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    Default [Creatures] Kharaa

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    The Kharaa

    The origin of the kharaa is unknown. The first recorded encounters have been in mines, but they seem to be capable of surviving and flourishing in a surprisingly wide range of habitats. The first signs of a kharaa infestation are scattered fungal spores, small enough to be almost invisible to the naked eye. Should these spores reach a location that is capable of supporting a hive, they will begin to grow, forming moist mats of greenish-yellow matter. It is unknown what conditions are appropriate for a hive. All that is known for sure is that there is never more than 3 hives in a cluster. These mats increase in size over the course of a week until the area has been almost completely infested, at which point the fungal matter begins to create a hive. Once the hive has been finished, it is nearly impossible to remove an infestation short of complete destruction of the infested area, as the hive is capable of birthing fierce creatures to defend itself.

    Kharaa Traits

    A kharaa possess the following traits (unless otherwise noted in a creature’s entry).
    • Immunity to all mind-affecting effects.
    • Ferocity (Ex): The kharaa are such tenacious combatants that they continue to fight without penalty even while disabled or dying.
    • Hive Mind (Su): All kharaa born of the same hive cluster have an innate link amongst themselves. This link allows mental communication between all linked kharaa that are within 1 mile of their hive. Additionally, linked kharaa are always aware of the location and status of each other unless the link is severed. A hive mind can support a number of kharaa equal to the number of Hit Dice of the smallest hive in the cluster.
    • Hive Dependency (Ex): A kharaa that loses its connection to its hive cluster (usually due to the destruction of all hives in the cluster) loses all fast healing and takes 1d6 damage per round. If this damage reduces the kharaa to 0 hit points or less, the kharaa immediately crumbles into the fungal matter from which they are birthed.
    Kharaa do not speak or understand any languages. They communicate through their hive mind.

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    Skulk
    Small Magical Beast (Augmented Plant)
    HD 2d10+2 (12 hp)
    Speed 40 ft. (8 squares), climb 40 ft.
    Init: +7
    AC 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
    BAB +2; Grp -2
    Attack Bite +4 melee (1d6+1)
    Full-Attack Bite +4 melee (1d6+1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Parasite, Leap, Rake 1d4, Xenocide
    Special Qualities Kharaa traits, Fast Healing 2
    Saves Fort +4, Ref +6, Will +2
    Abilities Str 13, Dex 16, Con 12, Int 3, Wis 14, Cha 10
    Skills Climb +11, Hide +11, Jump +10, Listen +2, Move Silently +7, Spot +2
    Feats Dodge, Improved InitiativeB
    Environment Underground
    Organization Solitary (1), pair, pack (2-6), or rush (7+)
    Challenge Rating 2 (3 with 2 hives, 5 with 3 hives)
    Treasure None
    Alignment Always Neutral
    Advancement 2-3 HD (Small) 4-6 HD (Medium)
    Level Adjustment -

    A distinct clicking of claws announces the approach of a skulk. This creature is the size and general shape of a dog, but most similarities end there. Each of its legs ends in a single large claw, which it can use to move along walls and ceilings as easily as if they were ground. Its hairless body ranges in color from beige to a fleshy tone, and its back is covered in the distinctive greenish-yellow fungus that the kharaa form from.

    The skulk is the smallest known kharaa. Its primary role in the hive cluster is scouting and ambushing. A skulk will remain hidden for as long as it can, tagging foes with its parasite ability so that even if it fails to destroy them, they are unable to hide.

    Parasite (Ex)
    As a standard action, a skulk can launch a tiny fungal 'tag' at a target. Treat this as a ranged touch attack with a range of 60'. If the attack hits, it deals 1 damage as the parasite burrows into the target. The parasite maintains a link to the hive mind, allowing all linked kharaa to see the location (but not the status) of the tagged creature. The tag can be removed with a DC 15 heal check, but this deals an additional 1d4 damage to the tagged creature. Remove Disease or Heal can remove the parasite without harming the tagged creature. When making a Hide check after attacking with Parasite, a skulk only takes a -10 penalty. This ability can only be used if there is at least 1 hive in the hive cluster. When a skulk uses this ability, it must wait 1d4 rounds before using it again.

    Leap (Ex)
    As a full-round action, a skulk can use its powerful legs to launch itself claws first at a target. Treat this attack as a charge with a maximum distance of 120'. When a skulk leaps at a foe, it can make a full attack, including two rake attacks. This ability can only be used if there are at least 2 hives in the hive cluster. When a skulk uses this ability, it must wait 1d4+1 rounds before using it again.

    Rake (Ex)
    Attack bonus +3 melee, damage 1d4.

    Xenocide (Su)
    A skulk can use this ability as a move action. When used, a powerful reaction begins within the body of the skulk. This reaction builds until the end of the skulk's turn, at which point it explodes, dealing 4d6 slashing damage to every creature within a 10' burst of the skulk, Reflex DC 13 half. The activation of this ability, as well as every action taken afterwards, provokes an attack of opportunity. If the skulk is killed before the end of its turn, it does not explode. This ability can only be used if there are 3 hives in the hive cluster. The save DC is Constitution-based.

    Skills
    Skulks have a +4 racial bonus on Hide, Jump, and Move Silently checks and a +8 racial bonus on Climb checks. They use their Dexterity modifier for Climb checks. A skulk can always choose to take 10 on a Climb check, even if rushed or threatened.


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    Gorge
    Medium Magical Beast (Augmented Plant)
    HD 4d10+12 (34 HP)
    Speed 20 ft. (4 squares)
    Init: +0
    AC 15 (+5 natural), touch 10; flat-footed 15
    BAB +4; Grp +4
    Attack Spit +4 Ranged (1 plus 1d8 Acid)
    Full-Attack Spit +4 Ranged (1 plus 1d8 Acid)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spit, Healspray, Bilebomb
    Special Qualities Kharaa traits, Web, Babblers, Fast Healing 4
    Saves Fort +7 Ref +4 Will +1
    Abilities Str 11, Dex 10, Con 16, Int 8, Wis 11, Cha 10
    Skills Listen +3, Spot +3
    Feats Point Blank Shot, Precise Shot
    Environment Underground
    Organization Solitary (1), Pair (2), or Rush (3+)
    Challenge Rating 3 (4 with 2 hives, 6 with 3 hives)
    Treasure None
    Alignment Always Neutral
    Advancement 5-7 HD (Medium), 8-12 HD (Large)
    Level Adjustment -

    under construction

    Spit (Ex):
    A gorge's primary means of defense is to use its powerful stomach muscles to huck wads of corrosive digestive juice at its target. Treat this as a ranged attack with an increment of 30' that deals 1 bludgeoning damage, plus 1d8 acid damage.

    Healspray (Ex):
    A gorge can release an cloud of fungal matter as a standard action, filling its immediate area with wispy strands of fungus that accelerate the healing process of kharaa while harming any nonkharaa that stumble into it. A healspray fills a 10 ft. cube adjacent to the gorge, and any kharaa that enters the area is cured 1d8 points of damage, while any nonkharaa that enters the area is dealt 1d8 points of damage. This cloud persists until the gorge's next turn. Healspray can only affect a creature once, regardless of how many times it enters the area. A gorge recieves half healing from its own healspray. This ability can only be used if there is at least 1 hive in the hive cluster. When a gorge uses this ability, it must wait 1d4 rounds before using it again.

    Web (Ex):
    As a full-round action, a gorge can string sticky weblike strands between two solid objects no more than 20 ft. apart. This webbing is difficult to see, requiring a DC 15 spot check to notice it. When a creature walks through a webbed area, the webs detach from their anchor points and wrap around the creature, preventing movement. Treat this as a grapple check with a modifier equal to the gorge's BAB + CON modifier. The webbing persists until it is removed, which requires pinning it for 2 full rounds. Kharaa are not grappled by the webbing, but passing through the area still detaches the webs. This ability can only be used if there are at least 2 hives in the hive cluster. When a gorge uses this ability, it must wait 1d6+1 rounds before using it again.

    Babblers (Su):
    As a standard action, a gorge can create a miniature facsimile of a skulk, known as a Babbler. A babbler is not linked to the hive mind, fighting mindlessly to protect the gorge that spawned it. A babbler lasts for a number of rounds equal to the gorge's CON modifier, then explodes, dealing 1d4 acid damage to any creatures in its square. This ability can only be used if there are 3 hives in the hive cluster. When a gorge uses this ability, it must wait 1d6+1 rounds before using it again.

    Babbler stats
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    Babbler
    Tiny Magical Beast (Augmented Plant)
    HD 1d10+1 (6 hp)
    Speed 40 ft. (8 squares), climb 40 ft.
    Init: +2
    AC 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
    BAB +1; Grp -7
    Attack Bite +3 melee (1d4)
    Full-Attack Bite +3 melee (1d4)
    Space 2.5 ft.; Reach 0 ft.
    Special Attacks
    Special Qualities
    Saves Fort +3, Ref +4, Will +1
    Abilities Str 11, Dex 14, Con 12, Int , Wis 12, Cha 1
    Alignment Always Neutral

    Skills
    Babblers have a +8 racial bonus on Climb checks. They use their Dexterity modifier for Climb checks. A babbler can always choose to take 10 on a Climb check, even if rushed or threatened.



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    Lerk
    Small Magical Beast (Augmented Plant)
    HD 3d10+6 (22 hp)
    Speed 20 ft. (4 squares), fly 50 ft. (average) (10 squares)
    Init: +4
    AC 19 (+1 size, +4 Dex, +4 natural), touch 15, flat-footed 15
    BAB +3; Grp -1
    Attack Bite +4 melee (1d4) or Spike +8 ranged (1d3/19-20)
    Full-Attack Bite +4 melee (1d4) or 2 Spikes +8 ranged (1d3/19-20)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spikes, Spores
    Special Qualities Kharaa traits, Umbra, Primal Scream, Fast Healing 3
    Saves Fort +4, Ref +7, Will +3
    Abilities Str 11, Dex 18, Con 14, Int 6, Wis 14, Cha 12
    Skills Hide +8, Listen +5, Move Silently +4, Spot +5
    Feats Dodge, Flyby AttackB, Mobility
    Environment Underground
    Organization Solitary (1) or pack (1-2 plus 1-4 skulks)
    Challenge Rating 4 (5 with 2 hives, 6 with 3 hives)
    Treasure None
    Alignment Always Neutral
    Advancement 4-6 HD (Small) 7-9 HD (Medium)
    Level Adjustment -

    A grotesque birdlike form sits on a high ledge, its clawed batlike wings grasping the edge of the outcropping for support as it surveys the room below. On either side of its toothy mouth is a curious fleshy protrusion, ending in a sharp spike. Its coloration is a beige hue, turning into a dull grey along its limbs and head. Its back and feet have fungal growth on them. and the leathery wing membrane is a pink fleshy color.

    Like the skulk, the lerk is a creature designed to move quickly around their locale. However, where skulks focus on ambushing, the lerk is designed for ranged harassment. A lerk will only close to melee range to finish off a lone opponent after weakening it with its ranged attacks.

    Spikes (Ex)
    A lerk has a pair of tubes connected to its respiratory system, one on either side of its mouth. These tubes can be used to propel bony spikes at surprisingly rapid velocities. These spikes deal 1d3 damage for a Small lerk, with a range increment of 40'. The lerk regrows the spikes as quickly as it launches them. When making a Hide check after attacking with Spikes, a lerk only takes a -10 penalty. A lerk cannot bite and use its spike attack in the same round.

    Spores (Ex)
    As a standard action, a lerk can use its spike tubes to release an invisible bubble of deadly spores. This bubble travels up to 100 ft. or until it collides with something, then bursts, filling a 10 ft. cube with a green miasma. Any non kharaa creature within the miasma takes 1d6 damage as the spores begin to dissolve them. The miasma lasts for 1d4 rounds before dissipating. Multiple uses of Spores in the same area stack. This ability can only be used if there is at least 1 hive in the hive cluster. When a lerk uses this ability, it must wait 1d4+1 rounds before using it again.

    Umbra (Su)
    As a standard action, a lerk can use its spike tubes to release an invisible bubble of protective spores. This bubble travels up to 100 ft. or until it collides with something, then bursts, filling a 10 ft. cube with an orange fog. A creature within or beyond the fog has concealment (attacks have a 20% miss chance). Additionally, all kharaa within the fog gain the benefit of Protection from Arrows as long as they remain within the fog. The fog lasts for 1d4 rounds before dissipating. This ability can only be used if there are at least 2 hives in the hive cluster. When a lerk uses this ability, it must wait 1d6+1 rounds before using it again.

    Primal Scream (Ex)
    As a standard action, a lerk can unleash a mighty scream, rallying all nearby kharaa to fight harder. All kharaa within 30' of the lerk gain a 1d4+1 competence bonus to attack and damage. Additionally, each round under the effect of a Primal Scream counts as 2 rounds for the purpose of when an ability can be used again. This effect lasts 1d6+ the lerk's Charisma modifier rounds. Multiple uses of Primal Scream do not stack. This ability can only be used if there are 3 hives in the hive cluster. When a lerk uses this ability, it must wait 2d6 rounds before using it again.


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    Fade
    Medium Monstrous Humanoid (Augmented Plant)
    HD 8d8+32 (68 HP)
    Speed 30 ft. (6 squares)
    Init: +6
    AC 19 (+2 dex, +7 natural); touch 12; flat-footed 17
    BAB +8; Grp +12
    Attack Claw +11 Melee (1d10+3 / 19-20)
    Full-Attack 2 Claws +11 Melee (1d10+3 / 19-20)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Rend 2d10+5, Acid Rocket
    Special Qualities Kharaa traits, Powerful Build, Fast Healing 8, Blink, Metabolize
    Saves Fort +8 Ref +8 Will +6
    Abilities Str 16, Dex 15, Con 18, Int 13, Wis 10, Cha 14
    Skills Intimidate +7, Listen +3, Spot +3,
    Feats Great Fortitude, Combat Reflexes, Improved Critical (Claw)B, Improved Initiative
    Environment Underground
    Organization Solitary (1)
    Challenge Rating 7 (8 with 2 hives, 9 with 3 hives)
    Treasure None
    Alignment Always Neutral
    Advancement 9-12 (Medium), 13-18 (Large)
    Level Adjustment -

    under construction

    Powerful Build (Ex):
    The physical stature of fades lets them function in many ways as if they were one size category larger. Whenever a fade is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the fade is treated as one size larger if doing so is advantageous to him. A fade is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A fade can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Rend (Ex):
    If a fade hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d10+5 points of damage.

    Acid Rocket (Ex):
    under construction

    Blink (Ex):
    under construction

    Metabolize (Ex):
    under construction


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    Onos
    Large Magical Beast (Augmented Plant)
    HD 12d10+84 (150 HP)
    Speed 25 ft. (5 squares)
    Init: +0
    AC 21 (+12 natural, -1 size); touch 9; flat-footed 21
    BAB +12; Grp +20
    Attack Gore +16 Melee (2d6+5)
    Full-Attack Gore +16 Melee (2d6+5)
    Space 10 ft.; Reach 5 ft.
    Special Attacks Powerful Charge, Improved Grab, Swallow Whole, Stomp, Trample 2d10+8
    Special Qualities Kharaa traits, DR 5/-, Fast Healing 12
    Saves Fort +14 Ref +8 Will +4
    Abilities Str 25, Dex 11, Con 24, Int 6, Wis 11, Cha 10
    Skills Listen +1, Search +10 Spot +1
    Feats Power Attack, Improved Bull Rush, Awesome Blow, Ability Focus (Awesome Blow) Improved GrappleB, Cleave
    Environment Underground
    Organization Solitary (1) or War Pack (1-2, plus 1-2 Fades, 1 Lerk, 2-4 Skulks, and 1-2 Gorges)
    Challenge Rating 10 (11 with 2 hives, 13 with 3 hives)
    Treasure None
    Alignment Always Neutral
    Advancement 13-16 (Large) 17-22 (Huge)
    Level Adjustment -

    under construction

    Powerful Charge (Ex):
    When an onos charges, its gore attack deals 4d6+10 points of damage.

    Improved Grab (Ex):
    To use this ability, an onos must hit a Medium or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round. This ability can only be used if there is at least 1 hive in the hive cluster.

    Swallow Whole (Ex):
    An onos can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. Once inside, the opponent takes 1d6+2 points of crushing damage plus 1d6+2 points of acid damage per round from the onos's digestive juices. The onos is cured 1 point of damage for every 2 points of damage dealt to the swallowed creature. A swallowed creature can cut its way out by dealing 15 points of damage to the onos’s digestive tract (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The onos’s gullet can hold 1 Medium, 2 Small, or 4 Tiny or smaller creatures. This ability can only be used if there is at least 1 hive in the hive cluster.

    Stomp (Ex):
    under construction

    Trample (Ex):
    Reflex half DC 23. This ability can only be used if there are 3 hives in the hive cluster. The save DC is Strength-based.


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    Hive
    Huge Plant
    HD 20d8+120 (210 hp)
    Speed -
    Init: -5
    AC 21 (-2 size, -5 Dex, +18 natural), touch 3, flat-footed 21
    BAB +11; Grp +18
    Attack -
    Full-Attack -
    Space 15 ft.; Reach 15 ft.
    Special Attacks -
    Special Qualities Kharaa traits, Blindsense 120 ft., Spawn Skulk, Hive Travel, Aura of Healing, Fast Healing 15
    Saves Fort +14, Ref -, Will +1
    Abilities Str , Dex , Con 22, Int , Wis 2, Cha 1
    Skills -
    Feats -
    Environment Underground
    Organization Infestation (1 plus 1-4 skulks and 1 gorge)
    Challenge Rating 15
    Treasure None
    Alignment Always Neutral
    Advancement 16-19 HD (Huge) 20+ HD (Gargantuan)
    Level Adjustment -

    A huge mass hangs from the ceiling of the chamber, supported by four thick ropelike growths of the kharaa fungus. The center of the mass is dominated by a translucent orange sphere, in which some sort of liquid bubbles and churns. As you watch, the entire thing contracts as a bulge travels down the large tube on its underside, and a large egg falls out, landing with a wet squelching noise in the everpresent fungal mat.


    The hive is the largest and most important of all known kharaa forms. It gestates the eggs that skulks hatch from and, more importantly, generates and supports the hive mind. Other kharaa will fight to the death to keep a hive safe, throwing themselves at the enemy with no regard for personal safety.

    Spawn Skulk (Ex)
    A hive gestates an egg every 2d6+2 rounds, up to a maximum number of eggs equal to its Hit Dice. An egg has AC 3, 15 Hit Points, and Hardness 2. As a full-round action, the hive can ignite the spark of life in an egg within 120' of the hive, causing it to hatch into a skulk in 1 round. In a combat situation, a newly-hatched skulk uses the hive's initiative. If a hive's total hit points falls below 40% (56 HP), it can create skulks as a move action, and they hatch at the end of the hive's turn.

    Hive Travel (Su)
    As an immediate action, a hive can teleport an adjacent kharaa to within 120' of any other linked hive.

    Aura of Healing (Ex)
    All kharaa within 30 ft. of a hive have their existing Fast Healing increased by the hive's CON modifier.


    D20 Modern stats
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    kharaa
    The origin of the kharaa is unknown. The first recorded encounters have been in mines, but they seem to be capable of surviving and flourishing in a surprisingly wide range of habitats. The first signs of a kharaa infestation are scattered fungal spores, small enough to be almost invisible to the naked eye. Should these spores reach a location that is capable of supporting a hive, they will begin to grow, forming moist mats of greenish-yellow matter. It is unknown what conditions are appropriate for a hive. All that is known for sure is that there is never more than 3 hives in a cluster. These mats increase in size over the course of a week until the area has been almost completely infested, at which point the fungal matter begins to create a hive. Once the hive has been finished, it is nearly impossible to remove an infestation short of complete destruction of the infested area, as the hive is capable of birthing fierce creatures to defend itself.

    Species traits
    Kharaa have the following traits.
    Variable Size:
    Depending on their size, kharaa gain a size bonus or penalty on attack rolls, a size bonus or penalty to Defense, and a size bonus or penalty on Hide checks and grapple checks.
    Natural Armor:
    A kharaa has preternaturally tough skin and gains a natural armor bonus to Defense. The bonus depends on its size, and higher bonuses are allowable:Small +2, Medium-size +5, Large +11, Huge +15, Gargantuan +21, Colossal +27.
    Immunities:
    All kharaa are immune to mind-affecting effects.
    Hive Mind (Su):
    All kharaa born of the same hive cluster have an innate link amongst themselves. This link allows mental communication between all linked kharaa that are within 1 mile of their hive. Additionally, linked kharaa are always aware of the location and status of each other unless the link is severed. A hive mind can support a number of kharaa equal to the number of Hit Dice of the smallest hive in the cluster.
    Hive Dependency (Ex):
    A kharaa that loses its connection to its hive cluster (typically due to the destruction of all hives in the cluster) loses all fast healing and takes 1d6 damage per round. If this damage reduces the kharaa to 0 hit points or less, the kharaa immediately crumbles into the fungal matter from which they are birthed.
    Fast Healing (Ex):
    The partially sentient fungus that the kharaa are composed from actively works to keep itself alive, replacing damaged tissue by drawing on the fungus that spreads throughout an infested region.
    Allegiances:
    A kharaa's primary allegiance is to its Hive. This allegiance cannot be broken.

    Skulk
    A distinct clicking of claws announces the approach of a skulk. This creature is the size and general shape of a dog, but most similarities end there. Each of its legs ends in a single large claw, which it can use to move along walls and ceilings as easily as if they were ground. Its hairless body ranges in color from beige to a fleshy tone, and its back is covered in the distinctive greenish-yellow fungus that the kharaa form from.

    The skulk is the smallest known kharaa. Its primary role in the hive cluster is scouting and ambushing. A skulk will remain hidden for as long as it can, tagging foes with its parasite ability so that even if it fails to destroy them, they are unable to hide.

    Skulk CR: 2; Small Magical Beast (Augmented Plant); HD: 2d10+2; hp: 12; mas: 12; Init: +7; Spd: 40 ft., climb 40 ft.; Defense: 16, touch: 14, flat footed: 13; Atk: +4 melee (1d6+1, bite); Full atk: +4 melee (1d6+1, bite); FS: 5 by 5 ft.; reach 5 ft.; SQ list; Parasite, Leap, Rake 1d4, Xenocide, Fast healing 2, Immune to mind-affacting attacks, Hive mind, Hive dependancy AL: The Hive; SV: Fort: +4, Ref: +6, Will: +2; AP: 0; Rep: 0; Str 13, Dex 16, Con 12, Int: 3, Wis: 14, Cha: 10
    Skills: Climb +11, Hide +11, Jump +10, Listen +2, Move Silently +7, Spot +2
    Feats: Dodge, Improved Initiative
    Advancement: 2-3 HD (Small) 4-6 HD (Medium)
    Parasite (Ex)
    As a standard action, a skulk can launch a tiny fungal 'tag' at a target. Treat this as a ranged touch attack with a range of 60'. If the attack hits, it deals 1 damage as the parasite burrows into the target. The parasite maintains a link to the hive mind, allowing all linked kharaa to see the location (but not the status) of the tagged creature. The tag can be removed with a DC 15 heal check, but this deals an additional 1d4 damage to the tagged creature. Remove Disease or Heal can remove the parasite without harming the tagged creature. When making a Hide check after attacking with Parasite, a skulk only takes a -10 penalty. This ability can only be used if there is at least 1 hive in the hive cluster. When a skulk uses this ability, it must wait 1d4 rounds before using it again.
    Leap (Ex)
    As a full-round action, a skulk can use its powerful legs to launch itself claws first at a target. Treat this attack as a charge with a maximum distance of 120'. When a skulk leaps at a foe, it can make a full attack, including two rake attacks. This ability can only be used if there are at least 2 hives in the hive cluster. When a skulk uses this ability, it must wait 1d4+1 rounds before using it again.
    Rake (Ex)
    Attack bonus +3 melee, damage 1d4.
    Xenocide (Ex)
    A skulk can use this ability as a move action. When used, a powerful reaction begins within the body of the skulk. This reaction builds until the end of the skulk's turn, at which point it explodes, dealing 4d6 slashing damage to every creature within a 10' burst of the skulk, Reflex DC 13 half. The activation of this ability, as well as every action taken afterwards, provokes an attack of opportunity. If the skulk is killed before the end of its turn, it does not explode. This ability can only be used if there are 3 hives in the hive cluster. The save DC is Constitution-based.
    Skill bonus
    Skulks have a +4 species bonus on Hide, Jump, and Move Silently checks and a +8 species bonus on Climb checks. They use their Dexterity modifier for Climb checks. A skulk can always choose to take 10 on a Climb check, even if rushed or threatened.
    Bonus Feat
    A skulk gains the bonus feat Improved Initiative.

    =========

    My first real attempt at creature creation. These are d20 conversions of the alien race found in Natural Selection. I used Tribble's CR calculation thingy. Images copyright (c) Cory Strader Design.
    Last edited by NEO|Phyte; 2007-02-27 at 12:59 AM. Reason: Added gorge
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  2. - Top - End - #2
    Barbarian in the Playground
     
    BardGuy

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    Default Re: [Creatures] Kharaa

    Dang... let the tag grow to take over the host and it'd be almost like RE. ;) Well, RE meets Alien, anyhow.

    Except the only one with a periapt of health was Milla.
    Don't bother trying to appeal to my better nature; I don't have one.

  3. - Top - End - #3
    Ogre in the Playground
     
    NEO|Phyte's Avatar

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    Default Re: [Creatures] Kharaa

    Added the Lerk, and tweaked the skulk's Leap. I also put in the pictures for the currently unstatted beasties, as well as a picture to start off the entry with. I think I'm getting the hang of this monster creation stuff.

  4. - Top - End - #4
    Barbarian in the Playground
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    Default Re: [Creatures] Kharaa

    I think it would be ethical to note that these are not original creations, but D&D conversions based on the Natural Selection mod for Half-life. Some people might not know this by themselves.
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    Default Re: [Creatures] Kharaa

    Quote Originally Posted by Premier View Post
    I think it would be ethical to note that these are not original creations, but D&D conversions based on the Natural Selection mod for Half-life. Some people might not know this by themselves.
    Quote Originally Posted by NEO|Phyte View Post
    Inspiration comes from Natural Selection.
    You mean like that?
    :edit: adjusted the text, it now explicitly states that they are d20 conversions.
    Last edited by NEO|Phyte; 2006-12-30 at 06:04 PM.
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    Default Re: [Creatures] Kharaa

    How are you going to handle the evolution of upgrades? (focus, celerity, etc)
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    Default Re: [Creatures] Kharaa

    When I first read these over, I started thinking of the Zerg race from Star Craft... Hehe. Anyway, no other comments, yet :)

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    Default Re: [Creatures] Kharaa

    *blink* I need to check this thread more often, I didn't realize people had posted in it...

    Quote Originally Posted by Kalir View Post
    How are you going to handle the evolution of upgrades? (focus, celerity, etc)
    Templates, probably. Thats assuming I find the time and mindset to finish up the bits that need finishing first.
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