Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Genestealers and Their Cults (WH40k>D&D)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Fragsie" data-source="post: 4730503" data-attributes="member: 83065"><p>This is a repost of stuff i worked up on someoneelses thread in the homebrew WoTC forum, I thought it deserved it's own thread. Let me know what you think <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><span style="font-size: 18px">Genestealer Cult</span></p><p></p><p><strong><u>Genestealer Special Rules</u></strong></p><p>[sblock=Gene-Fever]<span style="font-size: 12px">Gene-Fever</span><em></em></p><p><em>This disease, delivered by the attack of a genestealer, slowly and subtly changes its victims, bringing them under the psychic domination of the brood and making them lusty. The offspring of a fully infected victim will be a genestealer hybrid.</em> </p><p><strong>Attack:</strong> See genestealer prestrain and genestealer patriarch.</p><p><strong>Endurance:</strong> Improve DC 20 + one-half genestealer’s level, maintain DC 16 + one-half genestealer’s level, worsen DC 15 + one-half genestealer’s level or lower.</p><p>__________________</p><p>The target is cured. </p><p>< </p><p><strong>Initial Effect</strong> The target takes a – 4 penalty to attack and damage rolls against genestealers. </p><p><> </p><p>The target gains vulnerable 5 psychic until cured. </p><p>></p><p><strong>Final State</strong> The target is driven to reproduce, any offspring will have the genestealer-hybrid template. If the target is within 20 squares of a genestealer Synapse Creature they become dominated.[/deck][/sblock]</p><p></p><p>[sblock=Biomorphs]<span style="font-size: 12px">Biomorphs</span></p><p><em>Note that giving a genestealer a biomorph turns it into an elite monster, in addition to the ability you add, some other changes need to be made. </em></p><p><em></em></p><ol> <li data-xf-list-type="ol"><em> Double the HP + 2x Constitution score</em></li> <li data-xf-list-type="ol"><em> +2 AC, Fortitude and Reflex</em></li> <li data-xf-list-type="ol"><em> +2 bonus to saving throws.</em></li> <li data-xf-list-type="ol"><em> +1 action point.</em></li> </ol><p></p><p>__</p><p><strong>Acid Maw</strong> (standard; at-will) ✦ <strong>Acid</strong></p><p>Ranged 5/10; +(claw attack bonus - 2) vs. Reflex; 1d8 + 5 acid damage, and the target takes 5 ongoing acid damage (save ends).</p><p>__</p><p><strong>Feeder Tendrils</strong> (minor; at-will) ✦ <strong>Psionic</strong> (purestrains only)</p><p>Melee touch; +(claw attack bonus - 2) vs. Reflex; 1d6 + 5 damage and the purestrain gains combat advantage against the target until the start of its next turn. If there is a Synapse Creature within 5 squares of the purestrain when it hits with this attack, all purestrains within 5 squares gain combat advantage against the target until the start of their next turn.</p><p>__</p><p><strong>Flesh Hooks</strong> (Minor; at-will)</p><p>+(claw attack bonus - 2) vs. Reflex; 1d8 + 5 damage and the target is grabbed (until escape).</p><p>__</p><p><strong>Gene Implantation</strong> (standard; at-will) ✦ <strong>Disease</strong></p><p>Weakened or Dominated target only; +(claw attack bonus -3) vs Fortitude; the target contracts Gene-fever (see above).</p><p>__</p><p><strong>Rending Claws</strong> (standard; at-will)</p><p>The genestealer makes two claw attacks against the target. if both attacks hit the genestealer deals an extra 5 damage.</p><p>__</p><p><strong>Scuttlers</strong> </p><p>If the genestealer moves more that 4 squares it gains concealment. The genestealer ignores difficult terrain.</p><p>__</p><p><strong>Toxin sacs</strong> ✦ <strong>Poison</strong></p><p>A sticky poison is excreted onto the genestealers claws. A creature hit by the genestealer's claw takes a -2 penalty to attack rolls (save ends). <em>First Failed Save:</em> The target is also weakened. <em>Second Failed Save:</em> The target falls unconcious until the end of the encounter.</p><p>[/sblock]</p><p></p><p></p><p><span style="font-size: 15px"><strong>Purestrain Genestealer</strong></span></p><p style="text-align: left"><img src="http://i194.photobucket.com/albums/z308/fragsie_babes/Genestealer.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: left"></p><p>Genestealers are considered to be among the most deadly creatures to fall from the Far Realm, combining high cunning, lightning-fast reactions and movement, with large, extremely sharp claws that can rip through the toughest armour in seconds.</p><p></p><p>Most insidious is their ability to implant their alien genetic material into other creatures, turning them into virtual slaves which will then breed hybrid-Genestealers, giving rise to the Genestealer Cults that grow in secret within human and other societies.</p><p></p><p>[sblock=Stat-Block]</p><p><span style="font-size: 12px"> Purestrain Genestealer</span> <strong>Level 10 Lurker</strong></p><p>Medium aberrant humanoid XP 500</p><p><strong>Initiative</strong> +16 <strong>Senses</strong> Perception +8; darkvision</p><p>__________________________</p><p><strong>HP</strong> 70; <strong>Bloodied</strong> 35</p><p><strong>AC</strong> 26; <strong>Fortitude</strong> 22, <strong>Reflex</strong> 22, <strong>Will</strong> 20</p><p>__________________________</p><p><strong>Immune</strong> Gene-Fever (see above), Fear</p><p><strong>Speed</strong> 7</p><p>__________________________</p><p><strong>Claw</strong> (standard; at-will) (Basic)</p><p>+17 vs. AC; 1d10 + 9 damage.</p><p>__</p><p><strong>Goring Assault</strong> (standard; recharge 6)</p><p>The purestrain makes four claw attacks. If at least two claw attacks hit a single target, the purestrain makes a secondary attack against the same target. </p><p><em>Secondary Attack</em>: +14 vs Fortitude; the target is weakened until the end of the purestrains next turn.</p><p>__</p><p><strong>Gene Implantation</strong> (standard; at-will) ✦ <strong>Disease</strong></p><p>Weakened or Dominated target only; +14 vs Fortitude; the target contracts Gene-fever (see above).</p><p>__</p><p><strong>Combat advantage</strong></p><p>If the purestrain hits a target that it has combat advantage against, it's <em>goring assault</em> recharges.</p><p>__</p><p><strong>Mutable</strong> Over time a purestrain brood can adapt their physiology to make them more deadly opponents. A purestrain may add one of the biomorphs detailed above, a purestrain with a biomorph becomes XP elite.</p><p>__________________________</p><p><strong>Alignment</strong> Chaotic Evil <strong>Languages</strong> Common</p><p><strong>Skills</strong> Stealth +15</p><p></p><p><strong>Str</strong> 19 (+9) <strong>Dex</strong> 21 (+10) <strong>Wis</strong> 16 (+8)</p><p><strong>Con</strong> 18 (+9) <strong>Int</strong> 4 (+2) <strong>Cha</strong> 10 (+5) </p><p>[/sblock]</p><p></p><p><span style="font-size: 18px"><strong>Genestealer Cults</strong></span></p><p><img src="http://i194.photobucket.com/albums/z308/fragsie_babes/CultGenestealer.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><span style="font-size: 15px"><strong> Brood Initiate </strong></span></p><p></p><p>The bulk of any cult is made up of ordinary people caught up in the cult's recruitment. Some are common criminals, naive ruffians, or those with simply nothing else to loose. Like all those within the brood, they have been infected with <em>gene-fever</em>, and many have been proud parents to hybrid offspring.</p><p></p><p>Though they have no real training in military matters, their fanatical zeal and weight of numbers will usually see them through.</p><p>[sblock=Stat-Block]</p><p><span style="font-size: 12px">Brood Initiate</span> <strong>Level 6 Minion</strong></p><p>Medium natural humanoid XP 63</p><p><strong>Initiative</strong> +5 <strong>Senses</strong> Perception +4</p><p>_____________________</p><p><strong>HP</strong> 1; a missed attack never damages a minion.</p><p><strong>AC</strong> 18; <strong>Fortitude</strong> 18, <strong>Reflex</strong> 17, <strong>Will</strong> 16</p><p>_____________________</p><p><strong>Speed</strong> 6</p><p>_____________________</p><p><strong>Mace</strong> (standard; at-will) (Basic) ✦ <strong>Weapon</strong></p><p>+11 vs. AC; 5 damage; see also <em>brood frenzy</em>.</p><p>__</p><p><strong>Dagger</strong> (standard; at-will) (Basic) ✦ <strong>Weapon</strong></p><p>Ranged 5/10; +11 vs. AC; 5 damage.</p><p>__</p><p><strong>Brood Frenzy</strong> </p><p>The initiate gains a +1 bonus to attack rolls and a +2 bonus to damage rolls if it is within 5 squares of a Synapse creature.</p><p>_____________________</p><p><strong>Alignment</strong> Evil <strong>Languages</strong> Common</p><p></p><p><strong>Str</strong> 16 (6) <strong>Dex</strong> 14 (5) <strong>Wis</strong> 12 (4)</p><p><strong>Con</strong> 14 (5) <strong>Int</strong> 10 (3) <strong>Cha</strong> 10 (3)</p><p><strong>Equipment</strong> Mace[/sblock]</p><p><span style="font-size: 15px"><strong>Brood Brother</strong></span></p><p></p><p>Cults often infiltrate the trained members of any military forces in the area, as they know in the coming rise to power both their combat skills and access to weapons will be invaluable. These are often members of the local guard, but could also be a part of the kingdoms standing armies or mercenary bands.</p><p></p><p>Cults often find it difficult to convert large numbers of these forces to the cause, but their actual military training more than makes up for their lack of numbers. They serve a key role in arranging for proper military strategies for the magus, and also alerting the cult of any possible signs that the cult has been discovered.</p><p>[sblock=Stat-Block]</p><p><span style="font-size: 12px">Brood Brother</span> <strong>Level 8 Skirmisher</strong></p><p>Medium natural humanoid XP 350</p><p><strong>Initiative</strong> +9 <strong>Senses</strong> Perception +5</p><p>__________________________</p><p><strong>HP</strong> 74; <strong>Bloodied</strong> 37</p><p><strong>AC</strong> 22; <strong>Fortitude</strong> 20, <strong>Reflex</strong> 19, <strong>Will</strong> 19</p><p>__________________________</p><p><strong>Speed</strong> 6</p><p>__________________________</p><p><strong>Short sword</strong> (standard; at-will) (Basic) ✦ <strong>Weapon</strong></p><p>+14 vs. AC; 1d6 + 7 damage; see also <em>brood frenzy</em>.</p><p>__</p><p><strong>Dagger</strong> (standard; at-will) (Basic) ✦ <strong>Weapon</strong></p><p>Ranged 5/10; +13 vs. AC; 1d4 + 7 damage.</p><p>__</p><p><strong>Combat Advantage</strong></p><p>The brood brother deals an extra 2d6 damage against any target it has combat advantage against.</p><p>__</p><p><strong>Brood Frenzy</strong></p><p>The cultist gains a +1 bonus to attack rolls and a +2 bonus to damage rolls if it is within 5 squares of a Synapse creature.</p><p>__________________________</p><p><strong>Alignment</strong> Evil <strong>Languages</strong> Common</p><p><strong>Skills</strong> Stealth +12</p><p><strong>Str</strong> 16 (7) <strong>Dex</strong> 17 (7) <strong>Wis</strong> 12 (5)</p><p><strong>Con</strong> 14 (6) <strong>Int</strong> 10 (4) <strong>Cha</strong> 10 (4)</p><p><strong>Equipment</strong> short sword[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Genestealer Hierarch</strong></span></p><p></p><p>There is much work involved with leading the revolution, and even the most skilled Magus cannot do everything. Thus cults usually have several able lieutenants to lead cult forces on important actions such as weapon store raids and sabotage missions. Hierarchs are nearly-human looking Hybrids which usually only appear after several generations of the insidious Genestealer reproductive cycle. They do not share any of the Psionic skills of the Magus, but the other gifts from their alien heritage and stronger connection to the hive-mind result in them becoming skilled fighters, ready to lead cult troupes into battle.</p><p>[sblock=Stat-Block]</p><p><span style="font-size: 12px">Genestealer Hierarch</span> <strong>Level 9 Soldier</strong> </p><p>Medium aberrant humanoid XP 400</p><p><strong>Initiative</strong> + 9 <strong>Senses</strong> Perception +6, Low-light vision</p><p>__________________________</p><p><strong>HP</strong> 83; <strong>Bloodied</strong> 41</p><p><strong>AC</strong> 25; <strong>Fortitude</strong> 19, <strong>Reflex</strong> 20, <strong>Will</strong> 23</p><p>__________________________</p><p><strong>Immune</strong> Gene-Fever, Fear</p><p><strong>Speed</strong> 6</p><p>__________________________</p><p><strong>Long sword</strong> (standard; at-will) (Basic) ✦ <strong>Weapon</strong></p><p>+16 vs. AC; 2d6 + 5 damage, and the target is marked until the end of the hierarch's next turn.</p><p>___</p><p><strong>Hive Node</strong> (standard, sustain move; encounter)</p><p>The genestealer hierarch is considered a Synapse creature until the end of its next turn.</p><p>___</p><p><strong>Brood Frenzy</strong></p><p>The hierarch gains a +1 bonus to attack rolls and a +2 bonus to damage rolls if it is within 5 squares of a Synapse creature, or becomes a synapse creature.</p><p>___</p><p><strong>Mutable</strong></p><p>Over time a Hierarch can adapt their physiology to make them more deadly opponents. A hierarch may add the acid maw, scuttlers or poison sacs biomorph detailed above, a hierarch with a biomorph becomes XP elite.</p><p>__________________________</p><p><strong>Alignment</strong> Chaotic Evil <strong>Languages</strong> Common</p><p></p><p><strong>Str</strong> 20 (9) <strong>Dex</strong> 12 (5) <strong>Wis</strong> 14 (6)</p><p><strong>Con</strong> 16 (7) <strong>Int</strong> 17 (7) <strong>Cha</strong> 17 (7)</p><p><strong>Equipment</strong> Long sword, light shield</p><p>[/sblock]</p><p><span style="font-size: 15px"><strong>Genestealer Magus</strong></span></p><p><img src="http://i194.photobucket.com/albums/z308/fragsie_babes/Magus.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>After several generations, the reproductive cycle of the genestealer flows from near bestial hybrid to near human appearing offspring before producing more purestrain genestealers, thus recreating the cycle anew. By their nature genestealers seek out psionically attuned individuals. Within a few generations this results in the emergence of a magus - human looking, but possessing some of the best qualities of the parent breed and his true genestealer heritage.</p><p>Totally immersed in the brood's collective mind and possessing some strong psionic abilities, the magus serves as the translator of the patriarch's will to the cult, driving them towards greater levels of power. The magus leads the cult into the spotlight, openly gathering followers and support from the surrounding communities until the cult makes it's final move to take control.</p><p>[sblock=Stat-Block]</p><p><span style="font-size: 12px">Genestealer Magus</span> <strong>Level 12 Controller (Leader)</strong></p><p>Medium aberrant humanoid XP 700</p><p><strong>Initiative</strong> + 7 <strong>Senses</strong> Perception + 8; Low-light vision</p><p>__________________________</p><p><strong>HP</strong> 107; <strong>Bloodied</strong> 53</p><p><strong>AC</strong> 26; <strong>Fortitude</strong> 23, <strong>Reflex</strong> 22, <strong>Will</strong> 26</p><p>__________________________</p><p><strong>Immune</strong> Gene-Fever, Fear; <strong>Resist</strong> Psychic 5</p><p><strong>Saves:</strong> +5 vs. Charm</p><p><strong>Speed</strong> 6</p><p>__________________________</p><p><strong>Warp Blast</strong> (standard; at-will) (Basic) ✦ <strong>Force, Psychic</strong></p><p>Ranged 10; + 16 vs. Ref; 2d6 + 5 psychic damage and the target is slowed until the start of the magus' next turn.</p><p>___</p><p><strong>Quarterstaff</strong> (standard; at-will) (Basic) ✦ <strong>Weapon</strong></p><p>+ 17 vs. AC; 1d8 + 5 damage.</p><p>___</p><p><strong>Synapse Creature</strong> (immediate interrupt; at-will)</p><p>The magus has vastly expanded synapse networks within their hybrid minds that act as a psionic conduit for the hive mind. This gives the magus greater control over the brood; overriding the cult's lesser members natural instincts for survival. </p><p>If a melee attack would hit the magus, he can make it instead hit a genestealer or brood member that is adjacent to the magus and within reach of the melee attack.</p><p>___</p><p><strong>Hypnotic Gaze</strong> (standard, The magus and the target must be able to see each other.; recharge 5, 6) ✦ <strong>Psychic, Charm</strong></p><p>Ranged 10; + 16 vs. Will; 1d6 + 8 psychic damage, and the target is stunned (save ends), if the target fails it's first save it becomes dominated until the end of it's next turn.</p><p>___</p><p><strong>Psionic Scream</strong> (standard; encounter) ✦ <strong>Psychic</strong></p><p>Close burst 5; targets enemies; + 14 vs. Will; 2d8 + 5 psychic damage, and the target takes 5 ongoing psychic damage (save ends). The ongoing damage from this power stacks with ongoing damage from psychic screams from other genestealer creatures.</p><p>__________________________</p><p><strong>Alignment</strong> Chaotic Evil <strong>Languages</strong> Common</p><p><strong>Skills</strong> Diplomacy + 15, Bluff + 15</p><p></p><p><strong>Str</strong> 16 (9) <strong>Dex</strong> 14 (8) <strong>Wis</strong> 14 (8)</p><p><strong>Con</strong> 17 (9) <strong>Int</strong> 29 (15) <strong>Cha</strong> 18 (10)</p><p><strong>Equipment</strong> Quarterstaff[/sblock]</p><p><span style="font-size: 15px"><strong>Genestealer Broodlord</strong></span></p><p><img src="http://i194.photobucket.com/albums/z308/fragsie_babes/broodlord.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>A product of the continual evolution of the genestealer race, the broodlord is the consummate melee warrior. Lightning fast and frighteningly strong, its diamond hard claws can rip through powerfully enchanted armour as though it were silk. The broodlord is a vanguard in the cult's forces; swarms led by a broodlord often precede the main cult uprising, infiltrating enemy positions before launching a devastating assault on the elements of the enemy the cult find's most threatening.</p><p>[sblock=Stat Block]</p><p><span style="font-size: 12px">Genestealer Broodlord</span> <strong>Level 14 Brute (Leader)</strong></p><p>Large aberrant humanoid XP 1000</p><p><strong>Initiative</strong> + 14 <strong>Senses</strong> Perception + 13; Darkvision</p><p>__________________________</p><p><strong>Fade From Sight</strong> aura 4; The broodlord emits a psionic field that encourages disinterest in casual observers. If the broodlord or any ally within the aura have concealment, they gain a + 5 bonus to stealth.</p><p>__________________________</p><p><strong>HP</strong> 155; <strong>Bloodied</strong> 77</p><p><strong>AC</strong> 26; <strong>Fortitude</strong> 29, <strong>Reflex</strong> 27, <strong>Will</strong> 26</p><p>__________________________</p><p><strong>Immune</strong> Gene-Fever, Fear <strong>Resist</strong> Psychic 5</p><p><strong>Speed</strong> 8</p><p>__________________________</p><p><strong>Claw (Basic)</strong> (standard; at-will)</p><p>+ 17 vs. AC; 3d6 + 6 damage.</p><p>___</p><p><strong>Rending Claws</strong> (standard; at-will)</p><p>The broodlord makes two claw attacks against the target. if both attacks hit the broodlord deals an extra 5 damage.</p><p>___</p><p><strong>Scything Talons</strong> (standard; recharge 4, 5, 6)</p><p>Clost burst 1; each enemy in burst; + 15 vs. AC; 4d10 + 6 damage.</p><p>___</p><p><strong>Mutable</strong></p><p>Over time a broodlord can adapt their physiology to make them more deadly opponents. A broodlord may add two of the biomorphs detailed above, a broodlord with biomorphs becomes XP elite.</p><p>___</p><p><strong>Synapse Creature</strong> (immediate interrupt; at-will)</p><p>The broodlord has vastly expanded synapse networks within their alien minds that act as a psionic conduit for the hive mind. This gives the broodlord greater control over the brood; overriding the cult's lesser members natural instincts for survival. If a melee attack would hit the broodlord, he can make it instead hit a genestealer or brood member that is adjacent to the broodlord and within reach of the melee attack.</p><p>__________________________</p><p><strong>Alignment</strong> Chaotic Evil <strong>Languages</strong> Common</p><p><strong>Skills</strong> Intimidate + 17; stealth + 19</p><p></p><p><strong>Str</strong> 29 (16) <strong>Dex</strong> 24 (14) <strong>Wis</strong> 22 (13)</p><p><strong>Con</strong> 20 (12) <strong>Int</strong> 6 (5) <strong>Cha</strong> 20 (12)[/sblock]</p><p><span style="font-size: 15px"><strong>Genestealer Patriarch</strong></span></p><p><img src="http://community.imaginefx.com/fxpose/tonyhoughs_portfolio/images/8881/322x480.aspx" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Oldest, wisest, most revered of all - the Father of the brood. This ancient genestealer is the progenitor of the cult, guiding them behind the scenes for years on years, his huge alien brain nurturing the hive-mind. Now that the magus has arisen, the Ancient One feels the call of the stars once again and spurs his children to battle. Only the massive clash of claws on flesh can ignite the brood over-mind into shining brilliance, a beacon for guiding the true Masters to the rich feeding ground their servants will prepare for them.</p><p>[sblock=Stat Block]</p><p><span style="font-size: 12px">Genestealer Patriarch</span> <strong>Level 16 Solo Controller</strong></p><p>Large aberrant humanoid XP 7000</p><p><strong>Initiative</strong> + 10 <strong>Senses</strong> Perception + 13; Darkvision</p><p>__________________________</p><p><strong>HP</strong> 785; <strong>Bloodied</strong> 392</p><p><strong>AC</strong> 32; <strong>Fortitude</strong> 28, <strong>Reflex</strong> 30, <strong>Will</strong> 30</p><p>__________________________</p><p><strong>Immune</strong> Charm; Disease; Fear; <strong>Resist</strong> Psychic 15</p><p><strong>Saving Throws</strong> +5 (Solo)</p><p><strong>Speed</strong> 5</p><p><strong>Action Points</strong> 2</p><p></p><p>__________________________</p><p><strong>Claw (Basic)</strong> (standard; at-will)</p><p>Reach 2; + 21 vs. AC; 2d8 + 7 damage.</p><p>___</p><p><strong>Warp Torrent (basic)</strong> (standard; at-will) ✦ <strong>Force, Psychic</strong></p><p>Area 2 within 10; + 18 vs. Reflex; 2d8 + 7 psychic damage and the target is immobilised until the start of the patriarchs next turn.</p><p>___</p><p><strong>Goring Assault</strong> (standard; at-will)</p><p>The patriarch makes four claw attacks. If at least two claw attacks hit a single target, the patriarch makes a secondary attack against the same target. </p><p><em>Secondary Attack:</em> +20 vs. Fortitude; the target is weakened until the end of the patriarchs next turn.</p><p>__</p><p><strong>Gene Implantation</strong> (minor, at-will) ✦ <strong>Disease</strong></p><p>Weakened or Dominated target only; +20 vs. Fortitude; the target contracts Gene-fever (see above).</p><p>___</p><p><strong>Hypnotic Gaze</strong> (standard, The patriarch and the target must be able to see each other.; recharge 5, 6) ✦ <strong>Psychic, Charm</strong></p><p>Ranged 10; + 20 vs. Will; 1d8 + 10 psychic damage, and the target is stunned (save ends), if the target fails it's first save it becomes dominated (save ends).</p><p>___</p><p><strong>Father of the Hive (synapse creature)</strong> (immediate interrupt; at-will)</p><p>The patriarch has vastly expanded synapse networks within its large distorted brain that act as a psionic hub for the hive mind. This gives the patriarch almost total control over the brood; overriding the cult's lesser members natural instincts for survival. If a melee attack would hit the patriarch, he can make it instead hit a genestealer or brood member that is adjacent to the patriarch and within reach of the melee attack. </p><p>All genestealers and brood members are immune to fear and will never flee while in the presence of the patriarch.</p><p>___</p><p><strong>Overmind Psionic Scream</strong> (standard; recharge when first bloodied) ✦ <strong>Psychic</strong></p><p>Close burst 5; targets enemies; + 18 vs. Will; 3d10 + 6 psychic damage, and the target takes 5 ongoing psychic damage (save ends), and the target is dazed until the start of the patriarchs next turn. The ongoing damage from this power stacks with ongoing damage from psionic screams from other genestealer creatures.</p><p><em>Miss:</em> The target is dazed until the start of the patriarchs next turn.</p><p>___</p><p><strong>Mutable</strong></p><p>Over time a patriarch has adapted their physiology to make them more deadly opponents. A patriarch may add two biomorphs from the list above. Note that the patriarch only gains the new abilities granted by the biomorphs, he does not become an elite.</p><p>__________________________</p><p><strong>Alignment</strong> Chaotic Evil <strong>Languages</strong> Common</p><p><strong>Skills</strong> Intimidate + 18</p><p></p><p><strong>Str</strong> 24 (15) <strong>Dex</strong> 14 (10) <strong>Wis</strong> 21 (13)</p><p><strong>Con</strong> 21 (13) <strong>Int</strong> 29 (17) <strong>Cha</strong> 21 (13)[/sblock]</p></blockquote><p></p>
[QUOTE="Fragsie, post: 4730503, member: 83065"] This is a repost of stuff i worked up on someoneelses thread in the homebrew WoTC forum, I thought it deserved it's own thread. Let me know what you think :D [SIZE=5]Genestealer Cult[/SIZE] [B][U]Genestealer Special Rules[/U][/B] [sblock=Gene-Fever][SIZE=3]Gene-Fever[/SIZE][I] This disease, delivered by the attack of a genestealer, slowly and subtly changes its victims, bringing them under the psychic domination of the brood and making them lusty. The offspring of a fully infected victim will be a genestealer hybrid.[/I] [B]Attack:[/B] See genestealer prestrain and genestealer patriarch. [B]Endurance:[/B] Improve DC 20 + one-half genestealer’s level, maintain DC 16 + one-half genestealer’s level, worsen DC 15 + one-half genestealer’s level or lower. __________________ The target is cured. < [B]Initial Effect[/B] The target takes a – 4 penalty to attack and damage rolls against genestealers. <> The target gains vulnerable 5 psychic until cured. > [B]Final State[/B] The target is driven to reproduce, any offspring will have the genestealer-hybrid template. If the target is within 20 squares of a genestealer Synapse Creature they become dominated.[/deck][/sblock] [sblock=Biomorphs][SIZE=3]Biomorphs[/SIZE] [I]Note that giving a genestealer a biomorph turns it into an elite monster, in addition to the ability you add, some other changes need to be made. [LIST=1] [*] Double the HP + 2x Constitution score [*] +2 AC, Fortitude and Reflex [*] +2 bonus to saving throws. [*] +1 action point. [/LIST] [/I] __ [B]Acid Maw[/B] (standard; at-will) ✦ [B]Acid[/B] Ranged 5/10; +(claw attack bonus - 2) vs. Reflex; 1d8 + 5 acid damage, and the target takes 5 ongoing acid damage (save ends). __ [B]Feeder Tendrils[/B] (minor; at-will) ✦ [B]Psionic[/B] (purestrains only) Melee touch; +(claw attack bonus - 2) vs. Reflex; 1d6 + 5 damage and the purestrain gains combat advantage against the target until the start of its next turn. If there is a Synapse Creature within 5 squares of the purestrain when it hits with this attack, all purestrains within 5 squares gain combat advantage against the target until the start of their next turn. __ [B]Flesh Hooks[/B] (Minor; at-will) +(claw attack bonus - 2) vs. Reflex; 1d8 + 5 damage and the target is grabbed (until escape). __ [B]Gene Implantation[/B] (standard; at-will) ✦ [B]Disease[/B] Weakened or Dominated target only; +(claw attack bonus -3) vs Fortitude; the target contracts Gene-fever (see above). __ [B]Rending Claws[/B] (standard; at-will) The genestealer makes two claw attacks against the target. if both attacks hit the genestealer deals an extra 5 damage. __ [B]Scuttlers[/B] If the genestealer moves more that 4 squares it gains concealment. The genestealer ignores difficult terrain. __ [B]Toxin sacs[/B] ✦ [B]Poison[/B] A sticky poison is excreted onto the genestealers claws. A creature hit by the genestealer's claw takes a -2 penalty to attack rolls (save ends). [I]First Failed Save:[/I] The target is also weakened. [I]Second Failed Save:[/I] The target falls unconcious until the end of the encounter. [/sblock] [SIZE=4][B]Purestrain Genestealer[/B][/SIZE] [LEFT][IMG]http://i194.photobucket.com/albums/z308/fragsie_babes/Genestealer.jpg[/IMG] [/LEFT] Genestealers are considered to be among the most deadly creatures to fall from the Far Realm, combining high cunning, lightning-fast reactions and movement, with large, extremely sharp claws that can rip through the toughest armour in seconds. Most insidious is their ability to implant their alien genetic material into other creatures, turning them into virtual slaves which will then breed hybrid-Genestealers, giving rise to the Genestealer Cults that grow in secret within human and other societies. [sblock=Stat-Block] [SIZE=3] Purestrain Genestealer[/SIZE] [B]Level 10 Lurker[/B] Medium aberrant humanoid XP 500 [B]Initiative[/B] +16 [B]Senses[/B] Perception +8; darkvision __________________________ [B]HP[/B] 70; [B]Bloodied[/B] 35 [B]AC[/B] 26; [B]Fortitude[/B] 22, [B]Reflex[/B] 22, [B]Will[/B] 20 __________________________ [B]Immune[/B] Gene-Fever (see above), Fear [B]Speed[/B] 7 __________________________ [B]Claw[/B] (standard; at-will) (Basic) +17 vs. AC; 1d10 + 9 damage. __ [B]Goring Assault[/B] (standard; recharge 6) The purestrain makes four claw attacks. If at least two claw attacks hit a single target, the purestrain makes a secondary attack against the same target. [I]Secondary Attack[/I]: +14 vs Fortitude; the target is weakened until the end of the purestrains next turn. __ [B]Gene Implantation[/B] (standard; at-will) ✦ [B]Disease[/B] Weakened or Dominated target only; +14 vs Fortitude; the target contracts Gene-fever (see above). __ [B]Combat advantage[/B] If the purestrain hits a target that it has combat advantage against, it's [I]goring assault[/I] recharges. __ [B]Mutable[/B] Over time a purestrain brood can adapt their physiology to make them more deadly opponents. A purestrain may add one of the biomorphs detailed above, a purestrain with a biomorph becomes XP elite. __________________________ [B]Alignment[/B] Chaotic Evil [B]Languages[/B] Common [B]Skills[/B] Stealth +15 [B]Str[/B] 19 (+9) [B]Dex[/B] 21 (+10) [B]Wis[/B] 16 (+8) [B]Con[/B] 18 (+9) [B]Int[/B] 4 (+2) [B]Cha[/B] 10 (+5) [/sblock] [SIZE=5][B]Genestealer Cults[/B][/SIZE] [IMG]http://i194.photobucket.com/albums/z308/fragsie_babes/CultGenestealer.jpg[/IMG] [SIZE=4][B] Brood Initiate [/B][/SIZE] The bulk of any cult is made up of ordinary people caught up in the cult's recruitment. Some are common criminals, naive ruffians, or those with simply nothing else to loose. Like all those within the brood, they have been infected with [I]gene-fever[/I], and many have been proud parents to hybrid offspring. Though they have no real training in military matters, their fanatical zeal and weight of numbers will usually see them through. [sblock=Stat-Block] [SIZE=3]Brood Initiate[/SIZE] [B]Level 6 Minion[/B] Medium natural humanoid XP 63 [B]Initiative[/B] +5 [B]Senses[/B] Perception +4 _____________________ [B]HP[/B] 1; a missed attack never damages a minion. [B]AC[/B] 18; [B]Fortitude[/B] 18, [B]Reflex[/B] 17, [B]Will[/B] 16 _____________________ [B]Speed[/B] 6 _____________________ [B]Mace[/B] (standard; at-will) (Basic) ✦ [B]Weapon[/B] +11 vs. AC; 5 damage; see also [I]brood frenzy[/I]. __ [B]Dagger[/B] (standard; at-will) (Basic) ✦ [B]Weapon[/B] Ranged 5/10; +11 vs. AC; 5 damage. __ [B]Brood Frenzy[/B] The initiate gains a +1 bonus to attack rolls and a +2 bonus to damage rolls if it is within 5 squares of a Synapse creature. _____________________ [B]Alignment[/B] Evil [B]Languages[/B] Common [B]Str[/B] 16 (6) [B]Dex[/B] 14 (5) [B]Wis[/B] 12 (4) [B]Con[/B] 14 (5) [B]Int[/B] 10 (3) [B]Cha[/B] 10 (3) [B]Equipment[/B] Mace[/sblock] [SIZE=4][B]Brood Brother[/B][/SIZE] Cults often infiltrate the trained members of any military forces in the area, as they know in the coming rise to power both their combat skills and access to weapons will be invaluable. These are often members of the local guard, but could also be a part of the kingdoms standing armies or mercenary bands. Cults often find it difficult to convert large numbers of these forces to the cause, but their actual military training more than makes up for their lack of numbers. They serve a key role in arranging for proper military strategies for the magus, and also alerting the cult of any possible signs that the cult has been discovered. [sblock=Stat-Block] [SIZE=3]Brood Brother[/SIZE] [B]Level 8 Skirmisher[/B] Medium natural humanoid XP 350 [B]Initiative[/B] +9 [B]Senses[/B] Perception +5 __________________________ [B]HP[/B] 74; [B]Bloodied[/B] 37 [B]AC[/B] 22; [B]Fortitude[/B] 20, [B]Reflex[/B] 19, [B]Will[/B] 19 __________________________ [B]Speed[/B] 6 __________________________ [B]Short sword[/B] (standard; at-will) (Basic) ✦ [B]Weapon[/B] +14 vs. AC; 1d6 + 7 damage; see also [I]brood frenzy[/I]. __ [B]Dagger[/B] (standard; at-will) (Basic) ✦ [B]Weapon[/B] Ranged 5/10; +13 vs. AC; 1d4 + 7 damage. __ [B]Combat Advantage[/B] The brood brother deals an extra 2d6 damage against any target it has combat advantage against. __ [B]Brood Frenzy[/B] The cultist gains a +1 bonus to attack rolls and a +2 bonus to damage rolls if it is within 5 squares of a Synapse creature. __________________________ [B]Alignment[/B] Evil [B]Languages[/B] Common [B]Skills[/B] Stealth +12 [B]Str[/B] 16 (7) [B]Dex[/B] 17 (7) [B]Wis[/B] 12 (5) [B]Con[/B] 14 (6) [B]Int[/B] 10 (4) [B]Cha[/B] 10 (4) [B]Equipment[/B] short sword[/sblock] [SIZE=4][B]Genestealer Hierarch[/B][/SIZE] There is much work involved with leading the revolution, and even the most skilled Magus cannot do everything. Thus cults usually have several able lieutenants to lead cult forces on important actions such as weapon store raids and sabotage missions. Hierarchs are nearly-human looking Hybrids which usually only appear after several generations of the insidious Genestealer reproductive cycle. They do not share any of the Psionic skills of the Magus, but the other gifts from their alien heritage and stronger connection to the hive-mind result in them becoming skilled fighters, ready to lead cult troupes into battle. [sblock=Stat-Block] [SIZE=3]Genestealer Hierarch[/SIZE] [B]Level 9 Soldier[/B] Medium aberrant humanoid XP 400 [B]Initiative[/B] + 9 [B]Senses[/B] Perception +6, Low-light vision __________________________ [B]HP[/B] 83; [B]Bloodied[/B] 41 [B]AC[/B] 25; [B]Fortitude[/B] 19, [B]Reflex[/B] 20, [B]Will[/B] 23 __________________________ [B]Immune[/B] Gene-Fever, Fear [B]Speed[/B] 6 __________________________ [B]Long sword[/B] (standard; at-will) (Basic) ✦ [B]Weapon[/B] +16 vs. AC; 2d6 + 5 damage, and the target is marked until the end of the hierarch's next turn. ___ [B]Hive Node[/B] (standard, sustain move; encounter) The genestealer hierarch is considered a Synapse creature until the end of its next turn. ___ [B]Brood Frenzy[/B] The hierarch gains a +1 bonus to attack rolls and a +2 bonus to damage rolls if it is within 5 squares of a Synapse creature, or becomes a synapse creature. ___ [B]Mutable[/B] Over time a Hierarch can adapt their physiology to make them more deadly opponents. A hierarch may add the acid maw, scuttlers or poison sacs biomorph detailed above, a hierarch with a biomorph becomes XP elite. __________________________ [B]Alignment[/B] Chaotic Evil [B]Languages[/B] Common [B]Str[/B] 20 (9) [B]Dex[/B] 12 (5) [B]Wis[/B] 14 (6) [B]Con[/B] 16 (7) [B]Int[/B] 17 (7) [B]Cha[/B] 17 (7) [B]Equipment[/B] Long sword, light shield [/sblock] [SIZE=4][B]Genestealer Magus[/B][/SIZE] [IMG]http://i194.photobucket.com/albums/z308/fragsie_babes/Magus.jpg[/IMG] After several generations, the reproductive cycle of the genestealer flows from near bestial hybrid to near human appearing offspring before producing more purestrain genestealers, thus recreating the cycle anew. By their nature genestealers seek out psionically attuned individuals. Within a few generations this results in the emergence of a magus - human looking, but possessing some of the best qualities of the parent breed and his true genestealer heritage. Totally immersed in the brood's collective mind and possessing some strong psionic abilities, the magus serves as the translator of the patriarch's will to the cult, driving them towards greater levels of power. The magus leads the cult into the spotlight, openly gathering followers and support from the surrounding communities until the cult makes it's final move to take control. [sblock=Stat-Block] [SIZE=3]Genestealer Magus[/SIZE] [B]Level 12 Controller (Leader)[/B] Medium aberrant humanoid XP 700 [B]Initiative[/B] + 7 [B]Senses[/B] Perception + 8; Low-light vision __________________________ [B]HP[/B] 107; [B]Bloodied[/B] 53 [B]AC[/B] 26; [B]Fortitude[/B] 23, [B]Reflex[/B] 22, [B]Will[/B] 26 __________________________ [B]Immune[/B] Gene-Fever, Fear; [B]Resist[/B] Psychic 5 [B]Saves:[/B] +5 vs. Charm [B]Speed[/B] 6 __________________________ [B]Warp Blast[/B] (standard; at-will) (Basic) ✦ [B]Force, Psychic[/B] Ranged 10; + 16 vs. Ref; 2d6 + 5 psychic damage and the target is slowed until the start of the magus' next turn. ___ [B]Quarterstaff[/B] (standard; at-will) (Basic) ✦ [B]Weapon[/B] + 17 vs. AC; 1d8 + 5 damage. ___ [B]Synapse Creature[/B] (immediate interrupt; at-will) The magus has vastly expanded synapse networks within their hybrid minds that act as a psionic conduit for the hive mind. This gives the magus greater control over the brood; overriding the cult's lesser members natural instincts for survival. If a melee attack would hit the magus, he can make it instead hit a genestealer or brood member that is adjacent to the magus and within reach of the melee attack. ___ [B]Hypnotic Gaze[/B] (standard, The magus and the target must be able to see each other.; recharge 5, 6) ✦ [B]Psychic, Charm[/B] Ranged 10; + 16 vs. Will; 1d6 + 8 psychic damage, and the target is stunned (save ends), if the target fails it's first save it becomes dominated until the end of it's next turn. ___ [B]Psionic Scream[/B] (standard; encounter) ✦ [B]Psychic[/B] Close burst 5; targets enemies; + 14 vs. Will; 2d8 + 5 psychic damage, and the target takes 5 ongoing psychic damage (save ends). The ongoing damage from this power stacks with ongoing damage from psychic screams from other genestealer creatures. __________________________ [B]Alignment[/B] Chaotic Evil [B]Languages[/B] Common [B]Skills[/B] Diplomacy + 15, Bluff + 15 [B]Str[/B] 16 (9) [B]Dex[/B] 14 (8) [B]Wis[/B] 14 (8) [B]Con[/B] 17 (9) [B]Int[/B] 29 (15) [B]Cha[/B] 18 (10) [B]Equipment[/B] Quarterstaff[/sblock] [SIZE=4][B]Genestealer Broodlord[/B][/SIZE] [IMG]http://i194.photobucket.com/albums/z308/fragsie_babes/broodlord.jpg[/IMG] A product of the continual evolution of the genestealer race, the broodlord is the consummate melee warrior. Lightning fast and frighteningly strong, its diamond hard claws can rip through powerfully enchanted armour as though it were silk. The broodlord is a vanguard in the cult's forces; swarms led by a broodlord often precede the main cult uprising, infiltrating enemy positions before launching a devastating assault on the elements of the enemy the cult find's most threatening. [sblock=Stat Block] [SIZE=3]Genestealer Broodlord[/SIZE] [B]Level 14 Brute (Leader)[/B] Large aberrant humanoid XP 1000 [B]Initiative[/B] + 14 [B]Senses[/B] Perception + 13; Darkvision __________________________ [B]Fade From Sight[/B] aura 4; The broodlord emits a psionic field that encourages disinterest in casual observers. If the broodlord or any ally within the aura have concealment, they gain a + 5 bonus to stealth. __________________________ [B]HP[/B] 155; [B]Bloodied[/B] 77 [B]AC[/B] 26; [B]Fortitude[/B] 29, [B]Reflex[/B] 27, [B]Will[/B] 26 __________________________ [B]Immune[/B] Gene-Fever, Fear [B]Resist[/B] Psychic 5 [B]Speed[/B] 8 __________________________ [B]Claw (Basic)[/B] (standard; at-will) + 17 vs. AC; 3d6 + 6 damage. ___ [B]Rending Claws[/B] (standard; at-will) The broodlord makes two claw attacks against the target. if both attacks hit the broodlord deals an extra 5 damage. ___ [B]Scything Talons[/B] (standard; recharge 4, 5, 6) Clost burst 1; each enemy in burst; + 15 vs. AC; 4d10 + 6 damage. ___ [B]Mutable[/B] Over time a broodlord can adapt their physiology to make them more deadly opponents. A broodlord may add two of the biomorphs detailed above, a broodlord with biomorphs becomes XP elite. ___ [B]Synapse Creature[/B] (immediate interrupt; at-will) The broodlord has vastly expanded synapse networks within their alien minds that act as a psionic conduit for the hive mind. This gives the broodlord greater control over the brood; overriding the cult's lesser members natural instincts for survival. If a melee attack would hit the broodlord, he can make it instead hit a genestealer or brood member that is adjacent to the broodlord and within reach of the melee attack. __________________________ [B]Alignment[/B] Chaotic Evil [B]Languages[/B] Common [B]Skills[/B] Intimidate + 17; stealth + 19 [B]Str[/B] 29 (16) [B]Dex[/B] 24 (14) [B]Wis[/B] 22 (13) [B]Con[/B] 20 (12) [B]Int[/B] 6 (5) [B]Cha[/B] 20 (12)[/sblock] [SIZE=4][B]Genestealer Patriarch[/B][/SIZE] [IMG]http://community.imaginefx.com/fxpose/tonyhoughs_portfolio/images/8881/322x480.aspx[/IMG] Oldest, wisest, most revered of all - the Father of the brood. This ancient genestealer is the progenitor of the cult, guiding them behind the scenes for years on years, his huge alien brain nurturing the hive-mind. Now that the magus has arisen, the Ancient One feels the call of the stars once again and spurs his children to battle. Only the massive clash of claws on flesh can ignite the brood over-mind into shining brilliance, a beacon for guiding the true Masters to the rich feeding ground their servants will prepare for them. [sblock=Stat Block] [SIZE=3]Genestealer Patriarch[/SIZE] [B]Level 16 Solo Controller[/B] Large aberrant humanoid XP 7000 [B]Initiative[/B] + 10 [B]Senses[/B] Perception + 13; Darkvision __________________________ [B]HP[/B] 785; [B]Bloodied[/B] 392 [B]AC[/B] 32; [B]Fortitude[/B] 28, [B]Reflex[/B] 30, [B]Will[/B] 30 __________________________ [B]Immune[/B] Charm; Disease; Fear; [B]Resist[/B] Psychic 15 [B]Saving Throws[/B] +5 (Solo) [B]Speed[/B] 5 [B]Action Points[/B] 2 __________________________ [B]Claw (Basic)[/B] (standard; at-will) Reach 2; + 21 vs. AC; 2d8 + 7 damage. ___ [B]Warp Torrent (basic)[/B] (standard; at-will) ✦ [B]Force, Psychic[/B] Area 2 within 10; + 18 vs. Reflex; 2d8 + 7 psychic damage and the target is immobilised until the start of the patriarchs next turn. ___ [B]Goring Assault[/B] (standard; at-will) The patriarch makes four claw attacks. If at least two claw attacks hit a single target, the patriarch makes a secondary attack against the same target. [I]Secondary Attack:[/I] +20 vs. Fortitude; the target is weakened until the end of the patriarchs next turn. __ [B]Gene Implantation[/B] (minor, at-will) ✦ [B]Disease[/B] Weakened or Dominated target only; +20 vs. Fortitude; the target contracts Gene-fever (see above). ___ [B]Hypnotic Gaze[/B] (standard, The patriarch and the target must be able to see each other.; recharge 5, 6) ✦ [B]Psychic, Charm[/B] Ranged 10; + 20 vs. Will; 1d8 + 10 psychic damage, and the target is stunned (save ends), if the target fails it's first save it becomes dominated (save ends). ___ [B]Father of the Hive (synapse creature)[/B] (immediate interrupt; at-will) The patriarch has vastly expanded synapse networks within its large distorted brain that act as a psionic hub for the hive mind. This gives the patriarch almost total control over the brood; overriding the cult's lesser members natural instincts for survival. If a melee attack would hit the patriarch, he can make it instead hit a genestealer or brood member that is adjacent to the patriarch and within reach of the melee attack. All genestealers and brood members are immune to fear and will never flee while in the presence of the patriarch. ___ [B]Overmind Psionic Scream[/B] (standard; recharge when first bloodied) ✦ [B]Psychic[/B] Close burst 5; targets enemies; + 18 vs. Will; 3d10 + 6 psychic damage, and the target takes 5 ongoing psychic damage (save ends), and the target is dazed until the start of the patriarchs next turn. The ongoing damage from this power stacks with ongoing damage from psionic screams from other genestealer creatures. [I]Miss:[/I] The target is dazed until the start of the patriarchs next turn. ___ [B]Mutable[/B] Over time a patriarch has adapted their physiology to make them more deadly opponents. A patriarch may add two biomorphs from the list above. Note that the patriarch only gains the new abilities granted by the biomorphs, he does not become an elite. __________________________ [B]Alignment[/B] Chaotic Evil [B]Languages[/B] Common [B]Skills[/B] Intimidate + 18 [B]Str[/B] 24 (15) [B]Dex[/B] 14 (10) [B]Wis[/B] 21 (13) [B]Con[/B] 21 (13) [B]Int[/B] 29 (17) [B]Cha[/B] 21 (13)[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Genestealers and Their Cults (WH40k>D&D)
Top