Alien and Alien Hybrid Template - Help Request

dante58701

Banned
Banned
I need help perfecting this. Im unsure if it should be a catch all template for all Aliens or a Hybrid template. Im in dire need of awesome fluff and conversion notes for making it more universally usable.

Simply put, it needs help. I want to stick with the biomechanical evolution aspect, but Im open to any suggestions.

Living construct seems to be a good start...so I started there. But I want to make true to the movies...so fan help is most appreciated.

Thankyou... :) :) :)


"Insert disclaimer here" This is just for fun, not a challenge to copyrights, ect.


Alien Hybrid Template

Aliens are a biomechanical lifeform of incredible complexity.

It is believed that Alien deoxyribonucleic acid is sometimes affected by the characteristics of it's host. The host creature is destroyed in creation of an Alien hybrid, but may modify the final Alien form slightly. No matter it's form, an Alien hybrid is hideous to behold, having the smooth Alien head, a black carapace, and an extendable tongue.

Creating an Alien Hybrid

“Alien Hybrid” is an inherited template that can be added to any small or larger living, corporeal creature via embryonic implantation by a facehugger. It may also be added to even smaller living, corporeal creatures via genetic engineering.

An Alien uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: Size is unchanged. Alien hybrid starting size will be same as base creature (as adult - Alien hybrids start as Diminutive and grow quickly to full size) then may advance in size by hit dice up to two size-categories. The base creature’s type becomes construct, the base creature acquires the alien and living construct subtypes. Do not recalculate, base attack bonus, and saves.

Hit Dice: Alien hybrids use d10s for hit dice.

Speed: The base creature acquires a base land speed equal to half it's highest speed, a climb speed equal to it's land speed, and a swim speed equal to it's land speed. If it already possesses a particular form of movement, use whichever is better. Furthermore, it's speed is increased by 10 ft. for each of the aforementioned forms of movement. A flying creature's base flying speed is reduced by 10 ft. and decreases in maneuverability by one class, though if this would reduce their flying speed to 0 ft. or less or their maneuverability to worse than clumsy, they lose the ability to fly, though they still retain their wings, if any, and are not prevented from attacking with them.

Alien hybrids with no limbs do not acquire a climb speed, though some such Alien hybrids may already possess a climb speed. Similarly Alien hybrids with no tail do not acquire a swim speed, though some such Alien hybrids may already possess a swim speed. This is, of course, entirely dependent upon the base creature.

Armor Class: Alien hybrids possess a natural armor bonus equal to 2x Alien hybrid's HD. They also possess an insight bonus to their armor class equal to their wisdom modifier.

Attack: As the base creature. An Alien hybrid also acquires a bite attack, two claw attacks, and a tail attack, if it does not already possess these attack forms and they are appropriate to the form of the base creature. For example, if the base creature were an ape, it would possess these additional attack forms, although, if the base creature were a bird or a snake, it would only acquire the latter two attack forms.

Full Attack: As appropriate to the base creature. Alien hybrids that possess such attack forms, prefer to use their bite, both their claws, and their tail when making a full attack. As Alien hybrids can often be possessed of a myriad of attack forms, this is addition to any additional attack forms the Alien hybrid may possess. For example, if the base creature were a deer, it would make a full attack with a bite (or it's antlers), two claws, and it's tail, although if the base creature were a human, it would make a full attack with it's two claws, it's tail, and it's bite.

Damage: All damage values for all natural attacks are upgraded by one size category, this is already incorporated into the values below. Alien hybrids typically have bite, claw, and tail attacks. If the base creature does not have a particular attack forms, use the damage values in the table below. If the base creature does have a particular attack form, use the values below or the base creature’s damage values, whichever are greater. Certain Alien hybrids may not have certain attack forms, if the Alien hybrid does not have a certain attack form, they do not use the damage values for that particular attack form since they quite simply do not have that attack form.

Size Bite Damage (Inner Mandibles) Claw Damage Tail Damage
Fine 1d2 (1d6) 1 1d4
Diminutive 1d3 (1d8) 1d2 1d6
Tiny 1d4 (2d6) 1d3 1d8
Small 1d6 (2d8) 1d4 2d6
Medium 1d8 (4d6) 1d6 2d8
Large 2d6 (4d8) 1d8 4d6
Huge 2d8 (8d6) 2d6 4d8
Gargantuan 4d6 (8d8) 2d8 8d6
Colossal 4d8 (10d10) 4d6 8d8

Special Attacks: Alien hybrids retain all the special attacks of the base creature and acquire the following.

- Acid Blood (Ex): Alien hybrids have acidic blood. For any physical attack causing damage to an Alien hybrid, there is a chance for “splash damage” from the acid blood. Count only that damage which gets through damage reduction. Use the amount of damage done in the attack as the DC for the save of the melee weapon doing the damage modified as necessary if a masterwork or magical weapon. Use the amount of damage done in the attack as the DC for the Reflex saving throw for all those within 5 feet of the creature hit. Modify the DC and subsequent damage by 1/2 if using bludgeoning or piercing weapons. Double the DC and damage if the Alien hybrid is above the victim. Damage from acid splash is 1d6 per 6 points of damage inflicted by an attack causing a splash (round down). Armor and possessions must be checked on a failure. Any item must make a save vs. the DC of the amount of damage inflicted. A masterwork weapon gets a bonus of +5 to the save. Failure destroys the item. Floor and surroundings must be checked as well for results of acid damage.

- Breath Weapon (Ex): Aliens hybrids can spit acid once per 1d4 rounds, damage 1d6/2 HD of the Alien hybrid. This breath weapon allows a Reflex save for half damage (DC 10 + 1/2 Alien hybrid's HD + Alien hybrid's Constitution modifier). Failure to save also causes the target to be dazed for 1d4 rounds. An Alien hybrid is immune to it's own breath weapon.

- Fear Attraction (Ex): Alien hybrids that detect fear using their Sense Fear ability become excited. Fearful prey stimulates them to make especially messy kills. The Alien hybrid gains +4 to Strength, +4 to Constitution, and –2 to Armor Class until its victim is no longer afraid (e.g., dead, flees the area, drives off the Alien hybrid, etc.). The Alien hybrid cannot end it's rage voluntarily.

- Frightful Presence (Ex): This special quality makes an Alien hybrid's very presence unsettling to foes. It takes effect automatically when the Alien hybrid performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened. The range is 30 feet, and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the Alien hybrid. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 Alien hybrid's HD + Alien hybrid’s Charisma modifier). Increases the DC by 2 per additional Alien hybrid, praetorian, worker, or Queen within 50 feet. An opponent that succeeds on the saving throw is immune to that same Alien hybrid's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

- Improved Grab (Ex): If an Alien hybrid hits with it's tail, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. This ability works for any humanoid creature up to Large size. The Alien hybrid has the option to conduct the grapple normally, or simply use it's tail to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself; the Alien hybrid does not lose it's Dexterity bonus to Defense, still threatens an area, and can use it's remaining attacks against other opponents. A successful hold does not deal any extra damage unless the Alien hybrid also has the constrict special attack. If the Alien hybrid does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well. When an Alien hybrid gets a hold after an improved grab attack, it pulls the opponent into it's space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

- Poison (Ex): Any creature hit by a tail attack from an Alien hybrid must make a Fortitude save or be paralyzed for 1d2 hours. The Fortitude save DC against a poison attack is equal to 10 + 1/2 Alien hybrid's HD + Alien hybrid's Constitution modifier. It can poison up to 18 times a day. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. Alien hybrids are immune to their own poison.

- Pounce (Ex): When an Alien hybrid makes a charge, it can follow with a full attack.

- Tongue Strike (Ex): If an Alien hybrid hits with both claw attacks, it may make a special bite, using it's inner mandibles. This attack is instead of the regular bite and allows a Reflex save (DC 15). By leaving the inner “mouth” closed, subdual damage may be done instead of regular, allowing the capture of live hosts.

- Resin (Ex): Alien hybrids often wait in their hive and then lower themselves silently on resin strands to leap onto prey passing beneath. A single strand is strong enough to support the Alien hybrid and one creature of the same size. Alien hybrids can release a strand 8/day, even at opponents. This is similar to an attack with a net but has a maximum range of 20 feet, with a range increment of 5 feet, and is effective against targets up to one size category larger than the Alien hybrid. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Attempts to escape or burst the cocoon gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has hit points equal to the Alien hybrid's Constitution + half it's size modifier, and cocoons have damage reduction half character 5/fire. An Alien hybrid can move across it's own resin at it's climb speed and can pinpoint the location of any creature touching the resin. Resin blocks all transmissions and signals, including radio transmissions.

- Trip (Ex): An Alien hybrid that hits with it's tail attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Alien hybrid.

Special Qualities: As the base creature plus the following.

- Blindsight (Ex): Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, Alien hybrids maneuver and fight as well as a sighted creature. Darkness, invisibility, and most kinds of concealment are irrelevant, though the Alien hybrid must have line of effect to a creature or object to discern that creature or object. The ability’s range extends to 60 feet. The Alien hybrid does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Blindsight is continuous, and the Alien hybrid need do nothing to use it.

- Damage Reduction (Ex): Alien hybrids possess damage reduction equal to 1/2 Alien hybrid's HD/fire. This overlaps any previously existing damage reduction.

- Energy Resistance (Ex): Alien hybrids have cold resistance equal to 1/2 Alien hybrid's HD. Due to the conductive nature of their blood, they are also less capable of being electrocuted. Alien hybrids have electrical resistance equal to 1/2 Alien hybrid's HD.

- Fast Healing (Ex): Alien hybrid have fast healing equal to 1/2 Alien hybrid's HD. Though this does allow them to heal even scars, it does not allow them regrow lost body parts and/or limbs.

- Hive Mind (Ex): All Alien hybrids within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No Alien hybrid in a group is considered flanked unless all of them are.

- Immunities (Ex): Alien hybrids are immune to acid and mind-affecting effects.

- Invisibility (Ex): Because Alien hybrids do not generate body heat because they do not have any external cellular activity. They do not show up on thermal sensors.

Living Construct Traits: A living construct possesses the following traits (unless otherwise noted in a creature's entry):

- Unlike other constructs, a living construct has a Constitution score.
- A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct does not have low-light vision or darkvision.
- Unlike other constructs, a living construct is not immune to mind-influencing effects.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally.
- Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
- Does not need to sleep, but must rest for 8 hours before preparing spells.

- Psychic Vulnerability (Su): Due to the subjugation of Alien hybrids to their Queen, weakened Alien hybrids can have their actions influenced by a mind in an exalted state (using
psionics). Alien hybrids receive a –1 morale penalty to all Will saves against psionic powers for every 8 hit points lost. If the Alien hybrid heals, these penalties disappear.

- Scent (Ex): This special quality allows an Alien hybrid to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Alien hybrids can identify familiar odors just as humans do familiar sights. The Alien hybrid can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at triple normal range. When an Alien hybrid detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Alien hybrid can take a move action to note the direction of the scent. Whenever the Alien hybrid comes within 5 feet of the source, the Alien hybrid pinpoints the source’s location. An Alien hybrid with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Alien hybrids tracking by scent ignore the effects of surface conditions and poor visibility.

- Sense Fear (Su): An Alien hybrid can sense fear in prey up to 25 ft. away.

- Tremorsense (Ex): Alien hybrids are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground, up to 60 feet. They can also sense the location of creatures moving through water.

Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +4, Int -2, Wis +2, Cha -4.

Skills: An Alien hybrid gains skill points as an aberration or as the base creature's type, whichever is more advantageous for the Alien hybrid. Treat skills from the base creature’s list as class skills, and other skills as crossclass.

All Alien hybrids that have a climb speed have a +8 racial bonus on Climb checks. The Alien hybrid must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. The Alien hybrid climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single Climb check at a –5 penalty. Alien hybrids cannot run while climbing. An Alien hybrid retains it's Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing Alien hybrid.

All Alien hybrids that have a swim speed have a +8 racial bonus on Swim checks. The Alien hybrid can always choose to take 10 even if rushed or threatened while swimming. The Alien hybrid swims at the given speed while swimming. If it chooses an accelerated swim it moves at double the given swim speed (or its base land speed, whichever is lower) and makes a single Swim check at a –5 penalty. Alien hybrids cannot run while swimming. An Alien hybrid retains it's Dexterity bonus to Armor Class (if any) while swiming, and opponents get no special bonus on their attacks against a swimming Alien hybrid.

Challenge Rating: HD 4 or less, as base creature +3; HD 5 to 10, as base creature +6; HD 11 or more, as base creature +9.

Allegiance: Always to the nearest Alien Queen.

Level Adjustment: HD 4 or less, as base creature +5; HD 5 to 10, as base creature +9; HD 11 or more, as base creature +14.
 

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Did that, thats where I got the little information I do have. But the whole thing needs revamped for 3.5.

I just dont see Alien lifeforms as outsiders, even native outsiders. I see them as either monstrous humanoids, aberrarations, animals, or living constructs. Though I would vote living construct myself since they are biomechanical and it fits in with their immunities.
 

i wouldn't go living construct, even though it kinda fits. they are more of an aberation, it's kinda hard to nail the entire concept down within the confines of a set of rules. i like what you've got though, looks good. keep up the good work.
 


Very interesting...

I don't know if I like the d10 HD though. My view has them with a high DR but low HP. Their primary defence is their armour carapace. Get past that and they die very easily, relatively speaking, of course.

Also, I would include a fear of fire. They will not voluntarily attack a target that is carrying an open flame (minimum size - Torch). If forced to engage a fire wielding creature they suffer a -2 penalty to their attacks against that creature (or any creature that is behind the flame).
 

The lack of Hit Dice is a matter of the originating species. For example...a human/alien hybrid would have 1-3 HD (as per Epic Bestiary rules). This would make them relatively weak. Similarly more powerful originating species would make the resultant aliens tougher. So it fit in. The only thing Im really worried about is the wording on some abilities. I need an english specialist.
 

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