byaku rai
2011-06-09, 09:11 PM
I've been meaning to introduce Tyranids as a monster in my campaign for a while now, but I just now gotten around to designing them. Here's the Hormagaunt, first of the list. More to come.
Tyranid Hormagaunt
Medium (small?) aberration
Hit Dice: 4d8 + 8 (24 hp)
Initiative: + 4
Speed: 50 feet
Armor Class: 16 (+4 dex, +2 natural)
Base Attack/Grapple: +4/+10
Attack: 2 claws +12 melee (1d10 + 4 each, 19-20/x2)
Full Attack: 4 claws +12 melee (1d10 + 4 each, 19-20/x2)
and bite +7 melee (1d6 + 6, x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 3d6 + 12
Special qualities: feral, hive-controlled
Saves: Fort +4, Ref +8, Will +0
Ability scores: STR 18, DEX 18, CON 14, INT 1, WIS 6, CHA 10
Organization: Solitary, Pack (2-5), Brood (10-20), or Infestation (30-50)
Challenge Rating: 4
Alignment: NE
A monstrous creature the size of a small human emerges from the tunnel ahead, jaws slavering. It resembles an insect in some ways, with powerful hind legs for springing and four long scythes at the end of its arms in place of hands. A crest of blood-colored chitin sweeps back from its cranium, matching the armor across its body.
Tyranids are a unique form of life, designed by their Norn Queen to be the ultimate predators. Left to their own devices, they sweep worlds clean of all life, devouring every scrap of organic material before sending it back to their mother to create the next generation.
Hormagaunts are the foot soldiers of the Tyranid army, rushing in seething swarms to overwhelm enemies and cut them down with brutal blows of their four arm-scythes. While relatively fragile compared to their larger brethren, their damage output and numbers allow them to bring down all but the most powerful of defenders.
Unfortunately, without more powerful Tyranids nearby to channel the will of the Queen, these creatures are little more than animals, reverting to their savage instincts and charging blindly at the nearest enemy. With a synapse creature present, though, they are capable of astounding tactical maneuvers, shredding enemy defenses with brilliant plans.
Rend: If a Hormagaunt hits with two claw attacks in the same round, it can rend the target creature's flesh for extra damage (listed in the stat block). If it manages to hit with all four claws in the same round, it can Rend twice in the same round.
So, a full attack, assuming all of them hit:
4d10+16 claw damage (average 36)
2 rends (6d6+24 total, might lower that a bit... average 42 damage :smalleek:)
bite 1d6+6 (average 9. This is really just adding insult to injury, or in this case injury to more injury.)
Total damage: 4d10+7d6+46, average 87 in one round.
Verdict: kill them with fire from a long way away... :smalleek:
Hive-controlled: In the presence of a Tyranid with the Synapse Creature special quality, all Hormagaunts are linked as part of the same hive mind. No Hormagaunt is considered flat-footed or flanked unless all are, and if one Hormagaunt is aware of an enemy’s presence, all are. If every Synapse creature within range is killed, the Hormagaunts lose this special quality. In addition, while this ability is active, any ability which requires a Will save which is used on the Hormagaunt automatically fails.
Feral: When the last synapse creature is killed, the Hormagaunts spend one full round in total confusion, and can take no action. They are considered flat-footed for the duration of this round.
At the end of the round, roll 1d20 for each Hormagaunt, and refer to the chart below.
1-5: Retreat!: The Hormagaunt runs away from the enemies as fast as it can, and seeks to hide at a safe distance.
6-10: Defend!: The Hormagaunt holds its ground, attacking any creature (including other Tyranids) which comes within 15 feet.
11-20: CHARGE!!!: The Hormagaunt charges directly at the nearest creature (including other Tyranids) and attacks it to its fullest ability. When the creature dies, it moves on to the next nearest.
The result of this roll determines the Hormagaunt’s actions until the end of the encounter.
Suddenly Genestealers!
Genestealer (True)
Medium AberrationHit Dice: 5d8 + 10 (35 hp)
Initiative: +10 (+6 dex, +4 Improved Initiative)
Speed: 50 feet
Armor Class: 20 (+6 dex, +4 Natural)
Base Attack/Grapple: +5/+15
Attack: 2 claws +15 melee (1d10 + 6 each, 19-20/x2)
Full Attack: 2 claws +15 melee, 1 bite +12 (2d6+6, x3)
Face/Reach: 5 ft./5 ft.
Special Attacks: Rend 2d6 +16, Corrupt DNA, haste 3/day (self only)
Special Qualities: Hive Mind
Saves: Fort +6, Ref +15, Will +10
Ability Scores: STR 18, DEX 23, CON 14, INT 3, WIS 14, CHA 18
Organization: Solitary, Pack (2-5), Brood (4-8 + 5-10 Hybrids),
Cult (10-20 + 30-40 Hybrids + 1 Patriarch)
Challenge Rating: 6
Alignment: LE
A blur of creamy flesh and blood-red chitin rushes from the shadows, claws moving frantically as it moves impossibly fast towards you. It has a misshapen, bulbous head, with a secondary set of jaws within the first, and two wicked, hooked claws. That’s all you manage to see before it’s upon you…
Genestealers are the advance forces of the Tyranid invasion, appearing under settlements and slowly infesting their host culture until they have invaded every aspect of it, with members of their unholy cult poised at key positions to undermine civilization just in time for the true Tyranids to arrive and mop up what remains.
Unlike their Gaunt cousins, Genestealers are possessed of a sinister, animalistic cunning. Whereas a Hormagaunt will simply charge heedlessly into the midst of the foe, seeking to cause as much damage as possible before succumbing to its wounds, ‘Stealers are smart enough to hold back, grouping in large numbers before engaging the enemy. Even worse, in the presence of their Patriarch (the original ‘Stealer of an invasion, grown to immense size and personal power) they are possessed of a collective mind, making them extremely difficult to fight for even seasoned warriors.
Worst of all is their haste ability, used liberally at the start of each battle, or before if possible, which turns the creatures into frenzied blurs of claws and teeth, ready to shred anything which comes close…
Rend: If the Genestealer hits with two claw attacks in the same round, it can rend the flesh of its opponent for extra damage.
Corrupt DNA: Perhaps their most dangerous ability, this is what gives the Genestealers their name and the majority of their influential power over humanoids. If a ‘Stealer pins an opponent or renders an opponent helpless, it can inject Genestealer DNA into the victim. This has a number of effects:
1. The victim is considered dazed for the duration of the battle and for 3d10 minutes afterward.
2. The victim automatically fails Will saves against Genestealer Patriarch domination abilities and his Aura of Devotion.
3. Any children the character makes are born Genestealer Hybrids.
4. The victim’s alignment takes one step towards lawful and one step towards evil (so a CG character would become TN).
The victim can make a DC 19 Fortitude Save to resist this effect. On a success, the character is immune to that Genestealer’s Corrupt DNA ability from then on. Characters who make the save are generally simply killed, as ‘Stealers lack the intelligence and patience to trade places and allow another to make an attempt. If a Patriarch commands it, though, this can take place.
Haste (Su): As the spell, cast by a Cleric of 15th level. Self only. This ability can be use three times per day.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Hive Mind: In the presence of a Genestealer Patriarch’s telepathic aura, all Genestealers and Genestealer Hybrids are connected by a hive mind. No creature in this hive is considered flat-footed unless all are, and no creature in the hive is considered flanked unless all are. Outside of the Patriarch’s telepathic aura, Genestealers and Hybrids do not have this ability.
Genestealer Hybrid
Medium Humanoid (Aberrant)
Hit Dice: 2d8 (10 hp)
Initiative: +3 (dex)
Speed: 40 feet
Armor Class: 18 (+3 dex, +4 chain shirt, +1 natural)
Base Attack/Grapple: +1/+4
Attack: 1 claw +4 melee (1d6 + 2, 19-20/x2)
Full Attack: 1 claw +4 melee (1d6 + 2, 19-20/x2)
Face/Reach: 5 ft./ 5 ft.
Special Attacks: none
Special Qualities: Hive Mind
Saves: Fort +3, Ref +8, Will +5
Ability Scores: STR 12, DEX 16, CON 10, INT 11, WIS 14, CHA 8
Organization: Solitary, Group (2-6), Cult (30-40 + 10-20 Genestealers + 1 Patriarch)
Challenge Rating: 2
Alignment: LE
There is something odd about the humanoid in front of you. He is completely hairless, lacking even eyebrows and facial hair, and there is something unsettling about his presence which you can’t quite put your finger on. Suddenly a hand tipped with razor-sharp, chitinous claws emerges from the depths of his robe, slashing at your face!
Genestealer Hybrids are the result of characters affected by the Genestealer Corrupt DNA ability having children. Manifesting some of the traits of the foul creatures, these loathsome beings further the ends of their dark masters in various ways. Fellow humanoids are captured for the Patriarch to dominate and corrupt, and the Genestealer Cult grows in secret…
The primary drawback of the Hybrids is that compared to their true-blood counterparts, they are pathetic in combat. They have the strength to massacre commoners, but tend to flee before actual warriors rather than dying horrible deaths (unless the Patriarch orders otherwise).
Hive Mind: In the presence of a Genestealer Patriarch’s telepathic aura, all Genestealers and Genestealer Hybrids are connected by a hive mind. No creature in this hive is considered flat-footed unless all are, and no creature in the hive is considered flanked unless all are. Outside of the Patriarch’s telepathic aura, Genestealers and Hybrids do not have this ability.
Genestealer Patriarch
Large Aberration
Hit Dice: 10d8 + 40 (90 hp)
Initiative: +10 (+6 dex, +4 II)
Speed: 40 feet
Armor Class: 26 (+6 dex, -1 size, +8 natural, +3 deflection)
Base Attack/Grapple: +10/+20
Attack: 2 claws +22 melee (2d6 + 10 each, 19-20/x3)
Full Attack: 2 claws +22 melee, one bite +17 melee (3d6+10, 19-20/x3)
Face/Reach: 10 ft./ 5 ft.
Special Attacks: Rend 3d6+16, Corrupt DNA, Some psi-like or spell-like abilities which I want some help with, Dominate, haste
Special Qualities: Hive Center, Aura of Devotion
Saves: Fort +12, Ref +16, Will +20
Ability Scores: STR 30, DEX 22, CON 18, INT 18, WIS 24, CHA 30
Organization: Cult (1 + 10-20 Genestealers + 30-40 Hybrids)
Challenge Rating: 9
Alignment: LE
A monstrous, bloated caricature of a genestealer sits in the center of the room in front of you, glaring at you with malevolent intelligence. Without warning, it moves at you with incredible grace and astonishing speed for a creature its size, its massive claws and razor teeth whirling into a blur as psychic lightning crackles around its body.
Genestealer Patriarchs are the most fearsome of a fearsome race. They are usually the first among the infiltrating Genestealers to corrupt a victim’s DNA, and through a slow metamorphosis become larger and stronger, as well as gaining true sentience and a number of demimagical abilities.
Most dangerous of a Patriarch’s abilities, though, is their ability to dominate lesser beings to serve as their unquestioning slaves. Normal humans don’t stand a chance against the psychic might of the Patriarch, only exceptional beings can hope to fight off the monster’s alien will.
Rend: As the normal Genestealer. Move along.
Corrupt DNA: As the normal Genestealer, but the save DC is 22.
Dominate: As the spell dominate person (CL 20). Usable up to 5 times per day.
Haste (Su): As the spell, cast by a Cleric of 20th level. Does not stack with normal Genestealer Haste. This ability is usable 3/day.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Hive Center: Within a distance of 20 feet/Hit Die of the Patriarch, all Genestealers and Hybrids are in constant telepathic communication with each other and the Patriarch at all times. This communication is not interrupted by solid barriers, but can be interrupted by an anti-magic or anti-psionic field (DM’s choice, consult Expanded Psionics Handbook for info about magic/psionics transparency). While in the affected area, all Genestealers are able to use their Hive Mind special quality. The Patriarch also gets this special quality as long as there is at least one other Genestealer in the area.
Aura of Devotion: Whenever a creature approaches within 30 feet of the Patriarch, they must make a will save (DC 19) or see the Patriarch as the ultimate epitome of evolution and development, a perfect being. Upon failure, the affected creature falls prone and remains there until something smacks some sense into it (does at least 1 point of lethal or nonlethal damage) or 5 rounds, whichever is shorter. After these 5 rounds, the creature must make another will save (same DC) or automatically be affected by the Dominate ability. Upon success (or having sense smacked into them) the creature is unaffected by the same Patriarch’s Aura of Devotion and gains a +3 bonus vs. the Patriarch’s Dominate ability for 24 hours.
Attack of Opportunity vs. nitpickers: yes I know that the attack bonuses don't add up. I'm going for a sort of Glass Cannon feel for the smaller 'Nids, with lots of damage but little defense. Slightly pumped attack goes a long way, especially in keeping the critters viable for a few extra levels.
Also hope someone can help me pin down the CR... I'm not very good at determining that.
Aside from that, PEACH, and more to come soon with any luck! :smallbiggrin:
Tyranid Hormagaunt
Medium (small?) aberration
Hit Dice: 4d8 + 8 (24 hp)
Initiative: + 4
Speed: 50 feet
Armor Class: 16 (+4 dex, +2 natural)
Base Attack/Grapple: +4/+10
Attack: 2 claws +12 melee (1d10 + 4 each, 19-20/x2)
Full Attack: 4 claws +12 melee (1d10 + 4 each, 19-20/x2)
and bite +7 melee (1d6 + 6, x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 3d6 + 12
Special qualities: feral, hive-controlled
Saves: Fort +4, Ref +8, Will +0
Ability scores: STR 18, DEX 18, CON 14, INT 1, WIS 6, CHA 10
Organization: Solitary, Pack (2-5), Brood (10-20), or Infestation (30-50)
Challenge Rating: 4
Alignment: NE
A monstrous creature the size of a small human emerges from the tunnel ahead, jaws slavering. It resembles an insect in some ways, with powerful hind legs for springing and four long scythes at the end of its arms in place of hands. A crest of blood-colored chitin sweeps back from its cranium, matching the armor across its body.
Tyranids are a unique form of life, designed by their Norn Queen to be the ultimate predators. Left to their own devices, they sweep worlds clean of all life, devouring every scrap of organic material before sending it back to their mother to create the next generation.
Hormagaunts are the foot soldiers of the Tyranid army, rushing in seething swarms to overwhelm enemies and cut them down with brutal blows of their four arm-scythes. While relatively fragile compared to their larger brethren, their damage output and numbers allow them to bring down all but the most powerful of defenders.
Unfortunately, without more powerful Tyranids nearby to channel the will of the Queen, these creatures are little more than animals, reverting to their savage instincts and charging blindly at the nearest enemy. With a synapse creature present, though, they are capable of astounding tactical maneuvers, shredding enemy defenses with brilliant plans.
Rend: If a Hormagaunt hits with two claw attacks in the same round, it can rend the target creature's flesh for extra damage (listed in the stat block). If it manages to hit with all four claws in the same round, it can Rend twice in the same round.
So, a full attack, assuming all of them hit:
4d10+16 claw damage (average 36)
2 rends (6d6+24 total, might lower that a bit... average 42 damage :smalleek:)
bite 1d6+6 (average 9. This is really just adding insult to injury, or in this case injury to more injury.)
Total damage: 4d10+7d6+46, average 87 in one round.
Verdict: kill them with fire from a long way away... :smalleek:
Hive-controlled: In the presence of a Tyranid with the Synapse Creature special quality, all Hormagaunts are linked as part of the same hive mind. No Hormagaunt is considered flat-footed or flanked unless all are, and if one Hormagaunt is aware of an enemy’s presence, all are. If every Synapse creature within range is killed, the Hormagaunts lose this special quality. In addition, while this ability is active, any ability which requires a Will save which is used on the Hormagaunt automatically fails.
Feral: When the last synapse creature is killed, the Hormagaunts spend one full round in total confusion, and can take no action. They are considered flat-footed for the duration of this round.
At the end of the round, roll 1d20 for each Hormagaunt, and refer to the chart below.
1-5: Retreat!: The Hormagaunt runs away from the enemies as fast as it can, and seeks to hide at a safe distance.
6-10: Defend!: The Hormagaunt holds its ground, attacking any creature (including other Tyranids) which comes within 15 feet.
11-20: CHARGE!!!: The Hormagaunt charges directly at the nearest creature (including other Tyranids) and attacks it to its fullest ability. When the creature dies, it moves on to the next nearest.
The result of this roll determines the Hormagaunt’s actions until the end of the encounter.
Suddenly Genestealers!
Genestealer (True)
Medium AberrationHit Dice: 5d8 + 10 (35 hp)
Initiative: +10 (+6 dex, +4 Improved Initiative)
Speed: 50 feet
Armor Class: 20 (+6 dex, +4 Natural)
Base Attack/Grapple: +5/+15
Attack: 2 claws +15 melee (1d10 + 6 each, 19-20/x2)
Full Attack: 2 claws +15 melee, 1 bite +12 (2d6+6, x3)
Face/Reach: 5 ft./5 ft.
Special Attacks: Rend 2d6 +16, Corrupt DNA, haste 3/day (self only)
Special Qualities: Hive Mind
Saves: Fort +6, Ref +15, Will +10
Ability Scores: STR 18, DEX 23, CON 14, INT 3, WIS 14, CHA 18
Organization: Solitary, Pack (2-5), Brood (4-8 + 5-10 Hybrids),
Cult (10-20 + 30-40 Hybrids + 1 Patriarch)
Challenge Rating: 6
Alignment: LE
A blur of creamy flesh and blood-red chitin rushes from the shadows, claws moving frantically as it moves impossibly fast towards you. It has a misshapen, bulbous head, with a secondary set of jaws within the first, and two wicked, hooked claws. That’s all you manage to see before it’s upon you…
Genestealers are the advance forces of the Tyranid invasion, appearing under settlements and slowly infesting their host culture until they have invaded every aspect of it, with members of their unholy cult poised at key positions to undermine civilization just in time for the true Tyranids to arrive and mop up what remains.
Unlike their Gaunt cousins, Genestealers are possessed of a sinister, animalistic cunning. Whereas a Hormagaunt will simply charge heedlessly into the midst of the foe, seeking to cause as much damage as possible before succumbing to its wounds, ‘Stealers are smart enough to hold back, grouping in large numbers before engaging the enemy. Even worse, in the presence of their Patriarch (the original ‘Stealer of an invasion, grown to immense size and personal power) they are possessed of a collective mind, making them extremely difficult to fight for even seasoned warriors.
Worst of all is their haste ability, used liberally at the start of each battle, or before if possible, which turns the creatures into frenzied blurs of claws and teeth, ready to shred anything which comes close…
Rend: If the Genestealer hits with two claw attacks in the same round, it can rend the flesh of its opponent for extra damage.
Corrupt DNA: Perhaps their most dangerous ability, this is what gives the Genestealers their name and the majority of their influential power over humanoids. If a ‘Stealer pins an opponent or renders an opponent helpless, it can inject Genestealer DNA into the victim. This has a number of effects:
1. The victim is considered dazed for the duration of the battle and for 3d10 minutes afterward.
2. The victim automatically fails Will saves against Genestealer Patriarch domination abilities and his Aura of Devotion.
3. Any children the character makes are born Genestealer Hybrids.
4. The victim’s alignment takes one step towards lawful and one step towards evil (so a CG character would become TN).
The victim can make a DC 19 Fortitude Save to resist this effect. On a success, the character is immune to that Genestealer’s Corrupt DNA ability from then on. Characters who make the save are generally simply killed, as ‘Stealers lack the intelligence and patience to trade places and allow another to make an attempt. If a Patriarch commands it, though, this can take place.
Haste (Su): As the spell, cast by a Cleric of 15th level. Self only. This ability can be use three times per day.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Hive Mind: In the presence of a Genestealer Patriarch’s telepathic aura, all Genestealers and Genestealer Hybrids are connected by a hive mind. No creature in this hive is considered flat-footed unless all are, and no creature in the hive is considered flanked unless all are. Outside of the Patriarch’s telepathic aura, Genestealers and Hybrids do not have this ability.
Genestealer Hybrid
Medium Humanoid (Aberrant)
Hit Dice: 2d8 (10 hp)
Initiative: +3 (dex)
Speed: 40 feet
Armor Class: 18 (+3 dex, +4 chain shirt, +1 natural)
Base Attack/Grapple: +1/+4
Attack: 1 claw +4 melee (1d6 + 2, 19-20/x2)
Full Attack: 1 claw +4 melee (1d6 + 2, 19-20/x2)
Face/Reach: 5 ft./ 5 ft.
Special Attacks: none
Special Qualities: Hive Mind
Saves: Fort +3, Ref +8, Will +5
Ability Scores: STR 12, DEX 16, CON 10, INT 11, WIS 14, CHA 8
Organization: Solitary, Group (2-6), Cult (30-40 + 10-20 Genestealers + 1 Patriarch)
Challenge Rating: 2
Alignment: LE
There is something odd about the humanoid in front of you. He is completely hairless, lacking even eyebrows and facial hair, and there is something unsettling about his presence which you can’t quite put your finger on. Suddenly a hand tipped with razor-sharp, chitinous claws emerges from the depths of his robe, slashing at your face!
Genestealer Hybrids are the result of characters affected by the Genestealer Corrupt DNA ability having children. Manifesting some of the traits of the foul creatures, these loathsome beings further the ends of their dark masters in various ways. Fellow humanoids are captured for the Patriarch to dominate and corrupt, and the Genestealer Cult grows in secret…
The primary drawback of the Hybrids is that compared to their true-blood counterparts, they are pathetic in combat. They have the strength to massacre commoners, but tend to flee before actual warriors rather than dying horrible deaths (unless the Patriarch orders otherwise).
Hive Mind: In the presence of a Genestealer Patriarch’s telepathic aura, all Genestealers and Genestealer Hybrids are connected by a hive mind. No creature in this hive is considered flat-footed unless all are, and no creature in the hive is considered flanked unless all are. Outside of the Patriarch’s telepathic aura, Genestealers and Hybrids do not have this ability.
Genestealer Patriarch
Large Aberration
Hit Dice: 10d8 + 40 (90 hp)
Initiative: +10 (+6 dex, +4 II)
Speed: 40 feet
Armor Class: 26 (+6 dex, -1 size, +8 natural, +3 deflection)
Base Attack/Grapple: +10/+20
Attack: 2 claws +22 melee (2d6 + 10 each, 19-20/x3)
Full Attack: 2 claws +22 melee, one bite +17 melee (3d6+10, 19-20/x3)
Face/Reach: 10 ft./ 5 ft.
Special Attacks: Rend 3d6+16, Corrupt DNA, Some psi-like or spell-like abilities which I want some help with, Dominate, haste
Special Qualities: Hive Center, Aura of Devotion
Saves: Fort +12, Ref +16, Will +20
Ability Scores: STR 30, DEX 22, CON 18, INT 18, WIS 24, CHA 30
Organization: Cult (1 + 10-20 Genestealers + 30-40 Hybrids)
Challenge Rating: 9
Alignment: LE
A monstrous, bloated caricature of a genestealer sits in the center of the room in front of you, glaring at you with malevolent intelligence. Without warning, it moves at you with incredible grace and astonishing speed for a creature its size, its massive claws and razor teeth whirling into a blur as psychic lightning crackles around its body.
Genestealer Patriarchs are the most fearsome of a fearsome race. They are usually the first among the infiltrating Genestealers to corrupt a victim’s DNA, and through a slow metamorphosis become larger and stronger, as well as gaining true sentience and a number of demimagical abilities.
Most dangerous of a Patriarch’s abilities, though, is their ability to dominate lesser beings to serve as their unquestioning slaves. Normal humans don’t stand a chance against the psychic might of the Patriarch, only exceptional beings can hope to fight off the monster’s alien will.
Rend: As the normal Genestealer. Move along.
Corrupt DNA: As the normal Genestealer, but the save DC is 22.
Dominate: As the spell dominate person (CL 20). Usable up to 5 times per day.
Haste (Su): As the spell, cast by a Cleric of 20th level. Does not stack with normal Genestealer Haste. This ability is usable 3/day.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Hive Center: Within a distance of 20 feet/Hit Die of the Patriarch, all Genestealers and Hybrids are in constant telepathic communication with each other and the Patriarch at all times. This communication is not interrupted by solid barriers, but can be interrupted by an anti-magic or anti-psionic field (DM’s choice, consult Expanded Psionics Handbook for info about magic/psionics transparency). While in the affected area, all Genestealers are able to use their Hive Mind special quality. The Patriarch also gets this special quality as long as there is at least one other Genestealer in the area.
Aura of Devotion: Whenever a creature approaches within 30 feet of the Patriarch, they must make a will save (DC 19) or see the Patriarch as the ultimate epitome of evolution and development, a perfect being. Upon failure, the affected creature falls prone and remains there until something smacks some sense into it (does at least 1 point of lethal or nonlethal damage) or 5 rounds, whichever is shorter. After these 5 rounds, the creature must make another will save (same DC) or automatically be affected by the Dominate ability. Upon success (or having sense smacked into them) the creature is unaffected by the same Patriarch’s Aura of Devotion and gains a +3 bonus vs. the Patriarch’s Dominate ability for 24 hours.
Attack of Opportunity vs. nitpickers: yes I know that the attack bonuses don't add up. I'm going for a sort of Glass Cannon feel for the smaller 'Nids, with lots of damage but little defense. Slightly pumped attack goes a long way, especially in keeping the critters viable for a few extra levels.
Also hope someone can help me pin down the CR... I'm not very good at determining that.
Aside from that, PEACH, and more to come soon with any luck! :smallbiggrin: