Alien Monsters

BROOD
Enormous sentient insectoid (9d6)

Great intelligent arachnids with psionic powers.

STR 15 (5d6) AGI 15 (5d6) END 15 (5d6)
INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6) 
CHA 15 (5d6) LUC 15 (5d6) PSI 21 (6d6)

MELEE DEFENCE 23
RANGED DEFENCE 19
MENTAL DEFENCE 36
VITAL DEFENCE 31

HEALTH 81
SOAK 9 (chitinous hide); VULN none
IMMUNE none

INITIATIVE 7d6
PERCEPTION 7d6
SPEED 9; CLIMB+ 9; JUMP 30'/15'
CARRY 300lb (max lift 750lb)

REACH 10-ft
ACTIONS 3

Claws 7d6 (4d6+5 piercing damage)
Web 7d6 (restrains; range 14)                  

Skills scent 10 (4d6), concentration 3 (2d6), combat  3 (2d6), [scientific] 3 (2d6), perception 3 (2d6), tactics 3 (2d6), telepathy 6 (3d6)
Gear -

Psychic suggestion. Brood can momentarily influence the thoughts and actions of another creature within 30' by making a 7d6 mental check. On a success, the creature will perform one action as directed by the brood; however it will not perform an action which causes it harm.

Web. A brood's web attack is a ranged attack which Restrains a medium-sized target or smaller. The web is flammable and can be burnt off, but this causes 2d6 heat damage to the trapped creature.

Brood-sac. By spending all of its actions, a brood can open its brood-sac, releasing 1d6 of its children (Brood -4d6; small; 20 HEALTH each). They share their parents' INITIATIVE.


CHANGELING                                      
Medium sentient shapechanger (6d6)    

Formless creatures which get by by mimicking others.

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6) 
CHA 10 (4d6) LUC 1 (1d6) 

MELEE DEFENCE 12
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 12

HEALTH 18 (regeneration 1d6)
SOAK 3; VULN none
IMMUNE all conditions, critical hits

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Morphed weapon 3d6 (2d6+2 piercing or slashing or blunt damage)
Laser pistol 5d6 (3d6 heat damage; range 9) 

Skills bluffing 10 (4d6), brawling 1 (1d6), pistols 1 (1d6), computers 3 (2d6), stealth 6 (3d6), thievery 6 (2d6), concentration 6 (3d6), morphing 8 (3d6), perception 3 (2d6), reactions 3 (2d6)
Gear laser pistol

Morphed weapon. The changeling can form a physical weapon (blade, spike, club) with one of its limbs as a free action.  The weapon does slashing, piercing, or blunt damage (changeling's choice).

Regeneration. Changelings regenerate 1d6 HEALTH, physically repairing damage, at the start of each turn as long as they are still alive.

Shape changer. Changelings can change shape to accurately resemble any other medium-sized object or creature. The result its 100% accurate in physical appearance, although the changeling may need to rely on bluffing skills when interacting with others. Some changelings spend years in a borrowed shape. Changing shape takes all of the changeling's actions.


IZKIK WARRIOR
Large semi-sentient insectoid (7d6)

Relentless agumented insectoid warriors.

STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)
INT 10 (4d6) LOG 1 (1d6) WIL 10 (4d6) 
CHA 10 (4d6) LUC 1 (1d6) 

MELEE DEFENCE 26
RANGED DEFENCE 17
MENTAL DEFENCE 14
VITAL DEFENCE 23

HEALTH 42
SOAK 7 (chininous hide); VULN none
IMMUNE fear-based effects, mental effects, pain conditions

INITIATIVE 7d6
PERCEPTION 6d6
SPEED 7; CLIMB+ 7; JUMP 30'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Pincers 7d6 (4d6+4 piercing damage)
Bite 4d6 (2d6 piercing/poison damage; nausea)

Skills combat 6 (3d6), perception 3 (2d6), reactions 6 (3d6)

Relentless. Izkik warriors are unaffected by pain, morale effects, mind control or psychic suggestions.

Poison bite. Those bitten by the izkik warrior's bite become Sick.


KREMLIN BEAST
Large semi-sentient beast (9d6)

Hulking biological experiment.

STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)
INT 6 (3d6) LOG 1 (1d6) WIL 15 (5d6) 
CHA 6 (3d6) LUC 1 (1d6) 

MELEE DEFENCE 34
RANGED DEFENCE 14
MENTAL DEFENCE 18
VITAL DEFENCE 38

HEALTH 90
SOAK 18 (hide); VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 5; CLIMB 3; JUMP 12'/12'
CARRY 420lb (max lift 1050lb)

REACH 5-ft
ACTIONS 4 (2 in its turn, 1 each 5 INITIATIVE points later)

Bite 9d6 (5d6+6 piercing damage)
Claw 7d6 (4d6 slashing damage)

Skills reactions 3 (2d6), scent 8 (3d6), hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6)
Gear -

Four arms. The Kremlin Beast's four arms allow it to take two additional actions per round, although it cannot move more than twice.

Bearhug. The creature grabs its target with two arms, squeezing it. It can only bearhug a target of its size category or smaller. Once established, the victim automatically takes 4d6 blunt damage at the start of their turn. The Kremline Beast can move at half speed, moving the victim with it. It takes a melee attack action to escape the bearhug.

Charge. When making a melee attack, the creature moves its speed in a straight line and then attacks at the end of it, gaining +1d6 damage to the attack.

Berserker. The creature can enter a berserker rage when below half HEALTH. This grants it a +1d6 bonus to all attack rolls. The rage only ends when all foes are dead, or the creature is rendered unconscious or restored to above half HEALTH.


MEDUSA
Medium non-sentient avian (5d6)

Flying psionic jellyfish.

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6) 
CHA 6 (3d6) LUC 1 (1d6) PSI 3 (2d6)

MELEE DEFENCE 10
RANGED DEFENCE 20
MENTAL DEFENCE 15
VITAL DEFENCE 15

HEALTH 15
SOAK 0; VULN 1d6 piercing
IMMUNE none

INITIATIVE 4d6
PERCEPTION 5d6
FLY 5; CLIMB -; JUMP -
CARRY 60lb (max lift 150lb)

REACH 10-ft (tentacles)
ACTIONS 2

Tentacle 3d6 (2d6+2 electricity damage)

Skills combat 1 (1d6), perception 3 (2d6), movement 6 (3d6), reactions 1 (1d6), telepathy 6 (3d6)

Psionic Attack. The Medusa can use one action to make a 5d6 mental attack against a target within 30 ft. Success renders the target Slowed.


MIND EEL
Tiny semi-sentient insectoid (2d6)      

Insidious creatures which take control of their hosts. 

STR 1 (1d6) AGI 1 (1d6) END 1 (1d6)
INT 1 (1d6) LOG 1 (1d6) WIL 1 (1d6) 
CHA 1 (1d6) LUC 1 (1d6) PSI 3 (2d6)

MELEE DEFENCE 10
RANGED DEFENCE 10
MENTAL DEFENCE 10
VITAL DEFENCE 10

HEALTH 12
SOAK 0; VULN none
IMMUNE none

INITIATIVE 2d6
PERCEPTION 2d6
SPEED 2; CLIMB 1; JUMP -
CARRY -

REACH -
ACTIONS 2

Attacks -

Skills hardy 1 (1d6), combat 1 (1d6), perception 1 (1d6), reactions 1 (1d6)
Gear -                                                                              

Mind control. A mind eel can control can control its victim by making a 3d6 mental attack. The creature becomes Charmed. When controlling a host in this manner, the mind eel gains the host's LOG attribute. It requires a minor medical science to remove the mind eel.


SANDWORM        
Titanic semi-sentient beast (16d6)

Carnivorous worms hundreds of feet long.

STR 120 (15d6) AGI 15 (5d6) END 190 (19d6)
INT 15 (5d6) LOG 1 (1d6) WIL 36 (8d6) 
CHA 15 (5d6) LUC 6 (3d6) 

MELEE DEFENCE 32
RANGED DEFENCE 10
MENTAL DEFENCE 32
VITAL DEFENCE 80

HEALTH 800
SOAK 32; VULN none
IMMUNE none

INITIATIVE 8d6
PERCEPTION 8d6; vibrosense
SPEED 8; CLIMB 4; JUMP 30'/30'
CARRY 3100lb (max lift 6000lb)

REACH 30-ft
ACTIONS 6

Bite 16d6 (8d6+15 crushing damage; swallow whole)
Tail swipe 8d6 (4d6+8 blunt damage; cone 12)     

Skills vibrosense 6 (3d6), tracking 6 (3d6)
Gear -                                            

Burrow.  Sandworms can freely move through solid material of SOAK 5 or less at half their SPEED.

Devastation. Anywhere a sandworm has passed becomes difficult terrain.  The sandworm itself is immune to the effects of difficult terrain.

Acid blood splash.  Any melee attack which successfully bypasses the sandworm's SOAK with slashing or piercing damage causes 2d6 acid damage to the attacker.

Swallow whole. A sandworm automatically swallows a large or smaller creature whole when making a bite attack.  The creature takes 4d6 acid damage each round while inside the sandworm.  Escape requires a single melee attack against the sandworm which does 30 damage.  The sandworm's SOAK does not apply from within.


SLATHERBEAST
Gigantic semi-sentient reptile (11d6) 

Great carnivorous predators evolved to eat anything in the universe.

STR 45 (9d6) AGI 10 (4d6) END 55 (10d6)
INT 10 (4d6) LOG 1 (1d6) WIL 21 (6d6) 
CHA 10 (4d6) LUC 3 (2d6) 

MELEE DEFENCE 36
RANGED DEFENCE 10
MENTAL DEFENCE 22
VITAL DEFENCE 50

HEALTH 220
SOAK 22; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 20'/20'
CARRY 1000lb (max lift 2250lb)

REACH 15-ft
ACTIONS 4

Bite 11d6 (6d6+9 piercing damage)
Claw  9d6 (3d6+6 slashing damage)

Skills scent 10 (4d6),  hardy 4 (2d6), combat 10 (4d6), perception 3 (2d6), reactions 3 (2d6)
Gear -                                                                    

Opportunist stomp. Slatherbeasts can stomp on an adjacent prone opponent as a free action. This is an attack, and does 5d6 blunt damage.

Grab. Slatherbeasts can grab opponents of size Medium or smaller when making a claw attack.  A creature struck by the grab attack is Restrained and remains so until escape.  The slatherbeast can maintain two grabs at any time. Victims grabbed automatically take 3d6+6 blunt damage at the start of their turn.

Swallow whole. A Slatherbeast can transfer a grabbed victim to its mouth with a further attack.  If this attack fails, the victim is dropped and escapes. If it is successful, the victim is swallowed whole, taking 5d6+7 piercing damage in the process. The interior of a slatherbeast is intensely hot, causing 4d6 heat damage per round to the creature's victims.  Escaping from within is almost impossible, given the beast's armoured stomach (its SOAK applies within, also) designed to eat anything in the universe, but if that SOAK can be exceeded, then 20 damage in single attack will free the swallowed creature. If still alive, a swallowed creature can be freed from a dead slatherbeast; the heat damage ceases upon the slatherbeast's death.

Roar. Slatherbeasts can unleash a roar so loud that its victims are stricken with fear as a 6d6 mental attack within Burst 11.  Victims successfully attacked are made Afraid. This attack affects any within range who can hear the creature, whether or not they can see it.

Quake. The creature slams a foot, fist, or tail on the ground, shaking the area within 6 squares. The creature makes a 6d6 melee attack against everybody within the area, knocking targets prone and doing 1d6 damage to them.

Sentience. One in a thousand slatherbeasts are sentient, with LOG attributes of 4 (2d6) and the ability to speak.  Some slatherbeasts are domesticated and used for warfare - these creatures are frequently armored and trained, gaining the tactics skill at 3 (2d6) and a SOAK of 20. There are even rumours of highly intelligent, psionic slatherbeasts.

XENOBIAN
Medium sentient gaseous entity (8d6)

Sentient clouds of vampiric electrified gas.

STRAGI 36 (8d6) END 21 (6d6)
INT 15 (5d6) LOG 4 (2d6) WIL 6 (3d6) 
CHA 1 (1d6) LUC 1 (1d6) 

MELEE DEFENCE 16
RANGED DEFENCE 16
MENTAL DEFENCE 32
VITAL DEFENCE 32

HEALTH 24
SOAK 8; VULN none
IMMUNE non-energgy-based attacks

INITIATIVE 6d6
PERCEPTION 4d6
FLY+ 6; CLIMB -; JUMP -
CARRY -

REACH 5-ft
ACTIONS 2

Electric shock 8d6 (4d6 electricity damage; range 8; slows)

Skills reactions 1 (1d6)
Gear -        

Electric shock.  A blast from a xenobian's electric shock renders the target Slowed as nerves and neural receptors are numbed.

Feeding. A xenobian can move into the square of a Medium or smaller creature, completely enveloping it. The creature takes 2d6 electricity damage at the start of any turn in which it is enveloped, and the gaseous entity heals the same amount of HEALTH as it feeds off its victim's life force. Taking damage in this way also renders the target Slowed in the same way that a regular electric shock attack does.    


XENOMORPH HUNTER
Medium semi-sentient insectoid (8d6)

Stealthy, deadly, alien hunters.

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 36
RANGED DEFENCE 27
MENTAL DEFENCE 18
VITAL DEFENCE 27

HEALTH 96
SOAK 10 (chitinous hide) ; VULN none
IMMUNE poison, acid

INITIATIVE 8d6
PERCEPTION 7d6; superior darksight
SPEED 9; CLIMB+ 9; JUMP 42'/15'

REACH 5-ft
ACTIONS 2

Claws 8d6 (4d6+4 slashing/poison damage; poisoned)
Tail swipe 5d6 (2d6 slashing damage; cone 2; prone)

Skills hardy 10 (4d6), combat 10 (4d6), perception 3 (2d6), running (3d6), reactions 10 (4d6), stealth 8 (3d6)

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.


face_hugger_-_Egil_Thompson.jpg

XENOMORPH FACEHUGGER
Small semi-sentient insectoid (5d6)

Small spider-like parasite.

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 22
RANGED DEFENCE 17
MENTAL DEFENCE 10
VITAL DEFENCE 13

HEALTH 30
SOAK 5; VULN none
IMMUNE poison, acid

INITIATIVE 5d6
PERCEPTION 4d6
SPEED 5; CLIMB+ 5; JUMP 12'/6'

REACH 5-ft
ACTIONS 2

Facegrab 5d6 (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)

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.


Xenodog_-_Egil_Thompson.jpg

XENOMORPH WARRIOR
Medium semi-sentient insectoid (6d6)

Dog-like xenomorphs which hunt in packs.

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 24
RANGED DEFENCE 18
MENTAL DEFENCE 12
VITAL DEFENCE 18

HEALTH 36
SOAK 6 (chitinous hide); VULN none
IMMUNE acid, poison

INITIATIVE 6d6
PERCEPTION 5d6
SPEED 10; CLIMB+ 10; JUMP 20'/6'

REACH 5-ft
ACTIONS 2

Bite 6d6 (3d6+3 piercing damage)

Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 10 (4d6), reactions 6 (3d6), stealth 4 (2d6)

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.


Xenoqueen_-_Egil_Thompson.jpg

XENOMORPH QUEEN
Large semi-sentient insectoid (10d6)

Xenomorph hive mother.

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 38
RANGED DEFENCE 16
MENTAL DEFENCE 20
VITAL DEFENCE 42

HEALTH 100
SOAK 20 (chitinous hide); VULN none
IMMUNE poison, acid

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 5; JUMP 12'/12'

REACH 5-ft
ACTIONS 2

Claw 10d6 (5d6+6 slashing damage)
Barbed tail 8d6 (4d6 piercing damage; range 15; restrained)
Roar 5d6 (burst 10; afraid)

Skills hardy 105 (14d6), combat 10 (4d6), perception 3 (2d6), tactics 3 (2d6)

Acid Blood. Any injury which penetrates the Queen’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 Queen can emit a roar with Burst 10, which does does a mental attack, inflicting the Afraid condition.

Living Shield. The Queen picks up another creature smaller than itself and uses it as a shield. The target can escape the grab as normal. Until then, the Queen 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.