Buddha the DM
Explorer
XENOMORPH
Template Created By: Harold R. Nichols, Jr.
Comments & Suggestions From: Robert “Liquide” Ljung
Editor: Rachel Boyce
"The Alien represents the inability to harness the (sometimes misaligned) forces of nature. Even with its strength, power and intelligence it still remains a cold unwavering force of survival that shows no regard or sympathy for the life and environments it comes into contact with. Like a cancer it destroys all that it comes into contact with - ultimately using such things for its own destructive purposes."
- Aelthas Uthelienn, Aglarondan Scholar, Faerûn
Xenomorphs generally resemble a cross between a giant insect, spider and scorpion. The monster has a dark and glossy exoskeleton that is usually in shades of black, gray, or brown. Five large spines protrude from the back of humanoid xenomorphs. A ridged tail, about the same length as its height, ends with a spiked stinger at the end. The xenomorph's head consists of a long cranium, no eyes, and a sharp predatorial jaw. When up close and staring into a xenomorph's leer, the most noticeable feature is its terrifying jaw. The jaw has two mouths, one inside the other, with the inside mouth being the tongue. The slimes dripping of them have a rancid smell to it. A will save (DC 15) is required the first time this sight is encountered.
CREATING A XENOMORPH
“Xenomorph” is a template that can be added to any corporeal, aberration, animal, beast, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, shapechanger, or vermin that is small-sized or larger (referred to hereafter as the “base creature”). The creature’s type becomes “beast.” It uses all the base creature’s statistics and special abilities except as noted here.
Size: The xenomorph’s size increases upwards bye one step (for example a small creature would increase in size to medium) towards the large size category (if already large or bigger no size increase is gained). There are no known xenomorphs of the fine or diminutive size categories; this however does not mean that they don’t exist.
Speed: Because of their exotic physiology xenomorphs gain +10 feet in addition to the base creature’s speed. The xenomorphs are excellent swimmers with a speed equal to have their walking rate rounded down to the nearest 10 ft increment, with a good maneuverability underwater. If the base creature already possesses a swimming speed add 10 feet to that value.
AC: Natural armor improves by +6.
Damage: Xenomorphs have bite, jaw (inner mouth), claw and tail attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage, whichever is greater.
Size............Bite Damage....Jaw Damage....Claw Damage....Tail Damage
Medium..............1d6................1d8...................1d8.....................1d8
Large.................1d8................2d6...................2d6.....................2d6
Huge..................2d6................2d8...................2d8.....................2d8
Gargantuan........2d8...............2d12.................4d6.....................4d6
Colossal.............4d6...............4d12.................4d8.....................4d8
Special Attacks: A Xenomorph retains all the special attacks of the base creature except for any spell casting or psionic abilities, and gains an acid spit attack.
Acid Spit (Ex): By making a ranged touch attack the xenomorph can spit a line of acid that deals 2d6 damage up to 30 ft away.
Special Qualities: A xenomorph has all the special qualities of the base creature plus acidic blood, blindsight, a form of regeneration, spider climb, and a survival instinct.
Acidic Blood (Ex): Perhaps the xenomorph's most deadly feature is its acid blood. If a slashing, piercing, or bludgeoning attack wounds a xenomorph, the xenomorph’s concentrated acidic blood sprays outward from the wound. The blood sprays outward (45 degree towards the attacker) to a radius of feet equal to the damage it received (1 hp damage = 1 ft radius, 2 hp damage = 2 ft radius, 3 hp damage = 3 ft radius, etc) up to a maximum radius of 10 feet. Anyone caught within this radius must make a reflex save (DC equal to 10 plus ½ the damage inflicted) successfully or suffer 3d8 hp acid damage, another 2d8 acid damage the second round, and another d8 acid damage third round. If the attacker was stupid enough to have used a natural weapon (fist, feet, claw, teeth, etc), attacker immediately suffers an additional 3d8 hp acid damage, another 2d8 acid damage the second round, and another d8 acid damage third round. The acid is extremely corrosive, eating up normal weapons and armor within seconds, even rocks. Magical weapons and armor dissolve at the rate of +1 per round instead of seconds. When a xenomorph is killed, it melts into a thick puddle of acid. The puddle of acid eats away at the ground until oxidizing completely in 1d4+3 rounds, leaving behind nothing more than a small amount of skin, skeleton, and a rough crater about 2 feet deep.
It is never a good idea to overkill a xenomorph, or you'll be the one getting overkilled. If a xenomorph's hit point is reduced to -1 or lower, its body explodes upon destruction, spraying all it's deadly internal organs and fluids outward. Their acidic blood sprays outward in all directions to a radius of feet equal to the damage it received (1 hp damage = 1 ft radius, 2 hp damage = 2 ft radius, 3 hp damage = 3 ft radius, etc) up to a maximum radius of 10 feet. Anyone caught within this radius must make a reflex save (DC equal to 10 plus ½ the damage inflicted) at +1 per hit point the xenomorph was overkilled, or immediately suffer 6d8 acid damage the first round, 5d8 acid damage the second round, 4d8 acid damage the third round, and so on down to d8 damage. Xenomorphs that fail the Fort Save when hit for their massive damage threshold explode in an acidic burst that deals 5d6 acid damage, and has a radius of 2 ft + 1 foot per point that they failed the save by. Ref DC 15 for half (or avoid for those with evasion type abilities) damage.
Regenerate (Ex): A xenomorph has the ability to regenerate itself by eating the biomaterial of other living creatures. It can regenerate 1 hit point per pound of matter consumed in this fashion. This is a full round action.
Survival Instinct: The xenomorphs have a strong survival instinct as part of their special intelligence. In combat, they combine cunning and tactics with incredible agility, speed, and strength. The ferocity of these monsters in combat is frightening! Xenomorphs attack without fear of death, and kill for sheer pleasure. A xenomorph never suffers from a lack of morale in combat. If a battle is turning against them, they will make a tactical retreat, only to return with improved strategy and greater force. They are relentless in their pursuit of fleeing prey. When angered, hurt, or destroyed, the xenomorph lets out a terrible ear-piercing shriek or roar.
All xenomorphs hate fire, but suffer no weaknesses from it. In fact, they are extremely resistant to adverse environmental conditions such as cold and heat, and suffer only quarter damage from such attacks both magical and non-magical. Xenomorphs are even completely immune poisons and mind-based magic, including being unaffected by most illusions and psionic abilities. Their exoskeleton has partial immunity to acids (Acid Resistance 16).
Spider Climb (Sp): They are able to scale walls and ceilings with phenomenal ease and their speed is unhampered by tight spaces like airshafts and pipes. Xenomorphs are also excellent swimmers. Xenomorphs can spider climb at will as per the spell of the same name cast by an 10th level arcane spellcaster but with an unlimited duration.
Blindsight (Ex): Gains blindsight 40 ft radius.
Abilities: Increase from the base creature as follows: Str +4, Dex +6, Con +2, Int +2 (Max of 6), Wis +0, Cha -4.
Skills: Same as the base creature plus the xenomorph’s gain a +6 to their Climb, Hide, Move Silently and Swim checks. Xenomorphs have no use for skills that require thought to be put into them such as craft, diplomacy, knowledge and other similar skills, as a result all skills that require complex thought are dropped.
Feats: A xenomorph gains Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Weapon Finesse (Claw, Tail & Bite), and Multiattack, assuming the base creature meets the prerequisites and doesn’t already have these feats. Also a xenomorph possesses no weapon-related feats other than the weapon finesse feats listed above.
Climate: Same as the base creature.
Organization: Solitary or in packs of 2 to 5.
Challenge Rating:
1 – 4 HD = Base Creature CR +4
5 - 8 HD = Base Creature CR +3
9 - 14 HD = Base Creature CR +2
15+ HD = Base Creature CR +1
Treasure: None.
Alignment: Always Neutral.
Advancement: None.
Template Created By: Harold R. Nichols, Jr.
Comments & Suggestions From: Robert “Liquide” Ljung
Editor: Rachel Boyce
"The Alien represents the inability to harness the (sometimes misaligned) forces of nature. Even with its strength, power and intelligence it still remains a cold unwavering force of survival that shows no regard or sympathy for the life and environments it comes into contact with. Like a cancer it destroys all that it comes into contact with - ultimately using such things for its own destructive purposes."
- Aelthas Uthelienn, Aglarondan Scholar, Faerûn
Xenomorphs generally resemble a cross between a giant insect, spider and scorpion. The monster has a dark and glossy exoskeleton that is usually in shades of black, gray, or brown. Five large spines protrude from the back of humanoid xenomorphs. A ridged tail, about the same length as its height, ends with a spiked stinger at the end. The xenomorph's head consists of a long cranium, no eyes, and a sharp predatorial jaw. When up close and staring into a xenomorph's leer, the most noticeable feature is its terrifying jaw. The jaw has two mouths, one inside the other, with the inside mouth being the tongue. The slimes dripping of them have a rancid smell to it. A will save (DC 15) is required the first time this sight is encountered.
CREATING A XENOMORPH
“Xenomorph” is a template that can be added to any corporeal, aberration, animal, beast, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, shapechanger, or vermin that is small-sized or larger (referred to hereafter as the “base creature”). The creature’s type becomes “beast.” It uses all the base creature’s statistics and special abilities except as noted here.
Size: The xenomorph’s size increases upwards bye one step (for example a small creature would increase in size to medium) towards the large size category (if already large or bigger no size increase is gained). There are no known xenomorphs of the fine or diminutive size categories; this however does not mean that they don’t exist.
Speed: Because of their exotic physiology xenomorphs gain +10 feet in addition to the base creature’s speed. The xenomorphs are excellent swimmers with a speed equal to have their walking rate rounded down to the nearest 10 ft increment, with a good maneuverability underwater. If the base creature already possesses a swimming speed add 10 feet to that value.
AC: Natural armor improves by +6.
Damage: Xenomorphs have bite, jaw (inner mouth), claw and tail attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage, whichever is greater.
Size............Bite Damage....Jaw Damage....Claw Damage....Tail Damage
Medium..............1d6................1d8...................1d8.....................1d8
Large.................1d8................2d6...................2d6.....................2d6
Huge..................2d6................2d8...................2d8.....................2d8
Gargantuan........2d8...............2d12.................4d6.....................4d6
Colossal.............4d6...............4d12.................4d8.....................4d8
Special Attacks: A Xenomorph retains all the special attacks of the base creature except for any spell casting or psionic abilities, and gains an acid spit attack.
Acid Spit (Ex): By making a ranged touch attack the xenomorph can spit a line of acid that deals 2d6 damage up to 30 ft away.
Special Qualities: A xenomorph has all the special qualities of the base creature plus acidic blood, blindsight, a form of regeneration, spider climb, and a survival instinct.
Acidic Blood (Ex): Perhaps the xenomorph's most deadly feature is its acid blood. If a slashing, piercing, or bludgeoning attack wounds a xenomorph, the xenomorph’s concentrated acidic blood sprays outward from the wound. The blood sprays outward (45 degree towards the attacker) to a radius of feet equal to the damage it received (1 hp damage = 1 ft radius, 2 hp damage = 2 ft radius, 3 hp damage = 3 ft radius, etc) up to a maximum radius of 10 feet. Anyone caught within this radius must make a reflex save (DC equal to 10 plus ½ the damage inflicted) successfully or suffer 3d8 hp acid damage, another 2d8 acid damage the second round, and another d8 acid damage third round. If the attacker was stupid enough to have used a natural weapon (fist, feet, claw, teeth, etc), attacker immediately suffers an additional 3d8 hp acid damage, another 2d8 acid damage the second round, and another d8 acid damage third round. The acid is extremely corrosive, eating up normal weapons and armor within seconds, even rocks. Magical weapons and armor dissolve at the rate of +1 per round instead of seconds. When a xenomorph is killed, it melts into a thick puddle of acid. The puddle of acid eats away at the ground until oxidizing completely in 1d4+3 rounds, leaving behind nothing more than a small amount of skin, skeleton, and a rough crater about 2 feet deep.
It is never a good idea to overkill a xenomorph, or you'll be the one getting overkilled. If a xenomorph's hit point is reduced to -1 or lower, its body explodes upon destruction, spraying all it's deadly internal organs and fluids outward. Their acidic blood sprays outward in all directions to a radius of feet equal to the damage it received (1 hp damage = 1 ft radius, 2 hp damage = 2 ft radius, 3 hp damage = 3 ft radius, etc) up to a maximum radius of 10 feet. Anyone caught within this radius must make a reflex save (DC equal to 10 plus ½ the damage inflicted) at +1 per hit point the xenomorph was overkilled, or immediately suffer 6d8 acid damage the first round, 5d8 acid damage the second round, 4d8 acid damage the third round, and so on down to d8 damage. Xenomorphs that fail the Fort Save when hit for their massive damage threshold explode in an acidic burst that deals 5d6 acid damage, and has a radius of 2 ft + 1 foot per point that they failed the save by. Ref DC 15 for half (or avoid for those with evasion type abilities) damage.
Regenerate (Ex): A xenomorph has the ability to regenerate itself by eating the biomaterial of other living creatures. It can regenerate 1 hit point per pound of matter consumed in this fashion. This is a full round action.
Survival Instinct: The xenomorphs have a strong survival instinct as part of their special intelligence. In combat, they combine cunning and tactics with incredible agility, speed, and strength. The ferocity of these monsters in combat is frightening! Xenomorphs attack without fear of death, and kill for sheer pleasure. A xenomorph never suffers from a lack of morale in combat. If a battle is turning against them, they will make a tactical retreat, only to return with improved strategy and greater force. They are relentless in their pursuit of fleeing prey. When angered, hurt, or destroyed, the xenomorph lets out a terrible ear-piercing shriek or roar.
All xenomorphs hate fire, but suffer no weaknesses from it. In fact, they are extremely resistant to adverse environmental conditions such as cold and heat, and suffer only quarter damage from such attacks both magical and non-magical. Xenomorphs are even completely immune poisons and mind-based magic, including being unaffected by most illusions and psionic abilities. Their exoskeleton has partial immunity to acids (Acid Resistance 16).
Spider Climb (Sp): They are able to scale walls and ceilings with phenomenal ease and their speed is unhampered by tight spaces like airshafts and pipes. Xenomorphs are also excellent swimmers. Xenomorphs can spider climb at will as per the spell of the same name cast by an 10th level arcane spellcaster but with an unlimited duration.
Blindsight (Ex): Gains blindsight 40 ft radius.
Abilities: Increase from the base creature as follows: Str +4, Dex +6, Con +2, Int +2 (Max of 6), Wis +0, Cha -4.
Skills: Same as the base creature plus the xenomorph’s gain a +6 to their Climb, Hide, Move Silently and Swim checks. Xenomorphs have no use for skills that require thought to be put into them such as craft, diplomacy, knowledge and other similar skills, as a result all skills that require complex thought are dropped.
Feats: A xenomorph gains Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Weapon Finesse (Claw, Tail & Bite), and Multiattack, assuming the base creature meets the prerequisites and doesn’t already have these feats. Also a xenomorph possesses no weapon-related feats other than the weapon finesse feats listed above.
Climate: Same as the base creature.
Organization: Solitary or in packs of 2 to 5.
Challenge Rating:
1 – 4 HD = Base Creature CR +4
5 - 8 HD = Base Creature CR +3
9 - 14 HD = Base Creature CR +2
15+ HD = Base Creature CR +1
Treasure: None.
Alignment: Always Neutral.
Advancement: None.