Post by thewizard63 on Jul 23, 2010 14:14:21 GMT -6
I've been terrorizing my Players with the creature below. It's based on the Tyranid: Genestealers from Warhammer 40k. One the players has been Infected (Template Add) and so far it has been a great source for Role-playing. and Plot-hooking. As this was for private use, I did not change the name:
This is Copied from my O.P. campaign page www.obsidianportal.com/campaign/eddenborough/wikis/meteor-men
Meteor Men
Tyran – Genestealer CR: 3
Medium Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: 8
Speed: 50 ft. (10 squares)
Armor Class: 19 (+4 dex, +5 natural), touch 14, flat-footed 15
B.A. /Grapple: 4/8
Attack: 2 Claws +6/4 melee (1d8+4)
Full Attack: 4 claws +7 melee (1d8+4) and bite +2 melee (1d4+4)
Space / Reach: 5 ft./5 ft
Special Attack: Pounce, Implant, Hive Mind
Special Quality: Darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 18, Dex 18, Con 12, Int 12, Wis 9, Cha 5
Skills: Spot:+7, Listen: +7, Hide: +7
Feats: Improved Initiative, Multi-attack
Env: Any
Organization: Solitary or gang (2-4) or brood (6-10) Treasure: 25% coins; 25% goods; standard items.
Alignment: Always lawful evil
* Description The genestealer is a six limbed creature the front four limbs are sharp clawed hands and the hind are extremely powerful legs that allow the genestealer to run upright at amazing speeds. They will use brood scale tactics (ambush, surrounding, etc.) but employ little in the way of personal tatics (bull rush, trip, etc.) If they break, then they break as a unit.
Special Abilities:
* Hive Mind: The Genestealers are connected to the hive mind created by the overlord who directs their actions. And they present a beacon to their bretheren traveling amongst the planes and planets. The Genestealers are the few of the genus type that can operate successfully away from the Hive mind.
* Pounce (Ex): If a genestealer charges a foe, it can make a full attack, or attempt to implant the implanted.
* Implant: Genestealers not in the main force (i.e. part of the invasion) if it hits with all claw attacks will automatically start a grapple. Its next grapple action will pin and attempt to implant it’s foe with an implant sack. Removing this sack will cause 2d6 damage with the hooks. Only a remove disease can erradicate the Geneseed. In 1d4 days, the victim will fall feverishly ill and cannot perform any action for that day. A DC 24 Fort save will negate the infection. Someone who fights the disease but will remain ill for the next 2d4 days. Otherwise the Seed takes hold after the first day ill. The character will feel better but the mutations will begin over the next 3 weeks. The implanted will begin to feel more aggressive and begin growing 1d2 extra arms from the back and the spine and skin will begin to change. The Victims Strength and Dexterity will increase by 2 pt. every week and the vision will complete at the 2 week mark.
Meteor Men Hybrids (Template)
* The Hybrid is a template to any humanoid creature
* +2 Natural Armor
* +4 Str,
* +4 Dex
* HD D8
The creature has 1d2 additional functional arms.
Synapse Receiver (Ex): If this creature is within 90’ of a synapse creature, this creature gain the benefits the hive mind. (Immunity to Mind-Affecting spell and spell-like effects.
This is Copied from my O.P. campaign page www.obsidianportal.com/campaign/eddenborough/wikis/meteor-men
Meteor Men
Tyran – Genestealer CR: 3
Medium Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: 8
Speed: 50 ft. (10 squares)
Armor Class: 19 (+4 dex, +5 natural), touch 14, flat-footed 15
B.A. /Grapple: 4/8
Attack: 2 Claws +6/4 melee (1d8+4)
Full Attack: 4 claws +7 melee (1d8+4) and bite +2 melee (1d4+4)
Space / Reach: 5 ft./5 ft
Special Attack: Pounce, Implant, Hive Mind
Special Quality: Darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 18, Dex 18, Con 12, Int 12, Wis 9, Cha 5
Skills: Spot:+7, Listen: +7, Hide: +7
Feats: Improved Initiative, Multi-attack
Env: Any
Organization: Solitary or gang (2-4) or brood (6-10) Treasure: 25% coins; 25% goods; standard items.
Alignment: Always lawful evil
* Description The genestealer is a six limbed creature the front four limbs are sharp clawed hands and the hind are extremely powerful legs that allow the genestealer to run upright at amazing speeds. They will use brood scale tactics (ambush, surrounding, etc.) but employ little in the way of personal tatics (bull rush, trip, etc.) If they break, then they break as a unit.
Special Abilities:
* Hive Mind: The Genestealers are connected to the hive mind created by the overlord who directs their actions. And they present a beacon to their bretheren traveling amongst the planes and planets. The Genestealers are the few of the genus type that can operate successfully away from the Hive mind.
* Pounce (Ex): If a genestealer charges a foe, it can make a full attack, or attempt to implant the implanted.
* Implant: Genestealers not in the main force (i.e. part of the invasion) if it hits with all claw attacks will automatically start a grapple. Its next grapple action will pin and attempt to implant it’s foe with an implant sack. Removing this sack will cause 2d6 damage with the hooks. Only a remove disease can erradicate the Geneseed. In 1d4 days, the victim will fall feverishly ill and cannot perform any action for that day. A DC 24 Fort save will negate the infection. Someone who fights the disease but will remain ill for the next 2d4 days. Otherwise the Seed takes hold after the first day ill. The character will feel better but the mutations will begin over the next 3 weeks. The implanted will begin to feel more aggressive and begin growing 1d2 extra arms from the back and the spine and skin will begin to change. The Victims Strength and Dexterity will increase by 2 pt. every week and the vision will complete at the 2 week mark.
Meteor Men Hybrids (Template)
* The Hybrid is a template to any humanoid creature
* +2 Natural Armor
* +4 Str,
* +4 Dex
* HD D8
The creature has 1d2 additional functional arms.
Synapse Receiver (Ex): If this creature is within 90’ of a synapse creature, this creature gain the benefits the hive mind. (Immunity to Mind-Affecting spell and spell-like effects.