Chestburster (3.5e Creature)

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OH GOD WHAT IS IT? IT GOT JOHNSON WHAT THE HELL IS IT?

Chestbuster[edit]

Size/Type: Tiny Aberration (Xenomorph)
Hit Dice: 2d8+4 (19 hp)
Initiative: +7
Speed: 20 ft.
Armor Class: 15(+3 dex, +2 size), touch 15, flat-footed 12
Base Attack/Grapple: +3/-5
Attack: Bite +4 melee (1d3-3)
Full Attack: Bite +4 melee (1d3-3)
Space/Reach: 2 1/2 ft./2 1/2 ft.
Special Attacks: Hatch
Special Qualities: Blindsense 60 ft., growth, stream-lined, xenomorph traits
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 5, Dex 16, Con 14, Int 10, Wis 10, Cha 1
Skills: Jump+8, Swim+9, Climb+8, Hide+11
Feats: Improved Initiative
Environment: Same as host or underground (natural or urban)
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:


Johnson wasn't well liked in our troupe. When he cost us a bounty, we all wanted him to die in the most horrible way possible. When he got attacked by that...thing...we didn't know what horrible deaths were until the day we sat down to eat at the inn. Johnson bounced back after the thing that tried to eat his face died suddenly and fell off (thank the gods for small miracles), damn near eating us out of the loot for the past adventure. He was about halfway through his second rack of ribs when he started complaining of chest pains. The cleric tried to check him out, but he just got worse and worse. Soon he had thrown his entire body onto the table, thrashing and shaking as if under a spell...

By all that's holy...IT CAME OUT RIGHT THROUGH HIS CHEST--

Combat[edit]

Chestbusters are not designed for combat. They are the embryonic form of the adult xenomorph.

Stream-lined (Ex): A xenomorph has a +10 racial bonus to Swim, Balance, Climb, and Jump checks due to its aerodynamic exoskeleton.

Hatch (Ex): A chestburster may escape from its host to grow into an adult at the end of its gestation period. The host dies instantly unless it makes a DC 26 Fortitude save. If the host succeeds, it instead takes 8d6 damage and 2d6 continual damage per round after. Continual damage can be negated with a DC 26 Heal check or magical healing. If the host creature dies as a result, they cannot be brought back by a raise dead spell. The saves for these DCs are Dexterity-based.

Growth (Ex): After escaping from its host, a chestburster grows into a full grown alien warrior in 1d8 hours.


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