
Xenomorph 27 |

Gebbite (14 RP)
Type
Half-Undead (Human) (5 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Weakness (+2 Dex, +2 Wis, -4 Cha) (-1 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Undead Resistance (- RP)
Resist Level Drain (- RP)
Unnatural (2 RP)
Offense Racial Traits
Bite (1 RP)
Claws (2 RP)
Toxic (1 RP)
Senses Racial Traits
Darkvision (- RP)
Carrion Sense (1 RP)
Weakness Racial Traits
Negative Energy Affinity (- RP)
Racial Ability Traits (Pick Only One)
Stench Aura (3 RP) (Homebrew -modified Stench Aura 4 RP)
Feast (3 RP) (Homebrew - modified Sin Eater)
Geb Magic (3 RP) (Fell Magic 3 RP)
Damage Reduction (3 RP) (Homebrew -modified Skeletal Damage Reduction 2 RP)
Gebbite Racial Traits
+2 Dexterity, +2 Constitution, -4 Charisma: Gebbites are quick and hardy but their infusion to undeath impedes dealings with most of society.
Medium: Gebbites are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gebbites have a base speed of 30 feet.
Darkvision: Gebbites can see in the dark up to 60 feet.
Undead Resistance: Gebbites gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain: Gebbites take no penalty from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels a Gebbite has accrued are removed without the need for any additional saving throws.
Bite: Gebbites gain a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or secondary attack if wielding manufactured weapons.
Claws: Gebbites receive two claw attacks. These are primary natural attacks dealing 1d4 damage.
Gebbite Talent: Gebbites have extraordinary and supernatural special qualities. Pick one talent from the list of Gebbites Racial Abilities below.
Necromantic Toxin: A Gebbite can envenom a weapon that it wields with its saliva or necromantic blood (using blood requires the creature to be injured when it uses this ability). Applying vemon in this way is a swift action. You can perform this extraordinary ability a number of time per day equal to its Constitution modifier (minimum 1/day). Paralytic Venom: Injury; save Fort DC 10 + ½ the Gebbite’s Hit Dice + Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Carrion Sense: Gebbites possess a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Unnatural: Gebbites unnerve normal animals, and train to defend themselves from such creatures. Gebbites take a -4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward Gebbites is one step worse than normal.
Negative Energy Affinity: Positive energy harms Gebbites, while negative energy heals.
Languages: Gebbites begin play speaking common and the primary language of their host society. Gebbites with a high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Gebbite Racial Abilities:
Stench Aura: Gebbites secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + ½ the Gebbite’s character level + Constitution modifier) or be sickened for 3 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature’s stench aura for 24 hours. A delay poison or neutralize poison spell of similar effect removes the effect from the sickened creature. This is a poison effect.
Feast: As a free action, when the Gebbite finds a fresh corpse, spending 1 minute adjacent to the corpse, he can consume humanoid flesh.This provokes attacks of opportunity. The Gebbite can rush this feeding, performing it as a full-round action that provokes attacks of opportunity, but he only gains half the normal benefits. Consuming the humanoid flesh heals the Gebbite a number of hit points of damage equal to 1d8 + his character level (maximum +5). The enemy must have been killed within the last hour, and it must have had at least as many Hit Dice as half the Gebbite’s level. The Gebbite can use this ability once for each encounter.
Geb Magic: The magic that curses Gebbites to their bestial feeding sometimes manifests as latent necromancy magic. Gebbites gain +1 to the DC of any saving throws against necromancy spell that they cast. Gebbites with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day - bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the Gebbite’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + Wisdom modifier.
Damage Reduction: Some Gebbites take on a skeletal aspect gaining DR 5/bludgeoning.