They Mostly Come at Night…. Mostly: The Xenomorph runner prefers to hide during the day unless a target of opportunity presents itself.
They are coming out of the floors: The Xenomorph Runner can hide itself in many different types of terrain and structures. If Xenomorph Runners are used in a game players will need to make a DC 16 Perception check to find any runners in hiding.
Pounce: Melee and Ranged Attack; +3 to hit; range 10 ft; 1 target; Hit does 1d8 damage. The runner lunges at the target knocking them to the ground and slashes with its claws. The player can dodge the pounce if they succeed on a Acrobatics saving throw.
Claw: Melee Attack; +2 to hit; range 5 ft; 1 target; Hit does 1d8 slashing damage. The runner makes a quick slash with its claws at its target.
Inner Jaw: Melee Attack; +1 to hit; range within 1 ft; 1 target; Hit does 1d10 piercing damage. If the runner successfully grapples its target, it punches its target with its inner jaw.
FIRE: All Xenomorphs do not like fire of any sort. If a player attacks a runner with any fire or open flame the runner will retreat if not hit by it. The player will roll 1d6 to determine how far it retreats. 1-2 it retreats 10 ft, 3-4 it retreats 20 ft, and 5-6 it retreats 30 ft.
Description
The Xenomorph Runner was created by a dog getting attacked by a facehugger. The embryo changed as it grew in a host different from a human. By growing in this new host it gained most of the dogs characteristics. The only thing that did not change was the Xenomorph's temperament.
Previous Versions
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Coming Soon
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