Buddha the DM
Explorer
I have an old Xenomorph Template that I made for D&D 3.x that I could share, and people could help retool it as needed for Pathfinder.
So aliens: vacuum immune. Aliens don't explode like humans do.
Dude, Azatas are the "new Eladrins," CG Outsiders from Arborea/Olympus. Fortunately, your link actually goes to the monster you meant, the Akata (with a K).I think the paizo staff added a "xenomorph"-ish creature to the Bestiary 2. While it doesn't match exactly (likely IP reasons), it does have some features that you might want to consider adding, such as the hibernation feature.
Here's the PRD entry for them, the Azata.
A Will save... or else What? What are you saving against?A will save (DC 15) is required the first time this sight is encountered.
No Beast type in PF; Magical Beast seems the best alternative given a typical Xenomorph's abilities.The creature’s type becomes “beast.”
You don't mention the life cycle with the facehuggers from eggs in the template; if you did, it would be worth mentioning that the size of the facehuggers sets a lower bound on the critters that can become (or rather, hatch) Xenomorphs. I'd think nothing below Small size could really work.Size: The xenomorph’s size increases upwards bye one step (for example a small creature would increase in size to medium) towards the large size category (if already large or bigger no size increase is gained). There are no known xenomorphs of the fine or diminutive size categories; this however does not mean that they don’t exist.
Too complex, IMO- how about just saying it hits everything within a radius of 10 feet, and works like Acid Arrow (so 2d4 damage each round it lasts)? Duration would be either a static 3 rounds, or maybe depends on the Xenomorph's HD (and then works exactly like the spell- so an 18-HD Xenomorph would be a really nasty customer).Acidic Blood (Ex): Perhaps the xenomorph's most deadly feature is its acid blood. If a slashing, piercing, or bludgeoning attack wounds a xenomorph, the xenomorph’s concentrated acidic blood sprays outward from the wound. The blood sprays outward (45 degree towards the attacker) to a radius of feet equal to the damage it received (1 hp damage = 1 ft radius, 2 hp damage = 2 ft radius, 3 hp damage = 3 ft radius, etc) up to a maximum radius of 10 feet. Anyone caught within this radius must make a reflex save (DC equal to 10 plus ½ the damage inflicted) successfully or suffer 3d8 hp acid damage, another 2d8 acid damage the second round, and another d8 acid damage third round. If the attacker was stupid enough to have used a natural weapon (fist, feet, claw, teeth, etc), attacker immediately suffers an additional 3d8 hp acid damage, another 2d8 acid damage the second round, and another d8 acid damage third round. The acid is extremely corrosive, eating up normal weapons and armor within seconds, even rocks. Magical weapons and armor dissolve at the rate of +1 per round instead of seconds. When a xenomorph is killed, it melts into a thick puddle of acid. The puddle of acid eats away at the ground until oxidizing completely in 1d4+3 rounds, leaving behind nothing more than a small amount of skin, skeleton, and a rough crater about 2 feet deep.
This isn't a Regenerate ability- this is something else. Maybe, "As a full-round action, the Xenomorph can eat up to 1 pound of organic matter per HD. Eating matter this way heals the Xenomorph by 1 hit point per pound of matter consumed."Regenerate (Ex): A xenomorph has the ability to regenerate itself by eating the biomaterial of other living creatures. It can regenerate 1 hit point per pound of matter consumed in this fashion. This is a full round action.
This was the only rules-like notation I noticed in that first paragraph of "Survival Instinct;" I called it out because morale is not a part of the core rules set. It is a common variant rule, of course; lots of people use it. It's just worth noting that this feature of the template won't have any effect in a standard game.A xenomorph never suffers from a lack of morale in combat.
Nah, fire clearly damaged the Aliens in the movies quite well- that was, after all, why flamethrowers were weapons of choice against them. It often didn't kill them, true, but face it- we intend these monsters to have lots of hit points!All xenomorphs hate fire, but suffer no weaknesses from it. In fact, they are extremely resistant to adverse environmental conditions such as cold and heat, and suffer only quarter damage from such attacks both magical and non-magical.
Nice touch- poisons and diseases should probably be things they're immune to, very definitely. That wasn't something anybody else in this thread caught, but it fits the critter extremely well and makes it more dangerous. More of an "ultimate survivor," which is of course exactly what these are supposed to be.Xenomorphs are even completely immune poisons and mind-based magic,
No need to mention the swimming in this ability, but again, nice catch that was missed earlier. Xenomorphs in the movies are grabbing walls and ceilings constantly- they clearly have some sort of Spider Climb-like ability! The only question, in my mind, is whether to make this ability spell-like, supernatural, or just extraordinary. (Ex) is the most powerful version, of course, since it means it works in antimagic and dead magic areas, and can't be dispelled.Spider Climb (Sp): They are able to scale walls and ceilings with phenomenal ease and their speed is unhampered by tight spaces like airshafts and pipes. Xenomorphs are also excellent swimmers. Xenomorphs can spider climb at will as per the spell of the same name cast by an 10th level arcane spellcaster but with an unlimited duration.
Higher CON increase, surely? These things are supposed to be Ultimate Survivors. I'd rate CON as increasing at least +6- or perhaps set a minimum value like 20, the way you set a max on INT.Abilities: Increase from the base creature as follows: Str +4, Dex +6, Con +2, Int +2 (Max of 6), Wis +0, Cha -4.
They'd get an automatic +8 to Climb and Swim from having Climb speed and/or Swim speed. So those can probably be dropped. +6 or +8 to Stealth works rather well. How about +6 to Escape Artist (to explain their ability to move in tight spaces), and +6 to Acrobatics?Skills: Same as the base creature plus the xenomorph’s gain a +6 to their Climb, Hide, Move Silently and Swim checks. Xenomorphs have no use for skills that require thought to be put into them such as craft, diplomacy, knowledge and other similar skills, as a result all skills that require complex thought are dropped.