Humans and their ingenious bioweapons

dante58701

Banned
Banned
Slayer
Medium Monstrous Humanoid (Alien, Construct)
Hit Dice:20d10+20+100 (220)
Initiative:+9 (+5 Dex, +4 Improved Initiative)
Speed:50'/Climb:25'
Defense:29 (+5 Dex, +14 natural)
Base Attack/Grapple:+20/+32
Attack:Katana +32 melee (1d10+12, 19-20/x2) or Slam +32 (1d6+12)
Full Attack Attack (Damage): Katana +32/+27/+22/+17 melee (1d10+12, 19-20/x2) or Slam +32/+27/+22/+17 (1d6+12)
Space/Reach:5 ft./5 ft.
Special Attacks: Acid blood, breathweapon (3d6), fear attraction, frightful presence, pounce, resin.
Special Qualities:AI module, alternate power source, blindsight (60 ft.), climb, combat programming, construct, darkvision, DR 10/ - , energy resistance (cold 5, fire 5), hive mind, improved visual sensors, immune to energy (acid, electricity, gas, radiation, and vacuum), integral laser sight, invisibility, language module, motion sensors, multiscanner, reconstructive nanites, regeneration 1, scent, sense fear, sensory recorder, techno-organic construction, telescopic vision, tremorsense (60 ft.)
Saves: Fort +11, Ref +17, Will +13
Abilities: Str 34 , Dex 20, Con 20, Int 12, Wis 12, Cha 10
*Skills: Escape Artist +3, Hide +3, Investigate +3, Knowledge (earth & life sciences) +3, Knowledge (history) +3, Knowledge (tactics) +3, Knowledge (technology) +3, Navigate +3, Search +3, Listen +6, Sense Motive +3, Spot +3, Bluff +3, Disguise +3, Gather Information +3, Hide +6, Move Silently +6, Repair +3, Survival +3, Treat Injury +3
*These statistics do not include modifiers.
Feats:Exotic Weapon Proficiency (katana), Improved Initiative, Personal Firearms Proficiency, Quick-Draw, Stealthy, Track, Medical Expert
Challenge Rating: 16
Level Adjustment: +8

A project of the utmost importance to the human governments was project safari. Aptly named for the yuatja's predilection for the hunt, it involved numerous cybernetic, genetic, and robotic experiments. The most successful becoming the culmination of their work. A creature so deadly it would put the yuatja and the xenomorphic aliens to shame. The ultimate killer, a killer that seemed to be mere prey. A creature known only as a slayer. If there ever were a creature more deadly, it had yet to show itself. Relentless and cold, they slaughter the enemies of humanity without pity or remorse.

Seemingly human, a slayer is much more. It is in fact a horrifying amalgam of human, terminator, yuatja, and xenomorph. Designed to have the best of all four worlds, it presents a unique challenge to all who encounter it. It is more than sufficient to simply say it is by far humanities most terrifying creation to date. Yuatja see them as a challenge worthy of hunting, xenomorphs see them as one of their own, until they discover they are being hunted, and humans see them as their salvation or possibly their imminent extinction.

As slayers can breed, they are a true race and will in time evolve to become greater than they are. All children of slayers, even those of mixed parentage, are born pure slayers. It should also be noted that all slayers look completely human, only their blood, a brilliant, glowing, flourescent green acid, and inhuman abilities give them away as being anything other than human, unless one actually performs an autopsy. This they use to their advantage when hunting yuatja and xenomorphs. Seemingly uninterested in their human creators, they tend to be rather introverted in their dealings with them. Although this is not so unusual since they are this way with one another as well.

Slayer speak whatever languages they have learned.

Slayers vary in build and height in the manner humans do and weight at least twice what their appearance would indicate.

Combat

Acid Blood (Ex): A slayer has acidic blood. For any physical attack causing damage to a slayer, 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 slayer is above the victim. Damage from acid splash is 1d6 per 6 points of damage inflicted by an attack causing a splash (round down) for a maximum of 10d6. 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.

AI Module (Ex): A slayer can learn, which allows it to use any skill untrained that a living being could.

Alternate Power Source (Ex): If disabled, a slayer is able to re-route its systems to a secondary, alternate power source, thus bypassing any severed connections, damaged circuits or internal impairment.

A slayer can go to –20 hit points before ceasing to function. Once a slayer reaches 0 hit points, roll 1d6 and note the result. This is the number of minutes that must pass before the internal systems bring on the APS and repower the slayer.

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

Breath Weapon (Ex): Slayers can spit acid three times a day. This breath weapon allows a Reflex save for half damage (DC 10 + 1/2 slayer's racial HD + slayer's Con modifier). Failure to save also causes the target to be dazed for 1d4 rounds. Slayers are immune to their own breath weapon.

Climb (Ex): All slayers have a +8 racial bonus on Climb checks. A slayer 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. A slayer 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. Slayers cannot run while climbing. A slayer retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing slayer.

Combat Programming (Ex): A slayer can gain the benefits of having a class.

Construct (Ex): Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. More than 10 points of damage in a single hit will reveal its true nature.

Darkvision(Ex): A slayer can see in the dark up to 60 feet.

Fear Attraction (Ex): Slayers that detect fear using their Sense Fear ability become excited. Fearful prey stimulates them to make especially messy kills. A slayer 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 slayer, etc.). A slayer can end its rage voluntarily.

Frightful Presence (Ex): This special quality makes a slayer's very presence unsettling to foes. It takes effect automatically when the slayer 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 slayer. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 slayer's racial HD + slayer’s Cha modifier). Increases the DC by 2 per additional slayers within 50 feet. An opponent that succeeds on the saving throw is immune to that same slayer's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

Hive Mind (Ex): All slayers within 50 miles of a slayer 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 slayer in a group is considered flanked unless all of them are.

Improved Visual Sensors (Ex): A slayer receives a +2 bonus to Search and Spot checks.

Internal Audio Sensors (Ex): A slayer receives a +2 bonus to Listen checks.

Integral Laser Sight (Ex): A slayer has various sensors and laser precision optics mounted inside a "head" unit. A slayer receives a +1 bonus on all ranged attack rolls.

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

Language Module (Ex): A slayer can speak and write a language.

Motion Sensors (Ex): A slayer gets a +2 bonus to Spot checks.

Multiscanner: A slayer has a Geiger counter that can detect radiation within 500 feet, a chemical sniffer that can analyze raw materials within 100 feet, a magnetic/spectromic array that can analyze material within 100 feet, and an electrical sensor that can identify life forms within 100 feet.

Personal Communicator (Ex): A slayer can digitally communicate securely and encrypted with any other slayer up to 10 miles and can receive and relay information to slayer's anywhere on the planet provided a line of sight can be drawn to a tactical satellite in orbit above. A backup laser communication system is installed for secure line of sight communication between units and an alternate physical cable plug exists to link two units via high-speed data cable.

Pounce (Ex): When a slayer makes a charge, it can follow with a full attack.

Reconstructive Nanites (Ex): A slayer can use the Repair skill or Treat Injury skill to "heal" damage on any slayer, including itself.

Regeneration (Ex): Slayers take normal damage from fire. Severed body parts and limbs are regenerated in one round. The severed body parts and limbs die in 24 hours, unless destroyed sooner. Slayer's always regenerate from the largest portion if dismembered and retain control over their severed portions until the severed portions die. So long as a severed portion lives, the slayer can regenerate from it, even if the slayer and the severed portion have been seperated, provided this seperation is by no more than 50 miles.

Resin (Ex): Slayers often wait in their hive and then lower themselves silently on silk strands to leap onto prey passing beneath. A single strand is strong enough to support the slayer and one creature of the same size. Slayers can release a strand eight times per 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 slayer. An entangled creature can escape with a successful Escape Artist check (DC16) or burst it with a Strength check (DC20). 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 20 hit points, and cocoons have damage reduction 5/ - . A slayer can move across its own resin at its climb speed and can pinpoint the location of any creature touching the resin. Resin blocks all transmissions and signals, including radio transmissions. This resin is excreted from either or even both wrists, as the slayer desires.

Scent (Ex): This special quality allows a slayer to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Slayers can identify familiar odors just as humans do familiar sights. The slayer 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 or troglodyte stench, can be detected at triple normal range. When a slayer detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The slayer can take a move action to note the direction of the scent. Whenever the slayer comes within 5 feet of the source, the slayer pinpoints the source’s location. A slayer with it's 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. Slayers tracking by scent ignore the effects of surface conditions and poor visibility.

Sense Fear (Su): A slayer can sense fear in prey up to 25 ft. away.

Sensory Recorder (Ex): A slayer can store up to 100 hours of recordings for later reference.

Techno-Organic Construction (Ex):Although a slayer is a construct, it is also a living organism. This allows it a constitution score, the ability to blend in with normal humans, and the ability to heal any part of it's body as though it were ordinary living tissue. It does not, however, render a slayer vulnerable in any way, nor does it detract from it's construct nature.

Telescopic Vision (Ex): A slayer suffers a –1 penalty on Spot checks for every 100 feet of distance instead of every 10 feet.

Tremorsense (Ex): Slayers 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.

Skills: +2 racial bonus to Jump checks: A slayer can jump very high and run fast, even when loaded down with weapons and trophies. A slayer can jump up to three times their height, and can fall ten times their height and land on their feet. +2 racial bonus to Listen checks: A slayer can hear a whisper up to 50 feet away.
 
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Crap.

I'd do a total rundown, but I've wasted enough time skimming through it. A good start would be to take the initial concept of "a horrifying amalgam of human, terminator, yuatja, and xenomorph", and flush it down the crapper.
 

I'd go for something more psychological and discreet.

Like a human assassin, bioengineered to be faster, stronger and clinically genius. Cold, calculating, and unemotional, trained to get close to you, be your friend, until eventually - they strike. In d20 Space Travel... no one can hear you scream.
 

They hunt predators and xenomorphs not humans...humans just dont trust them.

I just made them on the basis that humans being humans would actually create something like this. Humans are maddeningly irrational and rarely think of the consequences of their actions.

They do need some fine tuning though. Like more integrated predator technology. But predator technology is harder to come by than their DNA.

Though I do imagine the peoples obsession with predators, aliens, and terminators wont make it well liked. Noone likes their twisted fantasies being ruined by a creation that stomps on all of them with ease.
 
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I agree that further refinement is needed. Some of the abilities appear to overlap in conflicting ways. "Hive Mind" & "Personal Communicator" for instance. You could drop Hive Mind as all the benefits from it are included in Personal Communicator - just up the "10 miles" in Personal Communicator to "50 miles". "Reconstructive Nanites" is very vague... etc, etc. Overall, this is a cool creature. I would find it hard to put into a campaign though. They are so intensely powerful that it would totaly dominate most situations I'd put them into. A CR of 16 may not be high enough, although I'll admit that assigning that isn't my forte.
 

Perhaps conjoining the two abilities? Im trying to create the ultimate boss monsters. Creatures that in the end of the campaign force humans, predators, terminators, and xenomorphs to reconcile long enough to kill these things. A huge interstellar war.

Of course some abilities are intended to be redundant...thus if one fails the other takes over. Making them more dangerous in some ways, less in others.

Also some abilities are biological, while others are technological. Many cyborgs have redundant abilities.

Im open to ideas that don't weaken them. I need them to be tough. Im also open to increasing the challenge rating. They are meant to dominate and horrify campaigns littered with predators, terminators, and xenomorphs. Hell...one would be a challenge for an entire army.
 
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There's nothing wrong with them being extremely powerful. However, they can be powerful without being a blend of every type of creature crunched together, and without having dozens of abilities.


I'd streamline them down, specifically:
1) While they may have been originally engineered from human, yuatja and xenomorph DNA, their final makeup could be a whole new creature, not a direct mixture of each one's abilities.
2) I'd get rid of the "hive" element - it doesn't really work for creatures intended as Assassins.
3) I'd also get rid of the cyborg element - with already being a triple-mix, it's like trying to add chrome plating and subwoofers onto Godzilla.

So, possibly, keep the "constructed" element, but make them biological constructs - living, but not in the same way that normal creatures are. Their primary ability could be total control over their body, allowing them not only superhuman attributes, but also the ability to adapt their form in whatever way is necessary - at which point the triple-DNA would come in handy.


Yes, this does mean they won't have any Terminator abilities. But do they really need them? Being organic could actually be an advantage, in that they could use EMP devices with impunity.

Also, does this remind anyone else of Infested Kerrigan, from Starcraft?
 

dante58701 said:
Noone likes their twisted fantasies being ruined by a creation that stomps on all of them with ease.

No, it's more like the problem with Elves. They do _everything_better_ than everyone else. Add to that that they're three badasses in one, makes for a dramatically stupid idea.
 

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