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A xenomorph is a parasitic lifeform with a multi-stage life cycle. A queen lays a type of egg (called an ovomorph) that contains a creature (called a facehugger) that is able to disable and impregnate a host parent. The growing xenomorph (called a chestburster) inherits traits from its unwilling parent before ripping free (killing the host) and starting its own life. It then matures quickly. See Xenomorph Lifecycle below for more details. Source: Influenced by IonutRO's Xenomorphs; revised and expanded by Charles W. Plemons III. Xenomorph TemplateCreating A Xenomorph"Xenomorph" is an acquired template that can be added to any living, corporeal creature of size Small or larger (referred to hereafter as the base creature). A xenomorph retains all the base creature's statistics and special abilities except as noted here. CR: Depends upon the creature's total Hit Dice, as follows:
Type: The creature's type changes to aberration. Unlike most templates, do recalculate HD (d8s), BAB (3/4 total HD), good Will saves. See additional notes below. Hit Dice: Change all racial HD to d8s and convert HD from parent's class levels to racial d8 HD. In addition, xenomorphs gain a number of additional HD as noted below:
Calculate BAB and saving throws, feats, and skills from new HD total. Armor Class: Increase natural armor bonus based upon size, as follows:
Special Qualities and Defenses: A xenomorph gains blindsight 120 ft., darkvision 60 feet, scent, immunity to acid, and DR 1/adamantine (+1 per additional 5 HD). It retains any racial special qualities and defenses but loses any gained from class levels. Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals damage as noted below, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful Reflex save halves the acid damage. The save DC is Constitution-based.
Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Weakness: A xenomorph gains vulnerability to sonic attacks. Speed: A xenomorph retains all the base creature's movement speeds. A xenomorph of Small or Medium size gains a Climb speed equal to land speed. Larger xenomorphs gain a Climb speed equal to half land speed. Attacks: A xenomorph retains any gore, talon, or wing attacks posses by the base creature. It also gains a bite attack for every head it possesses. If it has front forelimbs, it gains up to 2 claw attacks; if the base creature possessed any claw attacks, those are retained (even beyond 2). If it did not possess one, it grows a tail and gains a sting attack; if the base creature possessed a sting attack, that is retained. It is possible to retain other attacks at DM's discretion, but perhaps at the expense of another. For example, retaining tentacles but losing claws. Special Abilities: A xenomorph retains any racial special attacks but loses any gained from class levels. A xenomorph with claws gains grab as a special attack. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +2; reroll Int, Wis, and Cha as 3d6. Languages: A xenomorph understands (but cannot speak) any languages of the base creature. It also gains telepathy (xenomorphs only) 100 ft. Feats: A xenomorph gains Improved Natural Attack (bite) as a bonus feat. Skills: A xenomorph has skill points equal to 4 + its Intelligence modifier. Racial class skills are Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (pick one), Perception, Spellcraft, Stealth, Survival, and Swim. Xenomorph LifecycleThe xenomorph begins life as a facehugger inside an ovomorph egg (an object with hardness 15 and 30 hp). Inside the ovomorph, the facehugger is in stasis and can survive indefinitely. When a living creature comes within 30 ft. of an ovomorph, it opens and releases the facehugger on the next round. The facehugger tries to isolate a target and disable it so as to implant a chestburster embryo. After 2d4 hours the chestburster reaches maturity and rips itself free of the host (killing it). Over the next 1d4 days, the chestburster grows and matures into a basic body shape like a young adult of its host race. Adult xenomorphs then try to capture additional potential hosts and bring them back to the hive for impregnation by more ovomorphs. Immature XenomorphsTo create a xenomorph in the early stages of transitioning from chestburster to adulthood, apply the Young template to the adult form twice. To create a xenomorph that is in the late stages of transitioning from chestburster to adulthood, apply the Young template to the adult form once. Host AgeA xenomorph spawned from a creature with age categories or one that has had the young template applied to it grows into the adult version of said creature. For example, a chestburster spawned from a wyrmling red dragon will grow into a xenomorph with the base statistics of an adult red dragon, whilst one spawned from a young bugbear will grow into a normal bugbear. If the chestburster is spawned from a race without racial HD (and thus without a standard stat block), such as humans, then ignore any young or old age-related adjustments to physical ability scores when creating the xenomorph. TacticsXenomorphs prefer to use surprise and stealth to their advantage. When faced with a group, lone xenomorphs try to isolate a main target using distraction and lighting to its advantage. It will then systematically kill the members of the group one-by-one from stealth. When in large groups, xenomorphs prefer to attack in a coordinated ambush, using their agility to avoid being hit as they slaughter their targets en-masse. Facehuggers stalk potential hosts and wait in ambush for prolonged periods of time, waiting until the potential host is isolated from its group or asleep, before latching on and impregnating it. Once it has implanted its embryo, a facehugger will quickly find a place where it can die out of sight, often leaving its victim unaware of what just happened. Xenomorph VariationsPraetorianThe praetorian caste is larger and tougher than regular xenomorphs and serve as guardians to the hive and queen. If a queen is killed, a praetorian can even evolve into a queen. To create a praetorian, apply both the Xenomorph and Advanced templates to a creature. QueenThe queen is the ruler of a given hive and much larger and smarter than the average xenomorph. To create a queen, apply the Xenomorph, Giant, and Advanced templates to a creature. It also has at least four claws. Class LevelsThe class levels of a host are converted into racial HD when the Xenomorph template is applied. However, theoretically a xenomorph could advance with class levels after birth. Rogue, Fighter, and Barbarian are obvious choices for advancement. Because they are telepathic and xenophobic, they have no verbal language. However, they does not mean they could not develop the ability to utilize vocalizations such as required for spellcasting. Other ColorsThe core xenomorph race possesses a sleek black carapace, dark as midnight. Unless otherwise specified the examples herein are of this core variety. However, there are other color xenomorph variants with different traits. In general, the different color versions share a homicidal rage and loathing toward the very existence of other colors and almost invariably fight to the death when they encounter each other. A hive of mixed colors would be an unusual situation indeed. Blue The blue xenomorphs have a navy blue carapace and are even more organized and less hostile than black xenomorphs. They are Lawful Neutral in alignment instead of Neutral. They do not receive Improved Natural Attack (bite) as a bonus feat; rather, they receive a bonus Teamwork feat. Green These xenomorphs have a deep dark green carapace and are all invariably venomous. They lose the Spittle ability, and their Acidic Spray functions as if they were one size category smaller. They gain, however, a poison injected through their tail stings. Poison (Ex) Stinginjury; save Fort DC 1/2 racial HD plus Con modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 2 saves. The save DC is Constitution-based. Orange These xenomorphs have a sleek deeply orange-red carapace. Orange xenomorph body fluids are not acidic; instead, they are superheated. They lose immunity to acid and instead gain immunity to fire. Their Acidic Spray and Spittle abilities replace acid damage with fire damage. Purple These xenomorphs possess an almost metallic purple carapace. Their jaws are not as powerful as standard xenomorphs, but their claws are far longer and sharper. They do not receive Improved Natural Attack (bite) as a bonus feat; rather, they receive Improved Natural Attack (claws). Red The red xenomorphs possess a deep crimson carapace but are otherwise physically identical to black xenomorphs. Socially, they are even more aggressive and are Chaotic Neutral in alignment instead of Neutral. Instead of the Spittle ability, they gain Blood Rage. Blood Rage (Ex) As free action on your next after taking damage in combat, may choose to enter rage gaining +2 Str, +2 Con, and -2 AC for remainder of battle or 1 minute, whichever is shorter. Cannot end rage voluntarily. Silver These xenomorphs have reflective, almost mirror-like, metallic carapaces. They gain an additional +2 natural armor bonus and increase their DR by 1/adamantine. They gain the Dazzling Sheen and Reflective Hide special abilities but lose Spittle and suffer a -8 racial penalty on all Stealth checks. Dazzling Sheen (Ex) When you are in an area of normal or bright light, all sighted creatures within 10 ft. of you are automatically dazzled unless they avert their eyes (granting concealment to you). Reflective Hide (Ex) When targeted by a ranged touch spell or a laser weapon, attacker must roll d20 + caster level (or character level, if using laser) against DC of your CR + 11 as if you possessed Spell Resistance. If the attacker fails to overcome your resistance, the spell or laser is reflected back at them using their same attack roll to determine a hit, and you are unaffected. White The white xenomorphs possess a nearly pure white carapace and lack acid spit and blood. Instead their bodily fluids are extraordinarily frigid and damaging to things exposed. They lose immunity to acid and instead gain immunity to cold. Their Acidic Spray and Spittle abilities replace acid damage with cold damage. Yellow These xenomorphs have a dull yellow carapace and appear somewhat larger or more plump than other xenomorphs. They are absolutely filled nearly to bursting with their acidic ichor, and their Acidic Spray ability functions as if they were one size category larger, and they can use Spittle an unlimited number of times per day. They lose the Improved Natural Attack (bite) bonus feat. Example Xenomorphs
Example Immature XenomorphsFacehuggerA flesh-colored arachnid-like creature with a very long lashing tail skitters about.
XP 1,200 N Tiny aberration Init +6; Senses blindsight 120 ft.; Perception +4
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 17 (5d8-5) Fort +0, Ref +3, Will +4 Defensive Abilities acidic spray (1d2 acid, DC 11 Reflex half); Immune acid Weaknesses vulnerability to sonic
Speed 30 ft., climb 30 ft. Melee touch +7 (attach and poison) Space 2-1/2 ft.; Reach 0 ft. Special Attacks impregnate, spittle (3/day, 30 ft., +7 ranged touch, 2d4 acid), strangle, suffocate
Str 2, Dex 14, Con 8, Int 3, Wis 10, Cha 10 Base Atk +3; CMB +3 (+11 grapple when attached); CMD 11 (17 vs. trip) Feats Ability Focus (poison), Improved Initiative, Weapon Finesse Skills Acrobatics +6, Climb +14, Escape Artist +6, Perception +4, Stealth +14 Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d2 acid, 5 rounds)
Environment space, underground Organization solitary, pair, or clutch (4-8) Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d2 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 11 Reflex save halves the acid damage. The save DC is Constitution-based. If attached to a creature when the facehugger is injured, that creature also takes 1d4 acid damage with no saving throw. Attach (Ex) When you hit with touch attack, latch onto target and anchor in place. You are considered grappling, but your target is not. You lose your Dex bonus to AC and can be attacked normally or grappled; if target manages to win a grapple check or Escape Artist check against you, you are shaken loose. Gain +8 racial bonus to maintain grapple once you are attached. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Impregnate (Ex) Against a helpless opponent of size Small or larger, implant xenomorph embryo in 1d20 minutes. A remove disease spell (DC 20) kills the implanted embryo. A DC 20 Heal check can remove the embryo. If successful, embryo is removed and implanted creature takes 1d4 bleed damage. On a failed check, implanted creature takes 2d6 damage, 1d4 bleed damage, and the embryo is not removed (although additional attempts may be made). After 2d4 hours, the embryo grows into a chestburster that rips its way free, killing the host. Poison (Ex) contact; save Fort DC 13; frequency 1/round for 6 rounds; effect unconsciousness 1 minute/2d4 hours; cure 1 save. Save DC is Constitution-based. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 15 feet (no range increments). A creature struck takes 1d4 points of acid damage. Strangle (Ex) An opponent grappled by you cannot speak or cast spells with verbal components. Suffocate (Ex) A creature affected by your strangle ability can't breathe and must hold its breath or suffocate. The tiny arachnid-like stage of the xenomorph life-cycle lives only to incapacitate and impregnate creatures with an endoparasitoid larva. It is adept at capturing prey. It tries to attach itself to a foe and then both strangle and poison it. If either succeeds in rendering its target unconscious, it will implant a chestburster embryo before detaching and dying. ChestbursterA flesh-colored snake-like creature has vestigial limbs and razor-sharp teeth.
XP 200 N Diminutive aberration Init +3; Senses blindsight 120 ft., darkvision 60 ft., scent; Perception +4
AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size) hp 3 (1d8-1) Fort -1, Ref +3, Will +2 Defensive Abilities acidic spray (1d2 acid, DC 9 Reflex half); DR 1/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 20 ft., climb 20 ft. Melee bite +7 (1d2-5) Space 1 ft.; Reach 0 ft. Special Attacks spittle (3/day, 30 ft., +7 ranged touch, 2d4 acid)
Str 1, Dex 16, Con 8, Int 10, Wis 10, Cha 10 Base Atk +0; CMB -1; CMD 4 (can't be tripped) Feats Weapon Finesse Skills Climb +15, Escape Artist +7, Perception +4, Stealth +19 Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d2 acid, 1 round)
Environment space, underground Organization solitary, pair, or pack (3-10) Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d2 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 9 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 15 feet (no range increments). A creature struck takes 1d4 points of acid damage. The nymph form of xenomorph, the chestburster seeks to flee and hide so as to grow and mature. It is not suited for combat but quite adept at stealth and evasion. It begins rapid growth and fully matures in 1d12+12 hours. After 1/3 of this time passes, use the adult stat block with the Young template applied twice. After 2/3, use the adult stat block with the Young template applied once. Example Adult Xenomorphs
XP 400 Xenomorph giant space hamster N Medium aberration Init +4; Senses blindsight 120 ft., darkvision 60 ft., low-light vision, scent; Perception +5
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural) hp 13 (2d8+4) Fort +2, Ref +4, Will +3 Defensive Abilities acidic spray (1d4 acid, DC 13 Reflex half); DR 1/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 30 ft., climb 30 ft., swim 20 ft. Melee bite +3 (1d6+2), 2 claws +3 (1d4+2), sting +3 (1d4+2) Special Attacks spittle (3/day, 30 ft., +5 ranged touch, 2d4 acid)
Str 14, Dex 19, Con 14, Int 10, Wis 11, Cha 10 Base Atk +1; CMB +3; CMD 17 (21 vs. trip) Feats Improved Natural Attack (bite)B, Skill Focus (Stealth) Skills Acrobatics +8, Climb +14, Escape Artist +8, Perception +5, Stealth +12, Survival +4, Swim +10 Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d4 acid, 2 rounds)
Environment space, underground Organization solitary or pair Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d4 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 13 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage.
XP 400 Xenomorph halfling N Small aberration Init +4; Senses blindsight 120 ft., darkvision 60 ft., scent; Perception +6
AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size) hp 13 (2d8+4) Fort +3, Ref +5, Will +4; +2 vs. fear Defensive Abilities acidic spray (1d4 acid, DC 13 Reflex half); DR 1/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 20 ft., climb 20 ft. Melee bite +6 (1d6-1), 2 claws +6 (1d3-1), sting +6 (1d3-1) Special Attacks spittle (3/day, 30 ft., +6 ranged touch, 2d4 acid)
Str 9, Dex 19, Con 14, Int 10, Wis 11, Cha 10 Base Atk +1; CMB +3; CMD 13 Feats Improved Natural Attack (bite)B, Weapon Finesse Skills Acrobatics +10, Climb +13, Escape Artist +8, Perception +6, Stealth +13, Survival +4, Swim +3; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception Languages Common, Halfling (cannot speak); telepathy (xenomorph only) 100 ft. SQ halfling luck, hazardous corpse (1d4 acid, 2 rounds), weapon familiarity
Environment space, underground Organization solitary, pair, or pack (3-8) Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d4 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 13 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Weapon Familiarity (Ex) Proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
XP 100 Xenomorph human N Medium aberration Init +2; Senses blindsight 120 ft., darkvision 60 ft., scent; Perception +5
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) hp 15 (2d8+6) Fort +3, Ref +2, Will +3 Defensive Abilities acidic spray (1d4 acid, DC 14 Reflex half); DR 1/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 30 ft., climb 30 ft. Melee bite +3 (1d8+2), 2 claws +3 (1d4+2), sting +3 (1d4+2) Special Attacks spittle (3/day, 30 ft., +3 ranged touch, 2d4 acid)
Str 14, Dex 15, Con 17, Int 10, Wis 11, Cha 10 Base Atk +1; CMB +3; CMD 15 Feats Combat ReflexesB, Improved Natural Attack (bite)B, Skill Focus (Stealth) Skills Acrobatics +6, Climb +14, Escape Artist +6, Perception +5, Stealth +10, Survival +5, Swim +6 Languages Common (cannot speak); telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d4 acid, 2 rounds)
Environment space, underground Organization solitary, pair, or pack (3-8) Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d4 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 14 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage.
XP 600 Xenomorph riding dog N Medium aberration Init +4; Senses blindsight 120 ft., darkvision 60 ft., scent; Perception +4
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural) hp 22 (3d8+9) Fort +4, Ref +5, Will +3 Defensive Abilities acidic spray (1d4 acid, DC 14 Reflex half); DR 1/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 40 ft., climb 40 ft. Melee bite +5 (1d8+3 plus trip), 2 claws +5 (1d4+3), sting +5 (1d4+3) Special Attacks spittle (3/day, 30 ft., +6 ranged touch, 2d4 acid)
Str 17, Dex 19, Con 17, Int 10, Wis 11, Cha 10 Base Atk +2; CMB +5; CMD 19 (23 vs. trip) Feats Combat Reflexes, Improved Natural Attack (bite)B, Skill Focus (Stealth) Skills Acrobatics +10 (+18 jumping), Climb +15, Escape Artist +8, Perception +4, Survival +5 (+9 scent tracking), Stealth +13, Swim +7; Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d4 acid, 3 rounds)
Environment space, underground Organization solitary, pair, pack (3-8) Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d4 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 14 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Trip (Ex) With successful hit with specified attack, can attempt trip without provoking attack of opportunity. If attempt fails, you are not tripped in return.
XP 800 Xenomorph gorilla N Large aberration Init +4; Senses blindsight 120 ft., darkvision 60 ft., low-light vision, scent; Perception +8
AC 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, -1 size) hp 37 (5d8+15) Fort +4, Ref +5, Will +4 Defensive Abilities acidic spray (1d6 acid, DC 15 Reflex half); DR 2/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 30 ft., climb 30 ft. Melee bite +6 (1d8+4), 2 slams +6 (1d6+4), sting +6 (1d6+4) or Power Attack bite +5 (1d8+6), 2 slams +5 (1d6+6), sting +5 (1d6+6) Space 10 ft.; Reach 10 ft. Special Attacks spittle (3/day, 30 ft., +6 ranged touch, 2d4 acid)
Str 18, Dex 19, Con 16, Int 10, Wis 11, Cha 10 Base Atk +3; CMB +8 (+10 bull rush); CMD 22 (24 vs. bull rush) Feats Improved Bull Rush, Improved Natural Attack (bite)B, Power Attack, Skill Focus (Stealth) Skills Acrobatics +12, Climb +16, Escape Artist +8, Perception +8, Stealth +11, Survival +5, Swim +8 Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 5 rounds)
Environment space, underground Organization solitary, pair, or troop (3-12) Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 15 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. Power Attack Take -1 penalty on all melee attack rolls and combat maneuver checks to gain +2 bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one-handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage.
XP 1,200 Xenomorph giant mantis N Large aberration Init +3; Senses blindsight 120 ft., darkvision 60 ft., scent; Perception +9
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size) hp 51 (6d8+24) Fort +6, Ref +5, Will +5 Defensive Abilities acidic spray (1d6 acid, DC 17 Reflex half); DR 2/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 30 ft., climb 30 ft. fly 40 ft. (poor) Melee bite +7 (1d8+4), 2 claws +7 (1d6+4 plus grab), sting +7 (1d6+4) Space 10 ft.; Reach 10 ft. (20 ft. with lunge) Special Attacks lunge, spittle (3/day, 30 ft., +6 ranged touch, 2d4 acid), sudden strike
Str 18, Dex 17, Con 18, Int 10, Wis 11, Cha 10 Base Atk +4; CMB +9 (+13 grapple); CMD 22 (30 vs. trip) Feats Flyby Attack, Improved Natural Attack (bite)B, Skill Focus (Stealth), Wingover Skills Acrobatics +7, Climb +16, Escape Artist +8, Fly +6, Perception +9, Stealth +15 (+23 in forests), Survival +5; Racial Modifiers +4 Perception, +4 Stealth (+12 in forests) Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 6 rounds)
Environment space, underground Organization solitary or pair Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 17 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Flyby Attack When flying, can take a move action and another standard action at any point during the move. Cannot take a second move action during a round you make a flyby attack. Grab (Ex) If you hit with attack associated with this special attack, deal normal damage and start grapple as free action without provoking an attack of opportunity. Normally, only usable against targets of equal or smaller size. You can either conduct grapple normally or take -20 CMB on future grapple checks on simply use body part to maintain grapple but do not gain grapple condition yourself. A hold does not deal damage unless you have constrict special attack. If you do not, each successful grapple check in successive rounds deals damage for attack initiating the hold. Otherwise, it deals this damage and constrict damage. You receive +4 bonus on CMB to start and maintain a grapple. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Lunge (Ex) Your limbs are capable of reaching much farther than normal for a creature of your size. As full-attack action, make single attack with claws at double normal reach and gains a +4 bonus on this attack roll. Cannot make attacks of opportunity with lunge. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Sudden Strike (Ex) During a surprise round, may act as if you had a full round to act, rather than just one standard action. Wingover 1/roundAs free action, turn up to 180 degrees without making a Fly check without using any movement.
XP 1,200 Xenomorph giant wasp N Large aberration Init +3; Senses blindsight 120 ft., darkvision 60 ft., scent; Perception +17
AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, -1 size) hp 57 (6d8+30) Fort +7, Ref +5, Will +5 Defensive Abilities acidic spray (1d6 acid, DC 18 Reflex half); DR 2/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 20 ft., climb 10 ft., fly 60 ft. (good) Melee bite +8 (2d6+5), 2 claws +8 (1d6+5), sting +8 (1d6+5 plus poison) Space 10 ft.; Reach 5 ft. Special Attacks spittle (3/day, 30 ft., +6 ranged touch, 2d4 acid)
Str 20, Dex 16, Con 20, Int 10, Wis 11, Cha 10 Base Atk +4; CMB +10; CMD 23 (31 vs. trip) Feats Flyby Attack, Improved Natural Attack (bite)B, Skill Focus (Stealth), Wingover Skills Acrobatics +7, Climb +17, Escape Artist +8, Fly +14, Perception +17, Stealth +8, Survival +5; Racial Modifiers +8 Perception Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 6 rounds)
Environment space, underground Organization solitary, pair, hive (3-8) Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 18 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Flyby Attack When flying, can take a move action and another standard action at any point during the move. Cannot take a second move action during a round you make a flyby attack. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Poison (Ex) Stinginjury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Wingover 1/roundAs free action, turn up to 180 degrees without making a Fly check without using any movement.
XP 1,600 Xenomorph grizzly bear N Large aberration Init +7; Senses blindsight 120 ft., darkvision 60 ft., low-light vision, scent; Perception +7
AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, -1 size) hp 73 (7d8+42) Fort +7, Ref +5, Will +5 Defensive Abilities acidic spray (1d6 acid, DC 18 Reflex half); DR 2/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 40 ft., climb 20 ft. Melee 2 claws +10 (1d6+6 plus grab), bite +10 (1d8+6), sting +10 (1d6+6) or Power Attack 2 claws +8 (1d6+10 plus grab), bite +8 (1d8+10), sting +8 (1d6+10) Space 10 ft.; Reach 5 ft. Special Attacks spittle (3/day, 30 ft., +7 ranged touch, 2d4 acid)
Str 23, Dex 17, Con 21, Int 10, Wis 11, Cha 10 Base Atk +5; CMB +12 (+16 grapple); CMD 25 (29 vs. trip) Feats Improved Initiative, Improved Natural Attack (bite)B, Power Attack, Skill Focus (Stealth), Toughness Skills Acrobatics +10, Climb +21, Escape Artist +10, Perception +7, Stealth +12, Survival +7, Swim +16; Racial Modifiers +4 Swim Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 7 rounds)
Environment space, underground Organization solitary or pair Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 18 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Grab (Ex) If you hit with attack associated with this special attack, deal normal damage and start grapple as free action without provoking an attack of opportunity. Normally, only usable against targets of equal or smaller size. You can either conduct grapple normally or take -20 CMB on future grapple checks on simply use body part to maintain grapple but do not gain grapple condition yourself. A hold does not deal damage unless you have constrict special attack. If you do not, each successful grapple check in successive rounds deals damage for attack initiating the hold. Otherwise, it deals this damage and constrict damage. You receive +4 bonus on CMB to start and maintain a grapple. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Power Attack Take -2 penalty on all melee attack rolls and combat maneuver checks to gain +4 bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one-handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage.
XP 1,600 Xenomorph displacer beast N Large aberration Init +8; Senses blindsight 120 ft., darkvision 60 ft., low-light vision, scent; Perception +10
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size) hp 59 (7d8+28) Fort +6, Ref +8, Will +5 Defensive Abilities acidic spray (1d6 acid, DC 17 Reflex half), displacement, resistance to ranged attacks; DR 2/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 40 ft., climb 20 ft. Melee bite +9 (2d6+5), 2 tentacles +9 (1d6+5), sting +9 (1d6+5) Space 10 ft.; Reach 5 ft. (10 ft. with tentacles) Special Attacks spittle (3/day, 30 ft., +8 ranged touch, 2d4 acid)
Str 20, Dex 19, Con 18, Int 10, Wis 11, Cha 10 Base Atk +5; CMB +11; CMD 25 (33 vs. trip) Feats Combat Reflexes, Improved Initiative, Improved Natural Attack (bite)B, Lightning Reflexes, Skill Focus (Stealth) Skills Acrobatics +11 (+15 jumping), Climb +17, Escape Artist +11, Perception +10, Stealth +25, Survival +7, Swim +9; Racial Modifiers +8 Stealth Languages Common (cannot speak); telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 7 rounds)
Environment space, underground Organization solitary, pair, pack (3-8) Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 17 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed. Displacement (Su) Any melee or ranged attack directed at you has 50% miss chance unless attacker can locate you by some means other than sight. True seeing allows user to see you, but see invisibility has no effect. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Resistance to Ranged Attacks (Su) Has +2 resistance bonus on saves against any ranged magical attack specifically targeting you (except for ranged touch attacks). Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage.
XP 2,400 Xenomorph advanced HD constrictor snake N Large aberration Init +9; Senses blindsight 120 ft., darkvision 60 ft., scent; Perception +16
AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, -1 size) hp 85 (9d8+45) Fort +9, Ref +8, Will +6 Defensive Abilities acidic spray (1d6 acid, DC 18 Reflex half); DR 2/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 20 ft., climb 20 ft., swim 20 ft. Melee bite +14 (1d8+9 plus grab), sting +14 (1d6+9) Space 10 ft.; Reach 10 ft. Special Attacks constrict (1d8+9), spittle (3/day, 30 ft., +10 ranged touch, 2d4 acid)
Str 28, Dex 20, Con 18, Int 10, Wis 11, Cha 10 Base Atk +6/+1; CMB +16 (+20 grapple); CMD 31 (can't be tripped) Feats Combat Reflexes, Great Fortitude, Improved Initiative, Improved Natural Attack (bite)B, Skill Focus (Stealth), Toughness Skills Acrobatics +17, Climb +21, Escape Artist +11, Perception +16, Stealth +16, Survival +7, Swim +21; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 9 rounds)
Environment space, underground Organization solitary or pair Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 18 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed. Constrict (Ex) With successful grapple check, inflict additional bludgeoning damage, along with normal effects of successful grapple. Grab (Ex) If you hit with attack associated with this special attack, deal normal damage and start grapple as free action without provoking an attack of opportunity. Normally, only usable against targets of equal or smaller size. You can either conduct grapple normally or take -20 CMB on future grapple checks on simply use body part to maintain grapple but do not gain grapple condition yourself. A hold does not deal damage unless you have constrict special attack. If you do not, each successful grapple check in successive rounds deals damage for attack initiating the hold. Otherwise, it deals this damage and constrict damage. You receive +4 bonus on CMB to start and maintain a grapple. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage.
XP 2,400 Xenomorph manticore N Large aberration Init +5; Senses blindsight 120 ft., darkvision 60 ft., scent; Perception +15
AC 25, touch 14, flat-footed 21 (+5 Dex, +11 natural, -1 size) hp 76 (8d8+40) Fort +7, Ref +8, Will +6 Defensive Abilities acidic spray (1d6 acid, DC 19 Reflex half); DR 2/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 30 ft., climb 15 ft., fly 50 ft. (clumsy) Melee bite +11 (2d6+6), 2 claws +11 (1d6+6), sting +11 (1d6+6) Ranged 4 spikes +10 (1d6+6; increments 1; range 180 ft.) Space 10 ft.; Reach 5 ft. Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet, spittle (3/day, 30 ft., +11 ranged touch, 2d4+1 acid)
Str 22, Dex 20, Con 20, Int 10, Wis 11, Cha 10 Base Atk +6/+1; CMB +13; CMD 28 (32 vs. trip) Feats Flyby Attack, Improved Natural Attack (bite)B, Point-Blank Shot, Precise Shot, Wingover Skills Acrobatics +9, Climb +18, Escape Artist +9, Fly +6, Perception +15, Stealth +12, Survival +7 (+11 tracking), Swim +10; Racial Modifiers +4 Perception, +4 Survival when tracking Languages Common (cannot speak); telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 8 rounds)
Environment space, underground Organization solitary, pair, or pride (3-8) Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 19 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Flyby Attack When flying, can take a move action and another standard action at any point during the move. Cannot take a second move action during a round you make a flyby attack. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Precise Shot Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spikes (Ex) With a snap of your tail, loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. Can launch only 24 spikes in any 24-hour period. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Wingover 1/roundAs free action, turn up to 180 degrees without making a Fly check without using any movement.
XP 3,200 Xenomorph giant funnel-web spider; Tome of Horrors 4, pg. 216 N Large aberration Init +9; Senses blindsight 120 ft., darkvision 60 ft., scent, tremorsense 60 ft.; Perception +17
AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, -1 size) hp 95 (10d8+50) Fort +8, Ref +10, Will +7 Defensive Abilities acidic spray (1d6 acid, DC 20 Reflex half); DR 3/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 30 ft., burrow 10 ft., climb 30 ft. Melee bite +14 (2d6+16 plus grab and poison), 2 claws +14 (1d6+8), sting +14 (1d6+8) Space 10 ft.; Reach 10 ft. Special Attacks ambush strike, spittle (3/day, 30 ft., +11 ranged touch, 2d4 acid), web (+11 ranged, DC 24, 8 hp)
Str 27, Dex 21, Con 20, Int 10, Wis 11, Cha 10 Base Atk +7/+2; CMB +16 (+20 grapple); CMD 31 (43 vs. trip) Feats Combat Reflexes, Improved Initiative, Improved Natural Attack (bite)B, Lightning Reflexes, LungeB, Virulent PoisonB, Skill Focus (Stealth), Stealthy Skills Acrobatics +12, Climb +20, Escape Artist +22, Perception +17, Stealth +28 (+32 in webs), Survival +7, Swim +12; Racial Modifiers +4 Perception, +4 Stealth (+8 in webs) Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 10 rounds), hold breath, powerful bite, strong webs
Environment space, underground Organization solitary or pair Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 20 Reflex save halves the acid damage. The save DC is Constitution-based. Ambush Strike (Ex) During a surprise round, gains a +4 racial bonus on attack roll. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed. Grab (Ex) If you hit with attack associated with this special attack, deal normal damage and start grapple as free action without provoking an attack of opportunity. Normally, only usable against targets of equal or smaller size. You can either conduct grapple normally or take -20 CMB on future grapple checks on simply use body part to maintain grapple but do not gain grapple condition yourself. A hold does not deal damage unless you have constrict special attack. If you do not, each successful grapple check in successive rounds deals damage for attack initiating the hold. Otherwise, it deals this damage and constrict damage. You receive +4 bonus on CMB to start and maintain a grapple. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Hold Breath (Ex) By trapping air bubbles on tiny hairs around your abdomen, hold breath for a number of hours equal to Constitution score before risk drowning. Lunge Increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made. Poison (Ex) Biteinjury; save DC 24 Fort; frequency 1/round for 8 rounds; effect 1d4 Constitution and sickened; cure 3 saves. The save DC is Constitution-based and includes a +4 racial bonus. Powerful Bite (Ex) Apply twice Strength modifier to bite damage. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Strong Webs (Ex) Webs gain a +4 bonus to the DC to break or escape. Tremorsense (Ex) You can automatically pinpoint the location of anything in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. Web (Ex) Can use webs to support self and one additional creature of same size. Can move across own web at climb speed and can pinpoint location of any creature touching your web. 8/dayAs standard action, throw web with max 50 ft. range, increment 10 ft., effective against targets up to one size larger than you; target hit is entangled like a net. An entangled creature can escape with Escape Artist check or burst web with Strength check as standard actions with DC 10 + 1/2 HD (racial and class) + Con modifier; attempts to burst web by those caught in it suffer -4 penalty. Can create sheets of sticky webbing up to three times your size. Approaching creatures must succeed on DC 20 Perception to notice or stumble in and be trapped as with successful ranged web attack. Attempts to escape gain +5 bonus if trapped creature has something to walk on or grab while pulling free. Each 5-ft.-square has hp equal to your HD and DR 5/.
XP 4,800 Xenomorph ettin N Large aberration Init +5; Senses blindsight 120 ft., darkvision 60 ft., low-light vision, scent; Perception +19
AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size) hp 90 (12d8+36) Fort +7, Ref +7, Will +8 Defensive Abilities acidic spray (1d6 acid, DC 18 Reflex half); DR 3/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 40 ft., climb 20 ft. Melee 2 bites +16 (1d8+8/19-20), 2 claws +16 (1d6+8), sting +16 (1d6+8) or Power Attack 2 bites +14 (1d8+12/19-20), 2 claws +14 (1d6+12), sting +14 (1d6+12) Space 10 ft.; Reach 10 ft. Special Attacks spittle (3/day, 30 ft., +9 ranged touch, 2d4 acid), superior two-weapon fighting
Str 26, Dex 12, Con 17, Int 10, Wis 11, Cha 10 Base Atk +9/+4; CMB +16; CMD 27 Feats Combat Reflexes, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite)B, Lightning Reflexes, Power Attack, Skill Focus (Stealth) Skills Acrobatics +16 (+20 jumping), Climb +20, Escape Artist +9, Perception +19, Stealth +18, Survival +8, Swim +12; Racial Modifiers +4 Perception Languages pidgin of Giant, Goblin, and Orc (cannot speak); telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 12 rounds)
Environment space, underground Organization solitary, pair, gang (3-6) Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 18 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Power Attack Take -2 penalty on all melee attack rolls and combat maneuver checks to gain +4 bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one-handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Superior Two-Weapon Fighting (Ex) Because each of head controls an arm, do not take a penalty on attack or damage rolls for attacking with two weapons.
XP 4,800 Xenomorph neogi N Small aberration Init +7; Senses blindsight 120 ft., darkvision 60 ft., scent; Perception +11
AC 22, touch 18, flat-footed 15 (+7 Dex, +4 natural, +1 size) hp 71 (11d8+22) Fort +7, Ref +10, Will +7 Defensive Abilities acidic spray (1d4 acid, DC 17 Reflex half); DR 3/adamantine; Immune acid, mind-influencing effects Weaknesses vulnerability to sonic
Speed 35 ft., climb 20 ft. Melee bite +16 (1d6 plus poison), 2 claws +16 (1d3), sting +16 (1d3) Special Attacks deadeye, enslave, poison use, spittle (3/day, 30 ft., +16 ranged touch, 2d4 acid)
Str 10, Dex 24, Con 15, Int 10, Wis 11, Cha 10 Base Atk +8/+3; CMB +14; CMD 24 (36 vs. trip) Feats Agile Maneuvers, Combat Reflexes, Fleet, Great Fortitude, Improved Natural Attack (bite)B, Skill Focus (Stealth), Weapon Finesse Skills Acrobatics +21, Climb +19, Escape Artist +18, Perception +11, Stealth +31, Survival +7, Swim +4; Racial Modifiers uses Dex for Climb Languages Common, Undercommon (cannot speak); telepathy (xenomorph and enslaved creatures only) 100 ft. SQ hazardous corpse (1d4 acid, 11 rounds)
Environment space, underground Organization solitary or pair Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d4 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 17 Reflex save halves the acid damage. The save DC is Constitution-based. Agile Maneuvers Add Dex bonus to CMB instead of Str bonus. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed. Deadeye (Ex) Adds Dexterity modifier to all damage rolls made with ranged weapons. Enslave (Su) Three times per day as a standard action, attempt to enslave a living creature within 30 ft. This functions similarly to a dominate monster spell (CL 10th, DC 15). An enslaved creature can attempt to make a Will save every 24 hours to break free of the effect. Otherwise, the effect can be broken only with the death of either you or the enslaved creature, a dispel magic, remove curse or similar effect, or if you and the enslaved creature are more than 1 mile apart. You can have a number of enslaved creatures equal to 1 plus Charisma modifier. The save DC is Charisma based. Fleet While wearing light or no armor and not carrying a medium or heavy load, base speed increases by 5 ft. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Poison (Ex) Biteinjury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d3 Dex damage and 1d3 Wis damage; cure 1 save. The save DC is Constitution based. Poison Use (Ex) Never risk accidentally poisoning yourself applying poison to a weapon. In addition to the normal abilities of poison use, you can apply its own poison to a piece of ammunition or weapon as a swift action. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Weapon Finesse Use Dex modifier instead of Str modifier on attack rolls when wielding properly sized light weapon, rapier, whip, or spiked chain. Armor check penalties from a shield apply to your attack roll.
XP 6,400 Xenomorph hill giant N Large aberration Init +5; Senses blindsight 120 ft., darkvision 60 ft., scent; Perception +13
AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, -1 size) hp 138 (12d8+84) Fort +10, Ref +7, Will +8 Defensive Abilities acidic spray (1d6 acid, DC 22 Reflex half); DR 3/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 40 ft., climb 20 ft. Melee bite +16 (2d6+8), 2 claws +16 (1d6+8), sting +16 (1d6+8) or Power Attack bite +12 (2d6+16), 2 claws +12 (1d6+16), sting +12 (1d6+16) Ranged rock +10 (1d8+12; increments 5; range 120 ft.) Space 10 ft.; Reach 10 ft. Special Attacks rock throwing (120 ft.), spittle (3/day, 30 ft., +9 ranged touch, 2d4 acid)
Str 27, Dex 12, Con 22, Int 10, Wis 11, Cha 10 Base Atk +9/+4; CMB +18; CMD 29 Feats Combat Reflexes, Improved Initiative, Improved Natural Attack (bite)B, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Toughness Skills Acrobatics +16 (+20 jumping), Climb +22, Escape Artist +8, Perception +13, Stealth +18, Survival +7, Swim +14 Languages Giant (cannot speak); telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 12 rounds)
Environment space, underground Organization solitary or pair Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 22 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Power Attack Take -4 penalty on all melee attack rolls and combat maneuver checks to gain +8 bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one-handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Rock Catching (Ex) 1/roundAs free action, when aware of an attack by a rock which would normally hit, make Reflex save (DC 15 for Small, 20 Medium, 25 Large; increase DC for any magical bonus on attack rolls on the projectile) to catch. Rock Throwing (Ex) Hurl rock up to two size categories smaller than you up to 5 range increments. A "rock" is any large, bulky, and relatively regularly shaped object made of any material of hardness of at least 5. Gain +1 racial attack bonus with thrown rocks. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage.
XP 6,400 Xenomorph gorgon N Large aberration Init +6; Senses blindsight 120 ft., darkvision 60 ft., low-light vision, scent; Perception +13
AC 27, touch 11, flat-footed 25 (+2 Dex, +16 natural, -1 size) hp 125 (10d8+80) Fort +11, Ref +5, Will +7 Defensive Abilities acidic spray (1d6 acid, DC 23 Reflex half); DR 3/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 30 ft., climb 15 ft. Melee gore +14 (2d8+8), bite +14 (1d8+8), 2 claws +14 (1d6+8), sting +14 (1d6+8) or Power Attack gore +12 (2d8+12), bite +12 (1d8+12), 2 claws +12 (1d6+12), sting +12 (1d6+12) Space 10 ft.; Reach 5 ft. Special Attacks breath weapon (60-foot cone, turn to stone, Fortitude DC 23 negates), spittle (3/day, 30 ft., +8 ranged touch, 2d4 acid), trample (2d8+12, DC 23)
Str 26, Dex 14, Con 26, Int 10, Wis 11, Cha 10 Base Atk +7/+2; CMB +16 (+20 bull rush); CMD 28 (32 vs. trip, 30 vs. bull rush) Feats Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Improved Initiative, Improved Natural Attack (bite)B, Power Attack Skills Acrobatics +15, Climb +20, Escape Artist +9, Perception +13, Stealth +11, Survival +7, Swim +12 Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 10 rounds)
Environment space, underground Organization solitary Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 23 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Breath Weapon (Su) Can use breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 23 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 23 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of your breath weapon a second time while petrified. A creature exposed a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based. Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed. Greater Bull Rush When you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you). Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. Power Attack Take -2 penalty on all melee attack rolls and combat maneuver checks to gain +4 bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one-handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Trample (Ex) As full-round action, attempt to overrun any creature at least one size category smaller than you without making a check; simply move over opponents in your path. Targets can make an attack of opportunity at -4 penalty or forgo attack to attempt a Reflex save (DC 10 + 1/2 HD + Str modifier) for half damage. Can only deal trample damage to a creature once per round regardless of how many times you move over target.
XP 6,400 Xenomorph umber hulk N Large aberration Init +5; Senses blindsight 120 ft., darkvision 60 ft., scent, tremorsense 60 ft.; Perception +11
AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, -1 size) hp 114 (12d8+60) Fort +9, Ref +7, Will +8 Defensive Abilities acidic spray (1d6 acid, DC 21 Reflex half); DR 3/adamantine; Immune acid Weaknesses light sensitivity, vulnerability to sonic
Speed 20 ft., burrow 20 ft. (10 ft. through stone), climb 10 ft. Melee bite +16 (2d6+8), 2 claws +16 (1d8+8/19-20), sting +16 (1d6+8) or Power Attack bite +13 (2d6+14), 2 claws +13 (1d8+14/19-20), sting +13 (1d6+14) Space 10 ft.; Reach 10 ft. Special Attacks confusing gaze, spittle (3/day, 30 ft., +9 ranged touch, 2d4 acid)
Str 26, Dex 12, Con 21, Int 10, Wis 11, Cha 10 Base Atk +9/+4; CMB +18; CMD 29 Feats Improved Critical (claws), Improved Initiative, Improved Natural Attack (bite)B, Improved Natural Attack (claw), Lightning Reflexes, Power Attack, Skill Focus (Stealth) Skills Acrobatics +9, Climb +24, Escape Artist +9, Perception +11, Stealth +18, Survival +11, Swim +16 Languages Terran, Undercommon (cannot speak); telepathy (xenomorph only) 100 ft. SQ hazardous corpse (1d6 acid, 12 rounds)
Environment space, underground Organization solitary or pair Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 21 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Confusing Gaze (Su) Confusion, 30 ft., CL 8th, Will DC 16 negates. The save DC is Charisma-based. Umber hulks and neogi are immune to this effect. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Light Sensitivity (Ex) Dazzled in areas of bright sunlight or within the radius of a daylight spell. Power Attack Take -3 penalty on all melee attack rolls and combat maneuver checks to gain +6 bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one-handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Stone Burrow (Ex) Your claws are so powerful you can burrow through solid rock at half normal burrow speed, leaving a tunnel behind you. Tremorsense (Ex) You can automatically pinpoint the location of anything in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.
XP 9,600 Xenomorph mind flayer N Medium aberration Init +9; Senses blindsight 120 ft., darkvision 60 ft., scent; Perception +13
AC 28, touch 16, flat-footed 22 (+5 Dex, +1 dodge, +12 natural) hp 112 (15d8+45) Fort +8, Ref +10, Will +9 Defensive Abilities acidic spray (1d4 acid, DC 20 Reflex half); DR 4/adamantine; Immune acid; SR 21 Weaknesses vulnerability to sonic
Speed 35 ft., climb 30 ft. Melee bite +14 (1d8+3), sting +14 (1d4+3), 4 tentacles +12 (1d6+1 plus grab) Special Attacks extract, mind blast (60 ft. cone, DC 16 Will negates, stun 3d4 rounds), spittle (3/day, 30 ft., +16 ranged touch, 2d4 acid) Spell-Like Abilities (CL 9th; concentration +9) At Willcharm monster (DC 14), detect thoughts (DC 12), levitate, plane shift, suggestion (DC 13)
Str 16, Dex 20, Con 16, Int 10, Wis 11, Cha 10 Base Atk +11/+6/+1; CMB +14 (+18 grapple); CMD 30 Feats Ability Focus (mind blast), Combat Reflexes, Dodge, Fleet, Improved Initiative, Improved Natural Attack (bite)B, Mobility, Multiattack, Skill Focus (Stealth) Skills Acrobatics +23, Climb +16, Escape Artist +18, Perception +13, Stealth +29, Survival +9, Swim +8 Languages Undercommon (cannot speak); telepathy 100 ft. SQ hazardous corpse (1d4 acid, 15 rounds)
Environment space, underground Organization solitary or pair Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 1d4 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 20 Reflex save halves the acid damage. The save DC is Constitution-based. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed. Extract (Ex) If you begin your turn with all four tentacles attached, a successful grapple check automatically extracts the creature's brain, instantly killing it. Cannot be used on constructs, elementals, oozes, plants, and undead. Not instantly fatal to foes with multiple heads. Fleet While wearing light or no armor and not carrying a medium or heavy load, base speed increases by 5 ft. Grab (Ex) If you hit with attack associated with this special attack, deal normal damage and start grapple as free action without provoking an attack of opportunity. Normally, only usable against targets of equal or smaller size. You can either conduct grapple normally or take -20 CMB on future grapple checks on simply use body part to maintain grapple but do not gain grapple condition yourself. A hold does not deal damage unless you have constrict special attack. If you do not, each successful grapple check in successive rounds deals damage for attack initiating the hold. Otherwise, it deals this damage and constrict damage. You receive +4 bonus on CMB to start and maintain a grapple. In addition, if you begin your turn with at least one tentacle attached, you can attempt to attach remaining tentacles with a single grapple check. Opponent can escape with a single successful grapple check or Escape Artist check, but you get a +2 circumstance bonus for every tentacle attached at the beginning of the opponent's turn. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Mind Blast (Sp) Equivalent of a 4th-level spell. Mobility Gain +4 dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses. Multiattack Secondary attacks with natural weapons take only -2 penalty. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage.
XP 51,200 Xenomorph purple worm N Gargantuan aberration Init +4; Senses blindsight 120 ft., darkvision 60 ft., scent, tremorsense 60 ft.; Perception +25
AC 37, touch 6, flat-footed 37 (+31 natural, -4 size) hp 319 (22d8+220) Fort +16, Ref +9, Will +13 Defensive Abilities acidic spray (2d6 acid, DC 30 Reflex half); DR 5/adamantine; Immune acid Weaknesses vulnerability to sonic
Speed 20 ft., climb 10 ft., burrow 20 ft., swim 10 ft. Melee bite +25 (4d8+13/19–20 plus grab), 2 claws +25 (2d6+13), sting +25 (2d8+13 plus poison) or Power Attack bite +20 (4d8+23/19–20 plus grab), 2 claws +20 (2d6+23), sting +20 (2d8+23 plus poison) Space 20 ft.; Reach 15 ft. Special Attacks +4 attack rolls to confirm critical hits, spittle (3/day, 30 ft., +12 ranged touch, 2d4 acid), swallow whole (4d8+19 bludgeoning damage, AC 25, 29 hp)
Str 37, Dex 10, Con 28, Int 10, Wis 11, Cha 10 Base Atk +16; CMB +33 (+37 grapple, +35 bull rush); CMD 43 (45 vs. bull rush, can't be tripped) Feats Ability Focus (poison), Awesome Blow, Bleeding Critical, Critical Focus, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Toughness Skills Climb +35, Perception +25, Stealth +19, Survival +25, Swim +35 Languages telepathy (xenomorph only) 100 ft. SQ hazardous corpse (2d6 acid, 22 rounds)
Environment space, underground Organization solitary Treasure incidental
Acidic Spray (Ex) As immediate action, spray blast of acid on any creature damaging you in melee. The spray deals 2d6 acid damage, split evenly between weapon and attacker (if weapon is unarmed strike or natural attack, full damage applies to attacker). A successful DC 30 Reflex save halves the acid damage. The save DC is Constitution-based. Awesome Blow As standard action, make combat maneuver check against corporeal opponent smaller than yourself. If successful, deal damage (typically slam plus Str modifier) and knock opponent flying 10 ft. in straight line direction of your choice where it then falls prone. If opponent collides with immovable object, opponent and obstacle take 1d6 damage, and opponent falls prone adjacent to object. Bleeding Critical When you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 bleed damage each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. The effects of this feat stack. Can only apply one critical feat to a given hit unless you possess Critical Mastery. Blindsight (Ex) Maneuver and fight as well as sighted creature as long as you have line of effect. Invisibility, darkness, and most kinds of concealment are irrelevant. Do not need Perception check to pinpoint creature within range provided you have line of effect. Grab (Ex) If you hit with attack associated with this special attack, deal normal damage and start grapple as free action without provoking an attack of opportunity. Normally, only usable against targets of equal or smaller size. You can either conduct grapple normally or take -20 CMB on future grapple checks on simply use body part to maintain grapple but do not gain grapple condition yourself. A hold does not deal damage unless you have constrict special attack. If you do not, each successful grapple check in successive rounds deals damage for attack initiating the hold. Otherwise, it deals this damage and constrict damage. You receive +4 bonus on CMB to start and maintain a grapple. Hazardous Corpse (Ex) The squares occupied by your corpse (same size as your Space) are considered difficult terrain. Any creature or unattended object in or moving into the area automatically takes damage equal to your Acidic Spray damage per round. The area remains hazardous for 1 round per HD. This can damage the floor and even cause your corpse to fall through if it is sufficiently damaged. Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. Poison (Ex) Stinginjury; save Fort DC 32; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based. Power Attack Take -5 penalty on all melee attack rolls and combat maneuver checks to gain +10 bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Scent (Ex) Can detect opponents within 30 ft. by smell (60 ft. if opponent upwind, 15 ft. downwind). Strong scents (smoke or garbage) at twice range and overpowering scents (skunk or troglodyte) at triple range. Exact location not revealed, only presence within range. As move action, note direction of scent (pinpoints when within 5 ft.). Track by smell with Wisdom (or Survival) check (DC 10 for fresh trail on any surface). Increase DC by 2 per hour of trail's age. Otherwise as Survival skill ignoring surface conditions and poor visibility. Spittle (Ex) 3/dayAs standard action, spew acid as ranged touch attack with a range of 30 feet (no range increments). A creature struck takes 2d4 points of acid damage. Swallow Whole (Ex) If you begin your turn with an opponent grappled in your mouth, make combat maneuver check. If successful, opponent at least one size category smaller is swallowed dealing listed damage each round. Target keeps grappled condition, but you do not. Swallowed creature can attempt to cut free using light slashing or piercing weapon; if successful, you cannot swallow another creature until damage is healed. If target breaks grapple, it ends up back in your mouth where it can be bitten or swallowed again. Tremorsense (Ex) You can automatically pinpoint the location of anything in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. |