0% found this document useful (0 votes)
406 views7 pages

Xenomorph

Xenomorphs (Aliens) possess traits that make them dangerous opponents. Their blood is highly corrosive acid. All xenomorphs can spray acid when injured, dealing acid damage over time. They acquire traits from their host species. Larger xenomorphs have hardened exoskeletons granting damage reduction. They can enter hibernation indefinitely and share a hive mind telepathic communication over long ranges. Xenomorphs come in different life stages - chestbursters hatch from eggs implanted in hosts, facehuggers implant the eggs, and drones are the common warrior caste. The largest and most powerful is the predalien.

Uploaded by

jaklsdhowe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
406 views7 pages

Xenomorph

Xenomorphs (Aliens) possess traits that make them dangerous opponents. Their blood is highly corrosive acid. All xenomorphs can spray acid when injured, dealing acid damage over time. They acquire traits from their host species. Larger xenomorphs have hardened exoskeletons granting damage reduction. They can enter hibernation indefinitely and share a hive mind telepathic communication over long ranges. Xenomorphs come in different life stages - chestbursters hatch from eggs implanted in hosts, facehuggers implant the eggs, and drones are the common warrior caste. The largest and most powerful is the predalien.

Uploaded by

jaklsdhowe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
  • Xenomorph Traits
  • Xenomorph Types

Xenomorph (Aliens)

All Xenomorphs possess a suite of traits and special qualities. Their blood is a highly corrosive
acid, granting them the Acid Spray quality. The generic traits of all Xenomorph’s are as follows:
Acid Spray—When injured or killed, an Xenomorph splashes some of its highly corrosive acidic
blood. The acid spray affects a single target within its reach. If the Xenomorph hits with the acid
spray, the target takes 2d4 acid damage plus an additional 2d4 acid damage at the start of the
target's turn every round until the acid is washed off or treated (requiring a DC 15 Treat Injury
check and a medical kit). The acid ignores DR 10 or less.
Acquired Traits—A Xenomorph acquires the racial traits of the host creature that it gestates in,
adding them to its own genetic make-up. The default assumption is a human host, granting it a
bonus feat, and a bonus trained skill.
Entrap—A Xenomorph of small or larger size can secrete sticky saliva on a helpless creature that
quickly hardens into a solid resin, rendering the creature entrapped. A target made helpless by
this ability can become conscious but can take no physical actions (except attempting to break
free) until the entrapping material is removed. Attempting to break free requires a DC 25
Strength check and a full-round action.
Hardened exoskeleton—DR 1 for Small and smaller Xenomorphs, DR 2 for Medium and Large
Xenomorphs, DR 5 for Huge and larger creatures against simple weapons and unarmed attacks.
Hibernation—A Xenomorph can enter a state similar to a hibernation trance. A Xenomorph can
use the Force Trance application of the Use the Force skill untrained (and even if not Force-
sensitive) and can remain in the trance indefinitely. A Xenomorph in such a state ceases to age,
and needs no food, water, or air until it emerges from hibernation.
Hive Mind—Xenomorphs share a hive mind and can communicate with any Xenomorph within a
1-kilometer range.
Pounce—When long jumping, the Xenomorph does not require a running start for jumps of 4
squares or fewer and does not double the Jump DC when doing so. If the beast successfully
jumps into or adjacent to a target enemy's square, the beast can make an immediate attack
against the target. If the attack is successful, the Xenomorph can attempt to trip the target as a
free action that does not provoke an attack of opportunity.
Scent—Xenomorphs ignore concealment and cover when making Perception checks to notice
opponents within 10 squares, and they take no penalty from poor visibility when tracking.

Chestburster CL 1
Diminutive subterranean beast 1
Init +4; Senses darkvision, scent; Perception +10
----------------------------------------------------------------------------
Defenses Ref 16 (flat-footed 13), Fort 10, Will 10
hp 3; DR 1; Threshold 10
Immune acid, atmospheric and inhaled poison hazards
----------------------------------------------------------------------------
Speed 6 squares, climb 1 square, swim 6 squares
Melee bite +4 (1d2-1)
Ranged acid spray +4 (2d4 acid)
Base Atk +0; Grp -11
Atk Options acid spray, constrict, pounce, tail grab
----------------------------------------------------------------------------
Abilities Str 8, Dex 18, Con 6, Int 2, Wis 11, Cha 8
SQ darkvision, fast growth, hive mind, scent
Feats Weapon Finesse, Skill FocusB (Perception)
Skills Jump +4, Perception +10 (may reroll, keeping the better result), Stealth +19
----------------------------------------------------------------------------
Fast Growth—The Xenomorph grows quickly, becoming a Tiny-sized drone after one hour.
Thereafter it gains one hit dice and one size category per hour until it reaches its full growth at
Medium size.

Facehugger CL 2
Tiny subterranean beast 2
Init +3; Senses darkvision, scent; Perception +1
----------------------------------------------------------------------------
Defenses Ref 16 (flat-footed 13), Fort 10, Will 10
hp 7; DR 1; Threshold 10
Immune acid, atmospheric and inhaled poison hazards
----------------------------------------------------------------------------
Speed 6 squares, climb 1 square
Melee tail grab +4 (special)
Ranged acid spray +4 (2d4 acid)
Base Atk +1; Grp +4 (tail grab)
Atk Options acid spray, constrict, facehug, pounce, tail grab
----------------------------------------------------------------------------
Abilities Str 10, Dex 16, Con 8, Int 2, Wis 11, Cha 8
SQ darkvision, hive mind, implant, scent
Feats Weapon Finesse
Skills Jump +6, Perception +1 (may reroll, keeping the better result), Stealth +14
----------------------------------------------------------------------------
Implant—A facehugger can lay a single egg in a helpless creature, after which, the facehugger
dies. An implanted egg will hatch in 1d6 hours, at which point the young consume the host from
within and burst through the chest killing the host. This reproduction produces a chestburster
Xenomorph. Surgery can cut out an unhatched egg with a DC 30 Treat Injury check. Failure by 5
or more indicates damage to the Xenomorph triggering an acid spray killing the host.
Constrict—A facehugger that succeeds in grappling an opponent can use the Crush and Pin feats
as normal. When crushing, however a facehugger deals 2d6+1 points of damage.
Facehug—When grappling, it latches onto its victims face and neck preventing normal
breathing. Each round it maintains the grapple, the host is blinded and drops -1 step down the
condition track (treat as a garrote).
Tail Grab—If a facehugger hits with its tail against a Medium or smaller opponent, it can
automatically make a grapple check with its tail at its full bonus (even if it has already taken a
full-round action).

Drone CL 5
Medium subterranean beast 3
Init +4; Senses darkvision, scent; Perception +11
----------------------------------------------------------------------------
Defenses Ref 19 (flat-footed 16), Fort 16, Will 13
hp 23; DR 2; Threshold 16
Immune acid, atmospheric and inhaled poison hazards
----------------------------------------------------------------------------
Speed 8 squares, climb 2 squares, swim 8 squares
Melee 2 claws +9 (2d4+6) and bite +9 (2d6+6) or
Melee tail sting +9 (2d6+6 plus Melee Stun)
Ranged acid spray +5 (2d4 acid)
Fighting Space 1x1; Reach 1 square (2 squares with tail sting)
Base Atk +2; Grp +7
Atk Options acid spray, ambush, Melee Stun, pounce
----------------------------------------------------------------------------
Abilities Str 20, Dex 16, Con 17, Int 5, Wis 10, Cha 10
SQ armored defenses, acquired traits, darkvision, entrap, hive mind, improved natural weapons,
increased aggression, scent
Feats Skill Focus (Stealth), Skill FocusB (Perception), Skill Training (Jump)
Skills Jump +11, Perception +11 (may reroll, keeping the better result), Stealth +14
----------------------------------------------------------------------------
Ambush—A Xenomorph drone deals an additional 2d6 points of damage with its natural
weapons against an enemy that is flat-footed or that is denied its Dexterity bonus.
Pack Hunter—The Xenomorph drone gives a +4 bonus instead of a +2 bonus when using the
aid another action.
Melee Stun—Its tail attack stings and disorients the target with a Melee Stun, an ability that
works like the Brawler talent of the same name.

Warrior (Praetorian) CL 8
Medium subterranean beast 6
Init +6; Senses darkvision, scent; Perception +13
----------------------------------------------------------------------------
Defenses Ref 19 (flat-footed 16), Fort 17, Will 13
hp 53; DR 2; Threshold 21
Immune acid, atmospheric and inhaled poison hazards
----------------------------------------------------------------------------
Speed 6 squares, climb 1 square, swim 6 squares
Melee 2 claws +9 (2d4+10) and bite +9 (2d6+10) or
Melee tail sting +9 (2d6+10 plus Melee Stun)
Ranged acid spray +7 (2d4 acid)
Fighting Space 1x1; Reach 1 square (2 squares with tail sting)
Base Atk +4; Grp +9
Atk Options acid spray, ambush, Melee Stun, pounce, Power Attack
----------------------------------------------------------------------------
Abilities Str 20, Dex 16, Con 18, Int 5, Wis 10, Cha 10
SQ armored defenses, acquired traits, bony plates, darkvision, enhanced resilience, entrap, hive
mind, improved natural weapons, increased aggression, scent
Feats Improved Damage ThresholdB, Power Attack, Skill FocusB (Perception), Skill Focus
(Stealth), Skill Training (Jump)
Skills Jump +13, Perception +13 (may reroll, keeping the better result), Stealth +16
----------------------------------------------------------------------------
Ambush—A Xenomorph warrior deals an additional 2d6 points of damage with its natural
weapons against an enemy that is flat-footed or that is denied its Dexterity bonus.
Bony plates—As a reaction, a Xenomorph warrior can apply DR 5 to mitigate one successful hit
per round.
Pack Hunter—The Xenomorph warrior gives a +4 bonus instead of a +2 bonus when using the
aid another action.
Melee Stun—Its tail attack stings and disorients the target with a Melee Stun, an ability that
works like the Brawler talent of the same name.
* Includes 2 points of Power Attack.

Predalien CL 12
Medium subterranean beast 12
Init +8; Senses darkvision, low-light vision, scent; Perception +10
----------------------------------------------------------------------------
Defenses Ref 27 (flat-footed 25), Fort 20, Will 12
hp 138; DR 2; Threshold 25
Immune acid, atmospheric and inhaled poison hazards
----------------------------------------------------------------------------
Speed 6 squares, climb 1 square, swim 6 squares
Melee 2 claws +14* (2d4+17) and bite +14* (2d6+17) or
Melee tail sting +14* (2d6+17 plus Melee Stun) or
Melee tail slam +14* (2d6+17 plus Trip) or
Ranged acid spray +11 (2d4 acid)
Fighting Space 1x1; Reach 1 square (2 squares with tail sting)
Base Atk +9; Grp +16
Atk Options acid spray, ambush, Bantha Rush, brutal, Melee Stun, Pin, pounce, Power Attack,
trip
----------------------------------------------------------------------------
Abilities Str 24, Dex 14, Con 20, Int 5, Wis 8, Cha 8
SQ armored defenses, acquired traits, bony plates, darkvision, enhanced resilience, entrap, hive
mind, implant, improved natural weapons, increased aggression, low-light vision, scent
Feats Bantha Rush, Extra Second Wind, Improved Damage Threshold B, Pin, Power Attack, Skill
Training (Perception)
Skills Perception +10 (may reroll, keeping the better result), Stealth +13
----------------------------------------------------------------------------
Ambush—A Xenomorph predalien deals an additional 2d6 points of damage with its natural
weapons against an enemy that is flat-footed or that is denied its Dexterity bonus.
Aquired Traits—Brutal, Great Fortitude, Inborn Resilience, Low-Light Vision, Stronger by Age
(as the Feeorin species; see Knights of the Old Republic, page 14)
Bony plates—As a reaction, a Xenomorph predalien can apply DR 5 to mitigate one successful
hit per round.
Implant—The Xenomorph predalien can act as a queen, holding eggs in its jowls, forcibly
depositing them in a host it has Pinned or otherwise made helpless. Multiple eggs can be
deposited in a single host, producing multiple facehugger Xenomorphs. This ability otherwise
works like the facehugger Xenomorph, except the predalien does not die after implanting its
eggs.
Pack Hunter—The Xenomorph predalien gives a +4 bonus instead of a +2 bonus when using
the aid another action.
Melee Stun—Its tail attack stings and disorients the target with a Melee Stun, an ability that
works like the Brawler talent of the same name.
Trip—If the Xenomorph predalien hits with a tail slam attack, it can attempt to trip an enemy (as
if using the Trip feat) as a free action that does not provoke attacks of opportunity.
* Includes 4 points of Power Attack.
Queen CL 16
Huge subterranean beast 15
Init +6; Senses darkvision, scent; Perception +17
----------------------------------------------------------------------------
Defenses Ref 27 (flat-footed 27), Fort 21, Will 13; Force resistance
hp 217, fast healing 5; DR 5; Threshold 36
Immune acid, atmospheric and inhaled poison hazards, mind-affecting Force powers; +5 to
Defenses vs. the Force
----------------------------------------------------------------------------
Speed 6 squares, climb 1 square, swim 6 squares
Melee 4 claws +16* (2d8+22) and bite +16 (3d6+22) or
Melee slam +20* (3d6+29) with Powerful Charge or
Melee tail sting +16* (2d8+22 plus Melee Stun) or
Melee tail slam +16* (2d8+22 plus Trip) or
Ranged acid spray +10 (2d4 acid)
Fighting Space 3x3; Reach 2 squares (3 squares with tail)
Base Atk +11; Grp +30
Atk Options acid spray, ambush, Cleave, Crush, Pin, pounce, Power Attack, Powerful Charge,
roar, Melee Stun, trip
----------------------------------------------------------------------------
Abilities Str 29, Dex 9, Con 26, Int 5, Wis 10, Cha 15
SQ armored defenses, acquired traits, bony plates, darkvision, egg sac, enhanced resilience,
entrap, force resistance, hive mind, improved natural weapons, increased aggression, scent
Feats Bantha Rush, Improved Damage ThresholdB, Crush, Cleave, Power Attack, Powerful
Charge, Pin, Skill FocusB (Perception), Skill Focus (Stealth)
Skills Perception +17 (may reroll, keeping the better result), Persuasion (Intimidate) +19,
Stealth +7
Ambush—A Xenomorph queen deals an additional 2d6 points of damage with its natural
weapons against an enemy that is flat-footed or that is denied its Dexterity bonus.
Bony plates—As a reaction, a Xenomorph queen can apply DR 5 to mitigate one successful hit
per round.
Egg sac—A Xenomorph queen can grow an Gargantuan-sized egg sac in 1d6 days that will allow
her to produce eggs that spawn facehuggers. The egg sac render her immobilized while it is
grown. As a full-round action, the Xenomorph queen can forcibly detach the egg sac, ripping it
away if she is threatened and needs to defend her nest.
Fast Healing—A Xenomorph queen automatically regains 5 hit points every round at the end of
its turn, up to its normal maximum, until it is killed.
Force Resistance—A Xenomorph queen gains a +5 bonus to Defenses against Use the Force
checks.
Melee Stun—Its tail attack stings and disorients the target with a Melee Stun, an ability that
works like the Brawler talent of the same name.
Roar—As a move action, the Xenomorph queen produces a terrifying, rumbling sound and
makes a Persuasion check to intimidate any enemy target within 6 squares of it. If the attempt
succeeds, the target must move away from the Xenomorph queen on the target’s next turn, and
the target moves -1 step on the condition track. This is a mind-affecting effect.
Trip—If the Xenomorph queen hits with a tail slam attack, it can attempt to trip an enemy (as if
using the Trip feat) as a free action that does not provoke attacks of opportunity.
* Includes 6 points of Power Attack.

I have used these versions in game and to great effect. They sneak around, ambush PC's, and
make NPC's go missing without a trace. When player characters find the missing NPC's, they beg
for them to kill them...the works. It's great.

You might also like