Cause i was bored welcome to SR-388


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Juvanile Metroid

This creature resembles a jelly fish with three nuclei pulsing in the mitts of its translucency. Its toothy maw twitches hungrily as it dashes towards you.

Juvanile Metroid CR 5
XP
N Medium Vermin
Init +2; Senses Dark vision 60' Life sense 60'; Perception +7

Defense
AC 21, touch 12, flat-footed 19 (+2 Dex, +0 size, +9 natural)
hp 49 (7d8+21 )
Fort +8, Ref +4, Will +4
SD Immune to immunity to all mind affecting effects (charms, compulsions, morale effects, patterns, and phantasms). All resistances 15 Dr 15/-
Weaknesses Icy Paralysis

Offense
Speed Fly 30 ft. (Perfect)
Melee Bite +7 (2d6+2 + Energy vampire. ),
Space 5 ft.; Reach 5ft.
SA Attach, Energy vampire.

Statistics
Str 14, Dex 10, Con 16, Int 3, Wis 14, Cha 10
Base Atk +5; CMB 0; CMD 0 ( 0 vs. trip)
Feats 4
Skills Perception +5
SQ Asexual Reproduction

Ecology
Environment Domesticated or City.
Organization solitary or clutch 2-6
Treasure none
Special Abilities

Icy Paralysis (ex): Whenever a Metroid takes ice damage it must roll a fortitude save (dc 10 + damage done) or become paralyzed for 1d4 rounds. While thusly frozen Its energy resistances and Damage reduction are negated.

Attach (Ex) When a Metroid hits with a touch attack, its barbed teeth latch onto the target, anchoring it in place. An attached Metroid is effectively grappling its prey. The Metroid loses its Dexterity bonus to AC and has an AC of 19, but holds on with great tenacity. A Metroid has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached Metroid can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the Metroid is removed.

Energy Vampipre (Ex) A Metroid drains energy at the end of its turn if it is attached to a foe, Draining 2d6 points of damage which is transferred to the Metroid in the form or healing or temporary hit points. If its victim dies from this damage she is reduced to a fine inert powder, effectively disintegrated.

Energy Transfer (ex): Instead of Draining an enemy from an attached creature a Metroid can instead transfer this energy to a creature healing it up 2d6 points of damage. This ability costs the Metroid the same amount of hit points.


Lol, I'm forwarding this to a couple of friends. Now we just need some goomba's to go with these flying mushrooms.


A hardcore Metroid should be immune to ice damage, but suffer the paralysis effect based on the damage it would have taken.


I thought about the Immune to ice damage thing but in one of the games (fusion i think it was) there was an Omega metroid which-could be harmed by ice missiles. Maybe the younger ones are more resilient not sure It just worked thematically.


Hey, sorry if this is a bit of a necro. I really liked your concept for the metroid and decided to refine it a bit.
Starting from the top down I changed the Metroid to the Aberration typ, lowered the DR and energy resistances to 10, and raised the hit points to 53 using the standard 4.5 avg for d8s.
Then I changed the saving throws to match the new Aberration type.
I changed the bite damage to reflect its medium size, plus weapon finesse. I rebalanced the stats, reversing Strength and Dexterity, and lowered Charisma to 5. I applied skill points and feats. I removed the Attach ability and replaced it with the standard grab. I then remodeled the energy drain and transfer after the Vampire blood drain abilities. I also calculated its CMB and CMD, and added trip immunity since it flies.

Anyway, here's the stat block:

Juvenile Metroid CR 5

XP 1600
N Medium Aberration
Init +2; Senses darkvision 60 ft., life sense 60 ft; Perception +7

DEFENSE

AC 21, touch 12, flat-footed 19 (+2 Dex, +0 size, +9 natural)
HP 53 (7d8+21)
Fort +5, Ref +4, Will +7
DR 10/-; Resist all 10; Immune mind affecting effects
Weaknesses Ice Paralysis

OFFENSE

Speed Fly 30 ft. (Perfect)
Melee Bite +7 (1d8 plus grab, Energy Vampire)
Space 5 ft.; Reach 5ft.
Special Attacks Grab, Energy Vampire.

STATISTICS

Str 10, Dex 14, Con 16, Int 3, Wis 14, Cha 5
Base Atk +5; CMB +7(+11 grapple); CMD 12 (immune vs. trip)
Feats Weapon Finesse, Agile Maneuvers, Improved Natural Attack (bite), Hover
Skills Fly 13, Perception 8, Stealth 9; Racial Modifiers +8 Fly
SQ Asexual Reproduction

ECOLOGY

Environment Domesticated or City.
Organization solitary or clutch 2-6
Treasure none

SPECIAL ABILITIES

Icy Paralysis (Ex) Whenever a metroid takes ice damage it must roll a fortitude save (dc 10 + damage done) or become paralyzed for 1d4 rounds. While frozen its energy resistances and damage reduction are negated.

Energy Vampire (Ex) A metroid drains energy at the end of its turn if it is attached to a foe, dealing 1d4 points of Constitution damage. The metroid heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains energy.

Energy Transfer (Ex) Instead of draining the energy from an attached creature a metroid can instead transfer energy to heal the creature. The metroid takes 1d4 points of constitution damage and the attached creature heals 5 points or gains 5 temporary hit points for 1 hour(up to a maximum number of temperorary hit points equal to its full normal hit points).


I dunno about Paralized. How about stunned? Wizards with ray of frost can Coup metroids all day.


Well, ray of frost will make the dc only from 12-14 I believe, so that's fairly easy to make with a +5 fort. You could probably drop INA for the feat that increases fort saves(cant remember the name for the life of me atm), or perhaps a more progressive freezing of the metroids. Perhaps treat it like an entangled condition where the metroid is able to either make a strength check or fort save to break the ice casing.

I haven't playtested it yet so any considerations are valid.

Liberty's Edge

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This was honestly the last thing I was expecting to see on this forum, but I like it so far. Will other types of metroids also show up, like Fission Metroids, Hunter Metroids, and the different stages of mutation of the SR-388 metroid?

Liberty's Edge

I also think that Metroids, while still mostly running on instinct, should have the capacity to be very intelligent, and should also have the ability to temporarily grant energy to a creature in addition to the existing energy drain capabilities. Because, you know, that one scene near the end of Super Metroid.


Look at the original post. The metroids can transfer energy to others.

Liberty's Edge

Oops, I didn't notice that part.

I think their energy drain needs to be reworked a little bit, and I also think their damage resistance shouldn't be 15/-, but 10/cold or 10/magic or something. If you have a powerful enough weapon, you can kill it without freezing it (as is evident in Metroid Prime). Just keep pounding, and it'll eventually explode.

Of course, there are different varieties of Metroid.
There are the Metroids from the Prime series, which I consider the "normal" kind, and there are the SR388 Metroids, which mutate into Alpha/Gamma/Zeta/Omega stages and grow to larger sizes.

Then there are the Fission Metroids, which split into multiple Metroids of you try to kill them with the wrong element.

Then of course, Hunter Metroids and Hatcher Metroids... And Dark Metroids, if you're into that kind of thing.

Finally, there would be Metroid Queens and the Metroid Prime as boss monsters. Be careful around the Prime, for it might turn into a Dark doppelgänger of whoever kills it.

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