Xeno-Ape
These huge xenomorphs are similar to large primates and can grow to be up to 3m tall and weigh close to 500 Kg. They have shaggy thick hides that tend to match the color of the local vegetation. They live in groups of 5-10 and have very specific territories, which they will vigorously defend. They attack by either smashing foes with their large fists or with simple weapons such as clubs or rocks.
Abilities – Ambidexterity, Athletic, Blazing Speed, Dense Musculature, Enhanced Senses, Extremely Nimble, Giantism (Minor), Lightning Reflexes, Tough Hide (Minor), Toughness
IQ – Xeno-Apes are extremely intelligent animals. They have the equivalent intelligence of a small child. However they do not have a recognizable language and do not work together very well, even in family groups.
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Space Roaches
The Space Roach normally grows up to 2m in length. They are typically found in groups of 1-5 but can occur in numbers 10 times that, and will eat virtually anything, taking large bites with their large pincers.
Abilities – Extra Limbs, Enlarge (Minor), Multiple or Peripheral Eyes (Lesser), Natural Camouflage, Natural
Weapon, Night Vision, Portage Skills, Quiet Stride, Skill Specialization, Tough Hide (Major), Toughness
IQ – Space Roaches are scavengers, and will eat almost anything. They have only animal intelligence, although this
is often over-ridden by its relentlessly hungry nature.
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Mordor Panther
First encountered on New Mordor in the Bernards Star system this large xenomorph is similar to feline predators. They attack with their deadly claws or their ferocious bites. While most are normally solitary, certain types are pack animals, working together to bring down larger prey.
Abilities – Agile Defense, Blazing Speed, Enhanced Senses, Extremely Nimble, Instinctive Defense, Lightning Reflexes, Natural Weapon, Quiet Stride, Subtle, Tough Hide (Lesser), Toughness
IQ – Mordor Panthers are very intelligent animals, but still animals. Those who hunt in packs will work together to bring down large prey.
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Cliff Gliders
These creatures are winged xenomorphs that live in rocky cliffs using the thermals and their extremely dense and powerful muscles to fly. They seem to have skin and bodies made from hard stoney chitton. They tend to grow to about 2m tall and around 100Kg. It is conjectured that they are artificial creations of the Ancients that have gained the ability to reproduce themselves. Their hard claws and mouths are potent weapons that they use on prey. It is not uncommon to find from 1 – 10 of these creatures roosting in a single aerie.
Abilities – Dark Vision (Lesser); Dense Musculature; Enhanced Senses; Flight; Natural Weapon; Tough Hide
(Greater); Toughness
IQ – Cliff Gliders are as intelligent as humans children. They work well with others of their roost. Due to their naturally tough hides, Cliff Gliders all seem to disdain armor.
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Aerosaurs
This creature has an eagle-like head, wings, and forequarters, while its body and hindquarters are like those of a large lizard. Aerosaurs are dangerous territorial predators that attack using their talons and their beaks.
Abilities – Agile Defense; Athletic; Blazing Speed; Enhanced Senses; Flight; Enlarge (Minor); Instinctive Defense; Lightning Reflexes; Natural Weapon; Portage Skills; Tough Hide (Minor)
IQ – Aerosaurs are about as smart as a normal horse, very intelligent for an animal.
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Hydra
With tough scales, a Hydra looks much like a giant crocodile with multiple heads on long serpentine necks.
Each head that a Hydra has makes its own attack each round. While most Hydras have 9 heads, the number can vary. If a head is destroyed, the Hydra will grow another to replace it over the course of 3 days. This xenomorph’s brain resides in its chest. Like its mythical namesake the Hydra does rapidly regenerate wounds the only way to keep these wounds from regenerating is to cauterize the wounds with fire or acid. The Hydra has a tremendous metabolism when active and requires massive amounts of food - especially when healing from wounds. The Hydra also prefers to hide in shallow water or vegetation in a state of torpor until prey comes along.
Abilities – Extra Limbs (8); Enlarge (Minor); Instinctive Defense; Lightning Reflexes; Natural Weapon; Poison Bite/
Sting (Major); Limited Regeneration (Greater, fire/acid); Tough Hide (Greater); Toughness
IQ – Hydras are of animal intelligence.
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Slime Rats
This species of xenomorph grows to be up to 60cm in length, not counting their tails. Similar to huge rats, but with a smooth durable amphibeous hide. They are carrion eaters normally, they are not above running off with defenseless prey such as young children. They attack using their bites (Puncture) and their claws (Slash), and are often found in nests numbering up to 50 members.
Abilities – Blazing Speed; Dark Vision (Greater); Disease Bearing; Enhanced Scent; Enhanced Senses; Extremely
Nimble; Instinctive Defense; Natural Weapon; Shrink (Minor); Tough Hide (Lesser); Toughness
Note: Slime Rats are disease carriers. Anyone injured by a Slime Rat is at potential risk of infection from a severe
wasting disease. On a successful attack by a Slime Rat, look up the Adjusted Attack Roll on the RR column of the
Maneuver Table. This gives the Stamina RR target, which the victim must match or exceed to avoid infection. If the
Stamina RR is failed, the victim is infected. If the wound is thoroughly cleaned within six hours (by a successful Medium First Aid or Medical Practice maneuver), then the victim will suffer no ill effects. If not, the wound will become irritated, swell and begin to blister and the character will lose 1 concussion hit every hour (per infected wound). Only advanced medical care or broad spectrum xeno-antibodies can save the character.
IQ – Slime Rats are as intelligent as any other animal, including their terrestrial analogs.
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Bonesnapper
This is a large muscular cat-like creature that can grow up to about 9’ at the shoulder. It has large fangs (up to 9” long) that it will use to rip and tear its prey. While it cannot maintain speed for any great length of time, it can run in short bursts, and will often ambush its prey, pouncing on them from hiding. It is thought that they are solitary creatures, found in groups only when a mother still has young (2-6) to care for.
Abilities – Agile Defense; Blazing Speed; Enhanced Senses; Extremely Nimble; Enlarge (Minor); Instinctive Defense;
Lightning Reflexes; Natural Weapon; Quiet Stride; Subtle; Tough Hide (Lesser); Toughness
IQ – The Bonesnapper is a very cunning animal and will frequently ambush its prey.
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