
Tyrant Lizard King |
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Hello everyone! So I'm building custom monsters for a futuristic campaign... themes include Halo, Alien vs Predator and Star Wars. Today's topic is the Xenomorphs. I'm not an experienced poster so Idk how to add links or spoiler/hide buttons to save space :/
At any rate, I am looking for opinions on my creations. Fairness, power, CR, abilities... what could be improved, what could be added, what should be removed? I'm open to all suggestions. I have stats for the following; Facehugger, Chestburster, Drone, Queen. I will only post the Drone for now, and work through the others as the thread progresses.
Universal Xenomorph Traits:
Corrosive Blood: (as Purple Worm but not limited to metal)
Acid Spray: (as Nyogoth)
Pressurized Detonation: A Xenomorph that is reduced to 0 or fewer hitpoints by Fire damage must make a fortitude save, DC equal to 10+ damage dealt or explode dealing Acid damage equal to 1d6 per 2 HD (min 1d6) to all threatened squares. Reflex for 1/2. (Reflex DC = 10+HD+CON)
Fast Healing: equal to 1/5 HD, minimum 1
Ferocity
Darkvision 60ft
Blindsight 60ft
Immune: Acid, Disease and Poison
Fire Vulnerability
+4 racial bonus to Stealth
Hive Mind: +4 to Initiative and Perception when within a Hive
Bonus Feat- Improved Initiative
Xenomorphs always threaten an additional 5ft with Tail attacks. Tail attacks are always considered primary attacks that deal piercing and slashing damage.
Xenomorph Drone
CR 5
XP 1,600
NE Medium Aberration
Init: +10(+14 Hive Mind)
Darkvision 60ft, Blindsight 60ft, Perception +11(+15 Hive Mind)
DEFENSE
AC 23, touch 17, flat-footed 16 (+6 DEX, +6 Nat Armor, +1 Dodge)
HP: 55 (5d8+35); Fast Healing 1
Fort +11, Ref +10, Will +3
Defensive Abilities:(Universal Xenomorph Traits), Resist Cold 5
OFFENSE
Speed: 40, Swim: 20, Climb: 40
Melee: Bite +9(1d6+6, 19-20x2), 2 Claws +8(1d4+6, Grab), Tail +8(1d8+6)
Reach: 5ft (10ft with Tail)
STATISTICS
Str 20, Dex 22, Con 24, Int 11, Wis 14, Cha 14
BAB +3, CMB +8(+12 Grab), CMD 19
Feats: Improved Initiative, Dodge, Mobility, Outflank
Skills: Acrobatics +14, Sense Motive +7, Stealth +18
Languages: ?
SPECIAL ABILITIES
Ferocity
Deadly Grasp: Automatically inflict Bite damage when successfully maintaining a grapple.
Punching Bite: Bite attacks threaten a critical on 19-20
That is what I have currently for the Drone. Any thoughts on the resin/cocoon capabilities? Thank you for your feedback.

Bob Bob Bob |
Your Drone has the right HP, high AC, slightly lower attack, high damage, and high saves. So, especially with all the special abilities, seems like it should be a higher CR.
As for the rest, a bunch of the Universal traits don't seem like they're actually universal. Especially the Pressurized Detonation thing, but even the bonus to Stealth only really seems appropriate for the Drone. The Facehugger just has something like the statues who can take 20 on Stealth to pretend to not be alive. And I swear people have hidden from them before, so they don't have Blindsight. Also, do Chestbursters or Facehuggers even have a tail attack?

Son of the Veterinarian |

I'm not sure where fast healing comes from as I don't remember anything like it from either of the Alien films, nor do I remember them being particularly vulnerable to fire - they avoided it certainly, but that was more like the instinctual aversion all creatures have to fire than them being vulnerable to it.
You could probably drop both without hurting your build.

Starbuck_II |

I just use Tyranids.
Tyranids:
Fast Heal: Unless noted 1/HD per hour.
Tyranids are a unique form of life, designed by their Norn Queen to be the ultimate predators. Left to their own devices, they sweep worlds clean of all life, devouring every scrap of organic material before sending it back to their mother to create the next generation.
Hormagaunts are the foot soldiers of the Tyranid army, rushing in seething swarms to overwhelm enemies and cut them down with brutal blows of their four arm-scythes. While relatively fragile compared to their larger brethren, their damage output and numbers allow them to bring down all but the most powerful of defenders.
Unfortunately, without more powerful Tyranids nearby to channel the will of the Queen, these creatures are little more than animals, reverting to their savage instincts and charging blindly at the nearest enemy. With a synapse creature present, though, they are capable of astounding tactical maneuvers, shredding enemy defenses with brilliant plans.
Hormagaunt
Small CR 2 600 XP
Improved Initiative, Multiattack, Combat Reflexes.
Init: +6, Sense: perception +3, Blind sight 60. Align: NE. Hp: 24 (4HD+24), AC: 19 =10+ 6 NA+ 2 Dex +1 size. Str 16, Dex 15, Con 14, Int 1, Wis 6, Cha 9. Speed 50 ft.
Melee Claws +8 (1d6+4)
Full attack: 4 Claws +6 (1d6+3), and Bite +6 (1d8+1).
CMB: +7/ CMD: 18. Fort +3/Ref +2/Will +0. Escape Artist +6, stealth +8
Special Attacks: Rend 2d6 + 6
Special qualities: feral, hive-controlled
Organization: Solitary, Pack (2-5), Brood (10-20), or Infestation (30-50)
Challenge Rating: 2
Alignment: NE
A monstrous creature the size of a small human emerges from the tunnel ahead, jaws slavering. It resembles an insect in some ways, with powerful hind legs for springing and four long scythes at the end of its arms in place of hands. A crest of blood-colored chitin sweeps back from its cranium, matching the armor across its body.
Rend: If a Hormagaunt hits with two claw attacks in the same round, it can rend the target creature's flesh for extra damage: +2d6+6
Hive-controlled: In the presence of a Tyranid with the Synapse Creature special quality wiythin 60 ft, all Hormagaunts are linked as part of the same hive mind. No Hormagaunt is considered flat-footed or flanked unless all are, and if one Hormagaunt is aware of an enemy’s presence, all are. If every Synapse creature within 60 ft range is killed, the Hormagaunts lose this special quality. In addition, while this ability is active, any ability which requires a Will save which is used on the Hormagaunt, a Synapse can make for them.
Feral: When the last synapse creature is killed, the Hormagaunts spend one full round in total confusion, and can take no action. They are considered flat-footed for the duration of this round.
At the end of the round, roll 1d20 for each Hormagaunt, and refer to the chart below.
1-5: Retreat!: The Hormagaunt runs away from the enemies as fast as it can, and seeks to hide at a safe distance.
6-10: Defend!: The Hormagaunt holds its ground, attacking any creature (including other Tyranids) which comes within 15 feet.
11-20: CHARGE!!!: The Hormagaunt charges directly at the nearest creature (including other Tyranids) and attacks it to its fullest ability. When the creature dies, it moves on to the next nearest.
The result of this roll determines the Hormagaunt’s actions until the end of the encounter.
Gargoyles:
Gargoyles are vicious winged monsters that are often the first parts of Tyranid swarms seen in battle. Their prime purpose seems to be seeking out the enemy and sowing terror and confusion among them. Thus, fire and the flap of the Gargoyles' membranous wings precede the Tyranid hordes to drive the enemy out into the open so they can be absorbed by the swarm."
"Gargoyles physically resemble Termagants, being derived from the Gaunt genus. They have wide, leathery wings, raking claws, and barbed tails. Though they have six limbs, the lower pair have atrophied to little more than stumps."
Gargoyles Small CR 3 800 XP
Improved Initiative, Multiattack, Combat Reflexes.
Init: +6, Sense: perception +3, Blind sight 60. Align: NE. Hp: 24 (4HD+24), AC: 19 =10+ 6 NA+ 2 Dex +1 size. Str 16, Dex 15, Con 14, Int 1, Wis 6, Cha 9. Speed 30 ft, Fly 30.
Melee Claws +8 (1d6+4)
Full attack: 4 Claws +6 (1d6+3), and Tail +6 (1d8+1).
CMB: +7/ CMD: 18. Fort +3/Ref +2/Will +0. Escape Artist +6, stealth +8
Special Attacks: Rend 2d6 + 6
Special qualities: Charged Spore (2d6 Force)
Organization: Solitary, Pack (2-5), Brood (10-20), or Infestation (30-50)
Challenge Rating: 2
Alignment: NE
Charged Spores: Line of charged spores which deal the listed amount of (a Ref save DC 15), and any creature which takes damage must make a Fortitude save or be sickened for 2 rd. This breath weapon ignores hardness of objects and any creature or object reduced to 0 hp by this breath weapon is disintegrated.
But otherwise, I use Kythons or Kruthiks.

Tyrant Lizard King |

Thank you everyone for your thoughts!
@Bob Bob Bob;
The Pressurized Detonation ability I based off of multiple instances where they exploded due to extreme heat. The Xenomorphs are described as having a pressurized blood stream. Extreme heat could cause them to boil and erupt quite conceivably.
I felt that the racial +4 to Stealth was necessary because they are all quite sneaky, even the Queen despite her size. Although I just considered how well they blend in inside their hive... perhaps it should only apply in that situation?
You make a good point about Blindsight... What would be a good replacement? Keep in mind, they are not fooled by Invisibility from what I've seen.
The rules for the Tail attacks would only apply to those that are given one. The Facehugger and Chestburster do not have Tail attacks.
@The 20 STR Aristocrat;
I wish that was on the website. I've heard many good things coming from that book, I might have to buy it.
@Son of the Veterinarian;
Honestly I got the idea for Fast Healing from just about every Alien game I've ever played. They always heal rather fast as opposed to Humans or Predators which required med-packs. Also, the "Grid" Alien in AVP seemed to heal from its battle the next time you see it, save for the grid-like scars. I also wanted to be able to use a single drone to terrorize the party at lower levels and have it run away and heal if they managed to significantly injure it. That way it's justified instead of me just being like "Surprise! It's returned at full health because I say so!" Honestly, only the Queen I built would be meaningfully affected by it at Fast Healing 5
Perhaps they are not necessarily vulnerable to fire... I thought they should have a weakness given how many bonuses I had given them. It seemed appropriate as well given the Pressurized Detonation ability.
@Starbuck_II
I like the healing at 1/HD per hour. Perhaps that would be more appropriate that the Fast Healing at 1/5 HD (min 1) that I'm using.

Bob Bob Bob |
Oh, okay, I see where the disconnect is. As written, the Pressurized Detonation ability would trigger if you whack them with a torch or Flaming weapon (as long as it's the killing blow). I do remember them burning the eggs... with a flamethrower, which is entirely different from what currently works. As currently written you can stab it a bunch and poke it with a match, and it spontaneously explodes. You want to write it more like the "death from massive damage" rules. "If they take more than half their health or 50 points in a single attack of all fire damage, make a fort save or explode." Something like that.
They're also not really stealthy period, now that I think about it. They're stealthy in the movies because it just so happens that "all black" blends into the background (dimly lit spaceship) really well. If they were, say, in the woods, they'd stand out like a sore thumb. And the facehugger and chestburster are freaking white, that's not stealthy at all. Basically, they should have a conditional bonus to stealth, if at all. Probably in dim light, maybe darkness? Maybe give them Hide in Plain Sight in the hive.
Scent is the classic weaker version of Blindsense, which is the weaker version of Blindsight. Just pick which level you want. Scent lets them pinpoint someone they're next to and spend an action to find the direction within <some distance>, Blindsense just lets them sense when something is within <some distance> period, no questions asked. You might also considering bringing back infravision, as I think that's how they see in the games.

Tyrant Lizard King |

@Bob Bob Bob
Well the stealth bonus isn't based on their color it's because of how silent they can move, like cats, except I left out the +8 to Acrobatics when balancing or jumping. I'm not sure about having Hide in Plain Sight... it allows them to Stealth while observed right? I don't think they are that ninja lol. I think the +4 stealth bonus would be appropriate, at a minimum, inside a Hive.
Your match at the end for explosion does make that ability sound silly. I agree with the massive damage rules idea and will change it to that.
As far as vision... I'm not sure they would have scent, based on Alien: Isolation. You are right that Blindsight is too powerful. What kind of sight would make being invisible to them useless? I know the Predator's cloaking is inaffective against them. Maybe Blindsense since it needs line of effect? Would it still be considered flat-footed against an invisible opponent? Would it still have to deal with concealment with Blindsense? My understanding is that a Xeno can see and fight an invisible opponent without hindrance.
What about the resin they excrete for cocooning hosts? Maybe something like a Tanglefoot Bag?

Bob Bob Bob |
If they absolutely need to see invisible, that's Blindsight. For basically anything else, they still have to deal with concealment and lose Dex to AC (not flat-footed). As I said, you can also consider bringing back infravision (would basically be heat-based blindsight).
No clue on the resin. Tanglefoot makes sense, but is actually pretty weak. It's not hard to scrape it off, even if you're the one it hits.

KainPen |
check out horror adventures, as The 20 STR Aristocrat, suggested it is the Alien Xenomorph, rules you need, the only thing different between hive and Xenomorph are the description slightly. there is even a hive template you can apply to other creatures to give the effect mention from alien 3 with Ripley describing, how that one moved and looked different due to it coming from dog or cow depending on what version of the movie you see.

Son of the Veterinarian |

@Bob Bob Bob
Well the stealth bonus isn't based on their color it's because of how silent they can move, like cats, except I left out the +8 to Acrobatics when balancing or jumping. I'm not sure about having Hide in Plain Sight... it allows them to Stealth while observed right? I don't think they are that ninja lol. I think the +4 stealth bonus would be appropriate, at a minimum, inside a Hive.
As we only ever see Aliens being nigh-invisible either inside their own nests or in industrial settings - because of their bio-mechanical look - I think an extra bonus to stealth in either would be appropriate.

Xemnas |
everything that I remember about them with the pressurized Acidic blood comes from there bodies changing temperature rapidly. In Alien three it goes from hot to cold really fast and then in some of the comic and books they go from really really really cold (Cryogenic chambers, arctic environments, cryo weapons) to being on fire from some source of flame.
And I would give them blindsense do to "Cannon" they see through pheromones which is why they can see predators while they are cloaked and most instances dont go after synthetics(A few exceptions)

Tyrant Lizard King |

check out horror adventures, as The 20 STR Aristocrat, suggested it is the Alien Xenomorph, rules you need, the only thing different between hive and Xenomorph are the description slightly. there is even a hive template you can apply to other creatures to give the effect mention from alien 3 with Ripley describing, how that one moved and looked different due to it coming from dog or cow depending on what version of the movie you see.
Yeah, I mentioned that I am most likely going to buy that book. I've heard that it has quite a bit of good stuff. I would like to see this template they have as well because... Pred-alien. Does the book include anything that is basically a Predator (Yautja)? I have found almost every bit of a Predators' gear in the Technology books... I was going to make my own entry as well. They are too powerful to be a character you would roll for... I could do a super high RP character but I think I will make them stronger with racial HD... like a Shobhad.
@Xemnas
In the original film they cut open a facehugger and realized that their blood was naturally pressurized so that it would spray on enemies when it was wounded. I don't believe it is determined by the climate.
@Bob Bob Bob
Where would I find Infravision? Another form of sight I found that might work is Lifesense... perhaps that could work as they see pheromones?

Tyrant Lizard King |

I appreciate everyone's input so far. There have been a few things that you guys have helped me iron out and I'm sure that this will continue to be refined. I will show the current changes I will be using so far below... still trying to figure out how their sight should be handled.
Universal Xenomorph Traits:
Corrosive Blood: (as Death Worm but not limited to metal)
Acid Spray: (as Nyogoth)
Fast Healing: equal to 1 per HD/hour
Ferocity
Darkvision 60ft
*Blindsight 60ft*
Immune: Acid, Disease and Poison
+4 racial bonus to Stealth
Hive Mind: +4 to Initiative and Perception when within a Hive
Bonus Feat- Improved Initiative
Xenomorphs always threaten an additional 5ft with Tail attacks. Tail attacks are always considered primary attacks that deal piercing and slashing damage.
Xenomorph Drone
CR 5
XP 1,600
NE Medium Aberration
Init: +10(+14 Hive Mind)
Darkvision 60ft, *Blindsight 60ft*, Perception +11(+15 Hive Mind)
DEFENSE
AC 21, touch 17, flat-footed 14 (+6 DEX, +4 Nat Armor, +1 Dodge)
HP: 55 (5d8+35); Fast Healing 1
Fort +11, Ref +10, Will +3
Defensive Abilities:(Universal Xenomorph Traits), Resist Cold 5
OFFENSE
Speed: 40, Swim: 20, Climb: 40
Melee: Bite +8(1d6+5, 19-20x2), 2 Claws +8(1d4+5, Grab), Tail +8(1d6+5)
Reach: 5ft (10ft with Tail)
STATISTICS
Str 20, Dex 22, Con 24, Int 11, Wis 14, Cha 14
BAB +3, CMB +8(+12 Grab), CMD 19
Feats: Improved Initiative, Dodge, Mobility, Outflank
Skills: Acrobatics +14, Sense Motive +7, Stealth +18
Languages: ?
SPECIAL ABILITIES
Ferocity
Punching Bite: Bite attacks threaten a critical on 19-20
-Removed the Pressurized Detonation ability, they already spray plenty of acid with the Acid Spray ability and they have too many abilities anyway.
-Reduced Tail damage to 1d6
-Removed Deadly Grasp ability
-Corrected attack bonuses to reflect 5 STR + 3 BAB= +8
-Natural armor reduced to +4
-Corrected Corrosive Blood ability, from Death Worm not Purple Worm

Bob Bob Bob |
Infravision would be AD&D, I don't think anything currently has it. As I said, just treat it as heat-based Blindsight. Xemnas says they're pheremone based, which would basically just mean scent (or pheremone-based Blindsense). Otherwise it looks like the numbers are more in line with a CR 5. They're not stronger in a brawl than a Tiger (CR 4), but the extra special abilities and much higher AC definitely boost them up.

Xemnas |
If your referring to the Facehugger in the first movie they regard the pressurized acid not as blood but a fluid between the layers of skin as a defense mechanism, this is further supported in that you don't see it happen at any point through out the series, cause there are multiple times when aliens are cut and do not explode or release a geyser of acid that you would expect from pressurized blood.
Edit: Their circulatory system is a mystery though but appears to flow just as a Human beings would (IE: predator cut off the tail of "grid" grid was able to spray acid from the tail for a short while by whipping the tail around. same as if you were to cut your hand off and waved it at people the blood would spray out the same way)

KainPen |
nope no predator stuff, they are not even in the list of their horrific inspirations. Maybe because Predator is more action movie with slasher horror elements. The closest thing in the book that could be useful for a Predator Implacable Stalker template, but it is a bit supernatural heavy, works better more inspired of Jason, Micheal Myers and Freddy, since the thing returns to life based on characters nightmares. You could always swap that for maybe innate invisibility, I say A Orc/with Ranger or Slayer levels, with that template but remove Nightmare Resurrection and swap for invisibility, for them

Son of the Veterinarian |

You're giving it bonuses "within a Hive" without defining what counts as a hive. How big does the hive have to be? What if the queen is dead, or there are only a few xenomorphs, does that still count as a hive?
It might be better to just call it a favored terrain bonus. Something like, Favored Terrain: Urban (Xenomorph).

Tyrant Lizard King |

Thanks Bob Bob Bob. I tried to trim them up to be closer to CR 5... they don't have the HP to make an efficient CR 6 despite their abilities and I don't think they need any more HD. I don't want them to be too powerful, especially considering the template I created to advance the Drone into a Warrior (CR+1 or +2).
@Xemnas
Yes, that fluid was the facehugger's blood not just a defensive fluid. The explosion thing was more for death by fire, which was a big hazard in the games AVP and Aliens: Colonial Marines, but I simply removed it all together. I know they don't always spray blood, like when the girl in AVP killed one with the Xeno tail spear, but its a deadly hazard of the species that I feel must be included in its abilities somehow. The damage from it is pretty low, it's not like in the films where one splash will most likely melt your face off.
@KainPen
That's fine. I was looking forward to making my own entry anyway. They are freakishly strong, agile and tough. Probably going to be a CR 3-5 as a base. Add class levels for more experienced hunters/warriors like the Bestiary does for Ogres for example. I plan on doing the same thing with Sangheili (Halo Elites)
@Son of the Veterinarian
From what I've noticed, the Drones, Warriors(, Preatorians) and Queens are capable of secreting large amounts of resin that they use to create their Hive and encasing hosts for impregnation, probably related to why they drool so much. You're right that I haven't defined the Hive yet... mainly because I'm still trying to figure out the mechanics of it. I would think that they would only create a Hive if there was a Queen present. The terrain could be wherever they choose; underground, in a space ship/station, etc... Hive space would be created over and throughout a given terrain. Favored terrains would be normal depending on the location. How many squares could be created by an individual? How long would it take? I think the size of the Hive should be relative to the numbers of individuals in it. If the Queen is destroyed, the drones would not build another Hive unless a new Queen emerges, as seen with Subject 6 in the AVP game.

Tyrant Lizard King |

For a warrior and a runner I would make the following adjustments...
Warrior (CR 6)
+Advanced Creature Template
Runner (CR 5)
Increase Land and Climb speeds to 60
Lose 2 Claw attacks
+Pounce
+4 CMD vs Trip
Should Praetorians be a thing? There is so little about them and to my knowledge they only appeared in one or two video games. That being said should the Royal Facehuggers be added?