Xenomorph template


Homebrew and House Rules


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Hello all,

I created a xenomorph template I planned to put up yesterday for alien day, but work has been crazy. Anywho, in darkhorse's alien comics there is a lab created xenomorph that is intelligent. It is depicted wielding a pulse rifle and smoking a cigar. My creation is similar in that it is a xenomorph breed that eschews the hive mentality for the intelligence comparable to its host. It was created in a lab by predators to be domesticated and used for training. Buried for centuries in the hull of a crashed ship, the eggs lie dormant, awakening once discovered.

Let me know what you think. Advice and criticism appreciated.

Xenomorph (CR+2)
Xenomorph is an inherited template that can be added to any medium or large corporeal creature. A Xenomorph uses the creatures base stats except as noted here.
Challenge Rating
Same as base creature +2
AL
Any Lawful
Type
The creatures type changes to aberration. Do not recalculate class Hit Dice, BAB, or saves.
Senses
Blind, Blindsight 10’, Blindsense 120’
Armor Class
Natural armor improves by +6
Hit Dice
Change all racial hit dice to d8s. Class hit dice are unaffected
Defensive Abilities
DR 10/P&B, acid immunity, resistance to cold 10, electricity 10. Poison immunity.
Weaknesses
Xenomorphs have an instinctual fear of fire. When ongoing fire is in line of sight, within its blindsense range, the xenomorph must succeed in a will save DC 15+caster lvl or be shaken. A xenomorph can not approach ongoing flame unless is succeeds in a will save DC 15+caster lvl. When within the area of an instantaneous fire effect she must succeed a will save DC 15+ lvl or be frightened for 1 round.

A xenomorphs blindsight and blindsense is a combination of scent, heat sense, echolocation using its hiss, and sensing bioelectric fields. Therefore she must hiss to sense objects in her surroundings, which imposes a -10 penalty on all stealth checks. When hunting most will either stalk in loud areas, or silently wait to ambush any that enter her blindsight range.

Due to the limitations of her senses, she always has a 20% miss chance against undead, elementals (except fire), and other non-organic creatures.
Speed
As the base creature +10.
Attacks
The xenomorph gains two claw attacks, and a tail attack with reach. Both are primary attacks.
The xenomorph gains a bite attack that receives one and a half strength modifier and is bludgeoning. This bite attack can only be used as part of a grapple.
All of a xenomorphs natural attacks deal damage as a creature one step larger.
Special Qualities (Ex)
Acid Blood (Ex) When the xenomorph takes damage from a physical attack, it releases a 10’cone of acid towards the source of the attack. This deals 1d6 acid damage for 1d4 rounds to all witin the cone. A reflex save of 10 + damage dealt halves this and it only lasts 1 round.
Spider climb (Ex) A xenomorph can move along ceilings and walls as if under the effects of the spider climb spell.
Dormancy (Ex) A xenomorph goes into a state of suspended animation when it has no access to food, water, or air.
Ability Scores
Str+4, Dex +4, Con +2, Wis+2.
Skills
Xenomorphs gain a +6 stealth check when in dark or low light areas, a +4 on intimidation checks, and a +6 on survival checks.
Feats
Xenomorphs gain Improved Grapple and Toughness as bonus feats.

RPG Superstar 2012 Top 32

It looks pretty good. Some of the writing could be clearer. For example, it looks like those sprayed by the acid blood take damage for 1d4 rounds, but the way it's written, it sounds like it sprays for 1d4 rounds.

I would give the bite attack a swift action re-roll to represent the inner jaws. Or just plain new fangled 5e Advantage.

I also wouldn't give the xenomorphs penalties to Stealth; they can just use sub-sonics or ultra-sonics. Maybe even a sub-sonic aura that makes opponents within range of their blindsense shaken.

They get a +8 to AC. That might interfere with the acidic blood ability. Maybe lower the Natural Armor bonus to AC and give it a higher Constitution increase to increase its survivability. You're going to want the PCs to hit the xenomorph multiple times so it can spray acid blood a bunch of times.

To make running them easier, just make them shaken for 1 round if they're near fire or damaged by fire, no save necessary.


isn't there a simple corruption hive template which is basically the paizo version of the xenomorph?


Lady-J wrote:
isn't there a simple corruption hive template which is basically the paizo version of the xenomorph?

The corruptive hive template is nothing like a xenomorph.


SmiloDan wrote:

It looks pretty good. Some of the writing could be clearer. For example, it looks like those sprayed by the acid blood take damage for 1d4 rounds, but the way it's written, it sounds like it sprays for 1d4 rounds.

I would give the bite attack a swift action re-roll to represent the inner jaws. Or just plain new fangled 5e Advantage.

I also wouldn't give the xenomorphs penalties to Stealth; they can just use sub-sonics or ultra-sonics. Maybe even a sub-sonic aura that makes opponents within range of their blindsense shaken.

They get a +8 to AC. That might interfere with the acidic blood ability. Maybe lower the Natural Armor bonus to AC and give it a higher Constitution increase to increase its survivability. You're going to want the PCs to hit the xenomorph multiple times so it can spray acid blood a bunch of times.

To make running them easier, just make them shaken for 1 round if they're near fire or damaged by fire, no save necessary.

I agree. I will re-word the acid spray.

As for AC and such, I was going for more balance as I'm seeing this as more of a template for PCs.


Merm7th wrote:
Lady-J wrote:
isn't there a simple corruption hive template which is basically the paizo version of the xenomorph?
The corruptive hive template is nothing like a xenomorph.

Paizo's IP lawyer spotted. :-)


Why on earth would you give them a penalty to stealth?

Scarab Sages

If your version "eschews the hive mentality," why is its alignment still restricted to Lawful?


Sah wrote:
Why on earth would you give them a penalty to stealth?

Sure they can shut down and hide like we saw near the end of Alien or within their hive in Aliens, and they can land softly when dropping down from above, but they breath very loudly. We have only seen them sneak up on prey when they are in areas with lots of ambient noise, or from within ceilings and floors. That's why they get the stealth bonus for blending into the environment because of their in organic appearance, their light of foot, and their hibernating (motionless hiding) that allows them to appear to be "coming out of the walls." They only stalk and actively sneak up on in machine rooms, engine rooms, areas actively venting steam, or when they have access to in wall, in floor, duct, and under water areas. When they are not hibernating or holding their breath, they sound like an overweight smoker climbing steps in the summer. Thus the penalty when moving through the environment.

Maybe I could give them a Con based ability to hold their breath a number of rounds and be active. Like 1d4+Com modifier rounds to be rolled by the GM. It will keep it interesting and when the time is up, they get the standard penalty either because they have to breath or they stumble or bump into something due to dizziness.


I'm Hiding In Your Closet wrote:
If your version "eschews the hive mentality," why is its alignment still restricted to Lawful?

This breed is lab created for domestication. No one wants to create a intelligent, independent, alien that is chaotic. I imagine these awakened aliens actually serving as teachers to the young of predator tribes who have yet to go on their first hunts. Or like in the darkhorse comics to serve or serve alongside human marines.

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