Xenomorph’s Con modifier.
Desert Runner (Ex)

A kasatha has a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Desert Stride (Ex)

A kasatha moves through non-magical difficult terrain in desert environments at normal speed.

Hive Mind (Ex)

All xenomorphs within 50 miles of their queen are in constant communication with her and each other. If one is aware of a particular danger, they all are aware of a particular danger. If one in the hive of xenomorphs is not flat-footed, none of them are. No xenomorph in a hive is considered flanked unless all xenomorphs in a hive are flanked.

Jumper (Ex)

A kasatha is always considered to have a running start when attempting Acrobatics checks to jump.

Multi-Armed (Ex)

A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.

Stalker (Ex)

Perception and Stealth are class skills for a kasatha.

Bio:

Immature Xenomorphs

To create a xenomorph that is in the early stages of transitioning from chestburster to adulthood, apply the Young template to the adult form twice. To create a xenomorph that is in the late stages of transitioning from chestburster to adulthood, apply the Young template to the adult form once.

Host Age

A xenomorph spawned from a creature with age categories or one that has had the young template applied to it grows into the adult version of said creature. For example, a chestburster spawned from a wyrmling red dragon will grow into a xenomorph with the base statitics of an adult red dragon, whilst one spanwed from a young bugbear will grow into a normal bugbear. If the chestburster is spawned from a race without racial HD (and thus without a standard statblock), such as humans, then ignore any young or old age related adjustments to physical ability scores when creating the xenomorph.

Tactics

Xenomorphs prefer to use surprise and stealth to their advantage. When faced with a group, lone xenomorphs will try to isolate a main target from the rest of the group using distraction and lighting to its advantage, it will then systematically kill the members of the group one by one from stealth. When in large groups xenomorphs prefer to attack in a co-ordinated ambush, using their agility to avoid being hit as they slaughter their targets en-masse.

Facehuggers will stalk potential hosts and wait in ambush for prolonged periods of time, waiting until the potential host is isolated from its group or asleep, before latching onto it and impregnating it. Once it has implanted its embryo, a facehugger with quickly find a place where it can die out of sight, often leaving its victim unaware of what just happened.—

Communication

Xenomorphs communicate with each other through some unknown, non-verbal mean. Various scholars have postulated everything from telepathy to subsonic vibrations.

Weaknesses

A xenomorph is no more resistant to energy damage than the average naked human is, and despite its immunity to its own acid, a xenomorph’s hide is not resistant to other acids such as hydrofluoric acid or alkahest. Due to their reliance on vibrations for perception, ultrasonic pulses, such as those generated by a stun gun, can stun a xenomorph with ease as it overloads their neocortex analogue..

Facehuggers and Xenomorphs

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