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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9383213" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Chryssalid</span></strong></span></p><p><span style="font-family: 'Calibri'">The Chryssalid is a swift, four-legged alien with terrifying melee capabilities. It has a thin, purple exo-skeleton, with long thing arms and legs, with the legs ending in bone white long blades. Standing taller than a human, combined with the leg blades and clawed hands, these are terrors in melee, especially in large groups, which they are typically found in. After killing a human, they will use the body as an incubator, implanting an egg. The egg will grow and control the body's nervous system making them a zombie. After a period of time, the egg hatches, ripping the body apart to reveal a new born Chryssalid, that is white in colour. Newly born Chryssalids are nearly as powerful as full grown, and only take hours to reach maturity.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Chryssalid</strong></span></p><p><span style="font-family: 'Calibri'">Type: humanoid (alien)</span></p><p><span style="font-family: 'Calibri'">Size: large (-1)</span></p><p><span style="font-family: 'Calibri'">CR: 5</span></p><p><span style="font-family: 'Calibri'">Hit Points: 8d8+24; 74 hp</span></p><p><span style="font-family: 'Calibri'">Mas: 16</span></p><p><span style="font-family: 'Calibri'">Init: +4</span></p><p><span style="font-family: 'Calibri'">Speed: 40 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 18, touch 14, flat-footed 14 (+4 Dex, +4 Natural)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +6/+1 / +10</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 10 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: claw +12 melee (2d6+4, slashing, 18-20x2) and leg stab +7 melee (2d8+2 piercing)</span></p><p><span style="font-family: 'Calibri'">Full Attack: claw +12/+7 melee (2d6+4, slashing, 18-20x2 each) and leg stab +7 melee (2d8+2 piercing)</span></p><p><span style="font-family: 'Calibri'">Special Attack: </span></p><p><span style="font-family: 'Calibri'">Special Qualities: Leaper, Poison, Harden (DR 5), Implant, Stun immunity</span></p><p><span style="font-family: 'Calibri'">Allegiances: Sectoid</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +4, Reflex +9, Will +2</span></p><p><span style="font-family: 'Calibri'">Reputation: +2</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 18, Dex 18, Con 16, Int 10, Wis 10, Cha 6</span></p><p><span style="font-family: 'Calibri'">Skills: Computer Use +2, Jump +12, Listen +5, Search +5, Spot +5</span></p><p><span style="font-family: 'Calibri'">Possessions:</span></p><p><span style="font-family: 'Calibri'">Organization: individuals, pairs, team (2 to 6), squad (8 to 12), swarm (20-50)</span></p><p><span style="font-family: 'Calibri'">Advancement: 9-15 HD large size</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Combat</span></p><p><span style="font-family: 'Calibri'">Chryssalid engage in melee combat only, able to leap across the battlefield and rip and stab opponents with their claws and legs. After killing a target, they implant an egg, which turns the body into a zombie before it bursts open to reveal a new borne Chryssalid.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Poison</strong></span></p><p><span style="font-family: 'Calibri'">The claws of the Chryssalid have an acidic type poison. Target must make a Fort save, on a failed save suffers -2 to Dexterity, and suffers 1 point of damage each round for 3 rounds. A successful save will only suffer the 1 point of damage each round for 3 rounds.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Leaper</strong></span></p><p><span style="font-family: 'Calibri'">The Chryssalid is able to leap incredible distances, gains a +10 to Jump checks, not restricted in height and distance. Can easily leap 50 feet across and 25 feet up. When making a charge attack, can make a Jump check DC 15 to leap upon the target, adding +1 damage per 5 points beats the DC.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Harden</strong></span></p><p><span style="font-family: 'Calibri'">The Chryssalid has a hard exoskeleton, granting DR 5, and critical attacks have a 50% chance to turn into a normal attack.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Stun Immunity</strong></span></p><p><span style="font-family: 'Calibri'">Chryssalid's are immune to any effects that would stun them.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Implant</strong></span></p><p><span style="font-family: 'Calibri'">After a Chryssalid kills a target, can implant an egg into the body, as a full round action, rendering it immobile. The body becomes a zombie (see d20 Modern page 268 for basic human zombie) for target's Constitution rounds. After this time, a Chryssalid bursts from the body. Has half hit points, don't have the Harden ability, becoming full grown in 5 hours, where they will have full hit points and Harden ability.</span></p><p><span style="font-family: 'Calibri'">Large creatures can be used as incubators, with each size over medium doubling the number of Chryssalid's that can be hatched.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9383213, member: 6668634"] [FONT=Calibri][B][SIZE=7]Chryssalid[/SIZE][/B] The Chryssalid is a swift, four-legged alien with terrifying melee capabilities. It has a thin, purple exo-skeleton, with long thing arms and legs, with the legs ending in bone white long blades. Standing taller than a human, combined with the leg blades and clawed hands, these are terrors in melee, especially in large groups, which they are typically found in. After killing a human, they will use the body as an incubator, implanting an egg. The egg will grow and control the body's nervous system making them a zombie. After a period of time, the egg hatches, ripping the body apart to reveal a new born Chryssalid, that is white in colour. Newly born Chryssalids are nearly as powerful as full grown, and only take hours to reach maturity. [B]Chryssalid[/B] Type: humanoid (alien) Size: large (-1) CR: 5 Hit Points: 8d8+24; 74 hp Mas: 16 Init: +4 Speed: 40 ft Defense: 18, touch 14, flat-footed 14 (+4 Dex, +4 Natural) BAB/Grp: +6/+1 / +10 FS/Reach: 5 ft / 10 ft Attacks: claw +12 melee (2d6+4, slashing, 18-20x2) and leg stab +7 melee (2d8+2 piercing) Full Attack: claw +12/+7 melee (2d6+4, slashing, 18-20x2 each) and leg stab +7 melee (2d8+2 piercing) Special Attack: Special Qualities: Leaper, Poison, Harden (DR 5), Implant, Stun immunity Allegiances: Sectoid Saves: Fort +4, Reflex +9, Will +2 Reputation: +2 Abilities: Str 18, Dex 18, Con 16, Int 10, Wis 10, Cha 6 Skills: Computer Use +2, Jump +12, Listen +5, Search +5, Spot +5 Possessions: Organization: individuals, pairs, team (2 to 6), squad (8 to 12), swarm (20-50) Advancement: 9-15 HD large size Combat Chryssalid engage in melee combat only, able to leap across the battlefield and rip and stab opponents with their claws and legs. After killing a target, they implant an egg, which turns the body into a zombie before it bursts open to reveal a new borne Chryssalid. [B]Poison[/B] The claws of the Chryssalid have an acidic type poison. Target must make a Fort save, on a failed save suffers -2 to Dexterity, and suffers 1 point of damage each round for 3 rounds. A successful save will only suffer the 1 point of damage each round for 3 rounds. [B]Leaper[/B] The Chryssalid is able to leap incredible distances, gains a +10 to Jump checks, not restricted in height and distance. Can easily leap 50 feet across and 25 feet up. When making a charge attack, can make a Jump check DC 15 to leap upon the target, adding +1 damage per 5 points beats the DC. [B]Harden[/B] The Chryssalid has a hard exoskeleton, granting DR 5, and critical attacks have a 50% chance to turn into a normal attack. [B]Stun Immunity[/B] Chryssalid's are immune to any effects that would stun them. [B]Implant[/B] After a Chryssalid kills a target, can implant an egg into the body, as a full round action, rendering it immobile. The body becomes a zombie (see d20 Modern page 268 for basic human zombie) for target's Constitution rounds. After this time, a Chryssalid bursts from the body. Has half hit points, don't have the Harden ability, becoming full grown in 5 hours, where they will have full hit points and Harden ability. Large creatures can be used as incubators, with each size over medium doubling the number of Chryssalid's that can be hatched.[/FONT] [/QUOTE]
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