Xenomorphs

Xenomorph Breedspawn

Small semi-sentient insectoid (5d6)
STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 1 (1d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6)
MELEE DEFENCE 22RANGED DEFENCE 17MENTAL DEFENCE 10VITAL DEFENCE 13
HEALTH 30SOAK 5; VULN noneIMMUNE poison, acid
INITIATIVE 5d6PERCEPTION 4d6SPEED 5; CLIMB+ 5; JUMP 12'/6'
REACH 5-ftACTIONS 2
🅥 Facegrab 5d6 vital (3d6+3 piercing/poison damage; restrained)
Skills hardy 3 (2d6), combat 3 (2d6), perception 1 (1d6), movement 3 (2d6), reactions 3 (2d6), stealth 3 (2d6)

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Climber. Climbing is a natural movement mode for a Facehugger. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. The creatures can move on walls and ceilings normally.
Pounce. The Facehugger can jump up to 12’ horizonatally, or 6’ vertically, to attack its victim. On a successful attack, it attaches itself to the victim’s face; the victim gains the Restrained condition at severe level (requiring a 6 to remove). Each round that the victim begins its turn grabbed, he takes 3d6+3 damage, which cannot be SOAKED.  When reduced to zero HEALTH, the victim falls unconscious, but does not form a death countdown - the Facehugger keeps its prey alive and impregnates it. Any damage to the Facehugger at this time does damage to the victim, also, making it very hard to dislodge (although an extended Strenuous [25] LOG (medicine) task with one-hour intervals will do it).  The Facehugger leaves the victim after 24 hours. The victim, now impregnated, forms a 3d6 hourly countdown pool. At two dice, the victim feels uncomfortable and slightly feverish; at one die, the victim feels considerable abdominal pain; and at zero dice, a hatchling xenomorph bursts from the victim’s body, killing him instantly.

Xenomorph Hunter

Medium semi-sentient insectoid (8d6)
STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)INT 15 (5d6) LOG 2 (1d6) WIL 15 (5d6)CHA 15 (5d6) LUC 1 (1d6)
MELEE DEFENCE 36RANGED DEFENCE 27MENTAL DEFENCE 18VITAL DEFENCE 27
HEALTH 96SOAK 10 (chitinous hide) ; VULN noneIMMUNE poison, acid
INITIATIVE 8d6PERCEPTION 7d6; superior darksightSPEED 9; CLIMB+ 9; JUMP 42'/15'
REACH 5-ftACTIONS 2
🅜 Claws 8d6 melee (4d6+4 slashing/poison damage; poisoned)🅜 Tail swipe 5d6 melee (2d6 slashing damage; cone 2; prone)
Skills hardy 10 (4d6), combat 10 (4d6), perception 3 (2d6), running (3d6), reactions 10 (4d6), stealth 8 (3d6)

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Climber. Climbing is a natural movement mode for a Xenomorph. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. The creature can move on walls and ceilings normally.
Acid Blood. Any injury which penetrates the xenomorph’s hide causes a splash of acid blood, which does 1d6 damage to anybody within 5-feet of the creature.  Additionally, the blood itself, should it come into contact with other materials, is able to eat through metal, doing 5d6 acid damage per round.
Tail Swipe. The xenomorph can perform a tail swipe with its barbed tail. This affects a 10-ft cone, and knocks targets prone.
Poison. A xenomorph’s attack renders the target Poisoned. A victim reduced to zero HEALTH is not killed, but is dragged off and cocooned in a membrane of salvia and resin, to be used as an incubator for Facehuggers.
Death from on High. Xenomorphs are adept at stealth (8d6), and often combine that with their natural climbing ability to drop down on unaware victims. This attack gains +1d6 damage and knocks the target prone.

Xenomorph Matriarch

Large semi-sentient insectoid (10d6)
STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)INT 6 (3d6) LOG 3 (2d6) WIL 15 (5d6)CHA 6 (3d6) LUC 3 (2d6)
MELEE DEFENCE 38RANGED DEFENCE 16MENTAL DEFENCE 20VITAL DEFENCE 42
HEALTH 100SOAK 20 (chitinous hide); VULN noneIMMUNE poison, acid
INITIATIVE 5d6PERCEPTION 5d6SPEED 5; JUMP 12'/12'
REACH 5-ftACTIONS 2
🅜 Claw 10d6 melee (5d6+6 slashing damage)🅥 Barbed tail 8d6 vital (4d6 piercing damage; range 15; restrained)🅞 Roar 5d6 mental (burst 10; afraid)
Skills hardy 105 (14d6), combat 10 (4d6), perception 3 (2d6), tactics 3 (2d6)

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Acid Blood. Any injury which penetrates the Matriarch’s hide causes a splash of acid blood, which does 2d6 damage to anybody within 5-feet of the creature.  Additionally, the blood itself, should it come into contact with other materials, is able to eat through metal, doing 5d6 acid damage per round.
Tail spike. A hit with the barbed tail penetrates the victim, and inflicts the Restrained condition, requires an attack to escape. The tail automatically inflicts 5d6+6 damage at the start of the grabbed creature’s turns.
Roar. The Matriarch can emit a roar with Burst 10, which does does a mental attack, inflicting the Afraid condition.
Living Shield. The Matriarch picks up another creature smaller than itself and uses it as a shield. The target can escape the grab as normal. Until then, the Matriarch gains the protection of a shield of the same size category (e.g. a medium-sized creature is a medium shield). Additionally, attacks which miss but would have hit had the shield not been in place hit the grabbed creature instead.

Xenomorph Warrior

Medium semi-sentient insectoid (6d6)
STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6)
MELEE DEFENCE 24RANGED DEFENCE 18MENTAL DEFENCE 12VITAL DEFENCE 18
HEALTH 36SOAK 6 (chitinous hide); VULN noneIMMUNE acid, poison
INITIATIVE 6d6PERCEPTION 5d6SPEED 10; CLIMB+ 10; JUMP 20'/6'
REACH 5-ftACTIONS 2
🅜 Bite 6d6 melee (3d6+3 piercing damage)
Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 10 (4d6), reactions 6 (3d6), stealth 4 (2d6)

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Climber. Climbing is a natural movement mode for a xenomorph warrior. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. The creature can move on walls and ceilings normally.
Acid Blood. Any injury which penetrates the xenomorph warrior's hide causes a splash of acid blood, which does 1d6 damage to anybody within 5-feet of the creature.  Additionally, the blood itself, should it come into contact with other materials, is able to eat through metal, doing 5d6 acid damage per round.
Pack Attack. Xenomorph warriors work well in groups. Any victim who starts its turn adjacent to three or more dog xenos gains the Fatigued condition.
Pounce. A xenomorph warrior can pounce on a target up to 20 feet away; on a successful hit, the xeno does 3d6+3 piercing damage and the victim is knocked prone.