We Aren’t Alone – Horrific Alien Entities

Image result for alien abduction painting

The stars carry their own ill omens.  Sometimes, they are not always distant sleeping beings, but terrestrial creatures of a different sort.  This doesn’t stop them from being completely alien in other ways.  Sometimes, these things are from our own world and remain just as frightening as things from beyond the stars.  The borders between dimensions falter, as a dark matter begins to traverse into our own realm.  All means of xenoforms manifest as a result, with us ill prepared for what is to come.

Author’s Note:  War of the Worlds, Alien’s Xenomorph, Classic Conspiracy Theories.  Those are the subjects of this post.  Also, remember when I said I was done butchering German?  Well, I guess I lied…  Also, I wanted to fit a few references to the Alternity RPG’s Dark*Matter setting.  Also, please don’t hate me for poking fun at the recent Aliens universe…

 

Invaders

Image result for war of the worlds fighting machine

Warring aliens from another world!  These strange creatures are physically frail, but superior in technology and travel.  Their marauding tripod crafts roam and carve the land.  Should they be forced into combat, their projectile laser firearms prove to be effective too.  The invaders themselves are green, semi-gelatinous looking creature with tentacle arms.

Plane of Origin – Prime Material Plane – Planet Mars: Hailing from the Planet Mars, these conquerors tote a legacy of blood and destruction in their wake.  However, they fear what their bodies cannot adapt to yet, so they’re often seen hiding behind their incredible machines.  Ultimately, their hubris was what greatly damaged their empire at home and it shall do so again.

 

Fighting Machine

Huge construct (extraterrestrial), unaligned

Armor Class 18 (natural armor)

Hit Points 116 (11d12 + 44)

Speed 25 ft.

STR 22 (+6), DEX 18 (+4), CON 19 (+4), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)

Skills Athletics +11, Perception +10

Damage Resistances fire; bludgeoning, piercing and slashing from non-magical weapons

Damage Immunities psychic, poison

Condition Immunities charmed, frightened, paralyzed, poisoned

Senses. Darkvision 120ft., passive Perception 20

Languages –

Challenge 14 (11,500 XP)

Ever Moving.  The Fighting Machine is immune to effects that would forcefully move it or knock it prone.

Lock-On.  As a bonus action, the machine may lock-on to a target, gaining advantage on a single attack.

Machine Form.  Robots and other machines are immune to diseases, among various effects such as any spell or effect that would alter its form.

ACTIONS.

Multiattack.  The Fighting Machine may make three attacks with its Slamming Arms.

Slamming Arms.  Melee Weapon Attack: +11 to hit, reach 20 ft., one target.  Hit: 32 (4d12 + 6) bludgeoning damage.

Destruction Beam (Recharge 5 or 6).  Ranged Weapon Attack: +9 to hit, range 80 ft., one target.  Hit: 95 (10d10 + 40) force damage.  Creatures killed by this attack are disintegrated into a powder.

Death Cloud (Recharge 5 or 6).  A toxic cloud affects a 20 ft. space from around the Fighting Machine.  All creatures within this space must make a DC 17 Constitution saving throw or take 66 (12d10) poison damage and gain the poisoned condition for up to 1 hour.  Successful save prevents the poisoned condition and halves damage.

 

Mars Invader

Crawling with its tendrils, the Invader looks far less confident outside its metallic shell.  These creatures can still put up a good fight despite being able to poorly survive the world outside of their machines.  Their squid-like appearance only highlights how they aren’t built to fight by themselves.

Medium aberration (extraterrestrial), neutral evil

Armor Class 13

Hit Points 14 (4d8 – 4)

Speed 35ft.

STR 8 (-1), DEX 16 (+3), CON 8 (-1), INT 19 (+4), WIS 12 (+1), CHA 8 (-1)

Saving Throws Wisdom +3, Charisma +3

Skills Perception +3

Damage Vulnerabilities necrotic, poison

Damage Resistances bludgeoning, piercing and slashing from non-magical weapons

Senses passive Perception 13

Languages. All, Telepathy 120ft.

Challenge 1 (200 XP)

Frail Xenobiology.  The Invaders are not used to the diseases and poisons of other worlds, relying on their Fighting Machines to do most of the work.  If an Invader must make a saving throw against poisons or diseases, it does so with disadvantage.

ACTIONS

Tendril Grab.  Melee Weapon Attack: +5 to hit, reach 10ft., one target.  Hit: 8 (1d10 + 3) bludgeoning damage.  Alternatively, they can forgo damage and the target is restrained until they break free.

Ray Gun.  Ranged Weapon Attack: +5 to hit, ranged 40ft., one target.  Hit: 8 (2d4 + 3) laser damage*

 

 

Fremdsmorphisch

Image result for xenomorph art

An obsidian alien horror, roughly humanoid in shape.  Bony protrusions line its off kilter shape.  The creatures have an unusual blood that proves acidic when it leaves its veins.  Their means of spawning consist of latching onto a host, as a parasite devours as much of its host as possible so it can rapidly grow into a suitable combat form after the host is ready to be killed off.  These creatures slink about with a bestial and predatory behavior.  However, their patterns show a cunning that hints at near-sentience.  Perhaps these superior hunters are not only crafty parasites, but also masters of any terrain.

Plane of Origin – ???: It is unknown where these creatures originate from.  There are many theories as to their origins, mostly debunked as recent drivel proposed by once relevant creators.

Large aberration, neutral evil

Armor Class 17 (natural armor)

Hit Points 190 (20d10 + 80)

Speed 40 ft., climb 40 ft.

STR 19 (+4) DEX 18 (+4) CON 19 (+4) INT 9 (-1) WIS 16 (+3) CHA 10 (+0)

Skills acrobatics +8, perception +7, stealth +12

Condition Immunities blinded, charmed, deafened, frightened, poisoned

Damage Vulnerabilities fire

Damage Resistance cold; bludgeoning, piercing and slashing damage from non-magical weapons

Damage Immunities acid, poison

Senses  Blindsight 120 ft., Passive perception 17

Languages Hive, Telepathy 120 ft.; Understands Common, Deep Speech

Challenge 12 (8,400 XP)

Acid Blood.  When the fremdsmorphisch is hit by an attack, it may use its reaction to spray its corrosive blood in a 10 ft. cone in the direction of the attack.  All creatures within that range must make a DC 16 Dexterity saving throw or take 13 (3d8) acid damage.

Climb Anywhere.  The fremdsmorphisch can use its climb speed to cover any surface, wall or ceiling, as if under the effects of Spider Climb.

Death Throes.  When reduced to 0 HP or less (except by cold or fire damage), the monster explodes and unleashes an acid burst within 10 ft. of it.  All creatures caught within the burst must make a DC 16 Dexterity saving throw or take 22 (4d10) acid damage.

Sneaking in the Shadows.  While in dim or dark environments, the fremdsmorphisch has advantage on Dexterity (Stealth) rolls.  In addition, the fremdsmorphisch may use its bonus action to take the Hide action while in darkness.

Wretched Hive.  All Fremdsmorphisch are mentally linked to their queen.

ACTIONS.

Multiattack. The fremdsmorphisch may make up to three attacks per round.  Only one attack can be Impale.

Bite.  Melee Weapon Attack: +8 to hit, reach 10 ft., one target.  Hit: 14 (3d6+4) piercing damage plus 9 (2d8) acid damage.

Claws.  Melee Weapon Attack.  +8 to hit, reach 10 ft., one target.  Hit: 22 (4d8+4) slashing damage. The target is also grappled and must succeed a DC 16 check with an escape action to break free.

Impale.  Melee Weapon Attack: +8 to hit, reach 10 ft., one target.  Hit: 17 (3d8+4) piercing damage.  The target must make a DC 16 Constitution saving throw or take an extra 7 (2d6) piercing damage.  The target is also restrained until escape.  Failing a check to escape results in taking the same damage again.  Only one creature can be impaled at a time.

Slashing Tail.  Melee Weapon Attack.  +8 to hit, reach 10 ft., one target.  Hit: 22 (4d8+4) slashing damage.  This attack cannot be used while a creature is impaled.

 

Variant Fremdsmorphisch – Hive Queen

The queen of the hive has the following adjustments to the regular creature:

  • Huge size
  • Armor Class 18 (natural armor)
  • Hit Points: becomes 231 (22d12 + 88)
  • Acid Blood. DC 17, 18 (4d8)
  • Death Throes. DC 17, 33 (6d10)
  • Hivemind. The fremdsmorphisch also gains the ability to have control over their hive, as long as it is in the same plane.
  • Bite.  +9, 21 (5d6 + 4) piercing damage
  • Claws. +9, 22 (4d8 + 4) slashing plus 7 (2d6) poison damage, DC 17 Escape
  • Impale. DC 17, 14 (4d6) extra damage from failure.
  • Challenge: increases to 15 (13,000 XP)

 

Fremdsmorphisch, Lesser

Medium aberration, neutral evil

Armor Class 15 (Natural Armor)

Hit Points 113 (15d8+45)

Speed 30 ft., Climb 30 ft.

STR 17 (+3), DEX 16 (+3), CON 16 (+3), INT 9 (-1), WIS 16 (+3), CHA 10 (+0)

Skills Acrobatics +6, Perception +6, Stealth +9

Damage Vulnerabilities fire

Damage Resistances cold; bludgeoning, piercing and slashing from non-magical weapons

Damage Immunities acid, poison

Condition Immunities blinded, charmed, deafened, frightened, poisoned

Senses Blindsight 60 ft., Passive perception. 1#

Languages Hive, Telepathy 120 ft.; Understands Common, Deep Speech

Challenge 6 (2,300 XP)

Acid Blood.  When the monster is hit by an attack, it may use its reaction to spray its corrosive blood in a 10 ft. cone in the direction of the attack.  All creatures within that range must make a DC 14 Dexterity saving throw or take 7 (2d6) acid damage.

Climb Anywhere.  The Fremdsmorphisch can use its climb speed to cover any surface, wall or ceiling, as if under the effects of Spider Climb.

Death Throes.  When reduced to 0 HP or less (except by cold or fire damage), the monster explodes and unleashes an acid burst within 10 ft. of it.  All creatures caught within the burst must make a DC 14 Dexterity saving throw or take 14 (4d6) acid damage.

Extreme Growth Cycle.  After 3d10 days as a Lesser Fremdsmorphisch, the creature evolves into a true Fremdsmorphisch.

Sneaking in the Shadows.  While in dim or dark environments, the monster has advantage on Dexterity (Stealth) rolls.  In addition, the Fremdsmorphisch may use its bonus action to take the Hide action while in darkness.

Wretched Hive.  All Fremdsmorphisch aliens are mentally linked to their queen.

ACTIONS.

Multiattack. The lesser fremdsmorphisch may make up to two attacks per round.  Only one attack can be Impale.

Bite.  Melee Weapon Attack: +6 to hit, reach 10 ft., one target.  Hit: 9 (2d4+4) piercing damage plus 4 (1d8) acid damage.

Claws.  Melee Weapon Attack: +6 to hit, reach 10 ft., one target.  Hit: 14 (3d6+4) slashing damage.  The target is also grappled and must succeed a DC 14 check with an escape action to break free.

Impale.  Melee Weapon Attack: +6 to hit, reach 10 ft., one target.  Hit: 11 (2d6+4) piercing damage.  The target must make a DC 14 Constitution saving throw or take an extra 4 (1d8) piercing damage.  The target is also restrained until escape.  Failing a check to escape results in taking the same damage again.  Only one creature can be impaled at a time.

Slashing Tail.  Melee Weapon Attack: +6 to hit, reach 10 ft., one target.  Hit: 14 (3d6+4) slashing damage.  This attack cannot be used while a creature is impaled.

 

Menace Spawn

Born from the body of an infected host, this creature rips and tears through the flesh and breaks free!  It looks like a shrunken and tiny version of the Fremdsmorphisch, with underdeveloped limbs.

Tiny aberration, neutral evil

Armor Class 12 (Natural Armor)

Hit Points 7 (2d4+2)

Speed 30 ft.

STR 8 (-1), DEX 12 (+1), CON 13 (+1), INT 9 (-1), WIS 13 (+1), CHA 10 (+0)

Skills Acrobatics +3, Perception +3, Stealth +5

Damage Vulnerabilities fire

Damage Resistances cold; bludgeoning, piercing and slashing from non-magical weapons

Damage Immunities acid, poison

Condition Immunites blinded, charmed, deafened, poisoned

Senses Blindsight 60 ft., Passive perception. 13

Languages Hive, Telepathy 120 ft.; Understands Common, Deep Speech

Challenge 1/4 (50 XP)

Acid Blood.  When the monster is hit by an attack, it may use its reaction to spray its corrosive blood in a 10 ft. cone in the direction of the attack.  All creatures within that range must make a DC 11 Dexterity saving throw or take 2 acid damage.

Death Throes.  When reduced to 0 HP or less (except by cold or fire damage), the monster explodes and unleashes an acid burst within 10 ft. of it.  All creatures caught within the burst must make a DC 11 Dexterity saving throw or take 3 (1d6) acid damage.

Extreme Growth Cycle.  1d20 hours after bursting from a victim, the menace spawn rapidly grows into a larger form.  After this cycle is complete, it becomes a Lesser form of Fremdsmorphisch.

Parasitic Incubation.  The menace spawn develops inside a host from the form of a tumor-like growth.  The growth consumes the host from the inside as it samples pieces of it for the Alien Menace’s new form.  Every 8 hours, the host must make a DC 11 Constitution saving throw or take 1d4 levels of exhaustion.  Successful saves yield 1 level of exhaustion instead.  Should the host suffer 6 levels of exhaustion, they’ll begin to convulse in a seizure before the Menace Spawn bursts from the victim, killing the host.  However, casting Greater Restoration or related spell of that level or higher during the incubation phase kills the Spawn.

Sneaking in the Shadows.  While in dim or dark environments, the menace spawn has advantage on Dexterity (Stealth) rolls.

Wretched Hive.  All Fremdsmorphisch aliens are mentally linked to their queen.

ACTIONS.

Bite.  Melee Weapon Attack.  +3 to hit, reach 5 ft., one target.  Hit: 2 piercing damage.

 

 

Head Choker

Tiny Aberration, Neutral Evil

Armor Class 14 (Natural Armor)

Hit Points 34 (4d4+16)

Speed 30 ft.

STR 10 (+0), DEX 16 (+3), CON 19 (+4), INT 9 (-1), WIS 16 (+3), CHA 10 (+0)

Skills. Acrobatics +5, Athletics +4, Perception +5, Stealth +5

Damage Vulnerabilities fire

Damage Resistances cold; bludgeoning, piercing and slashing from non-magical weapons

Damage Immunities acid, poison

Condition Immunites blinded, charmed, deafened, poisoned

Senses.  Blindsight 60 ft., Passive perception. 15

Languages. Hive, Telepathy 120 ft.; Understands Common, Deep Speech

Challenge 1/2 (100 XP)

Acid Blood.  When the monster is hit by an attack, it may use its reaction to spray its corrosive blood in a 10 ft. cone in the direction of the attack.  All creatures within that range must make a DC 13 Dexterity saving throw or take 4 (1d8) acid damage.

Death Throes.  When reduced to 0 HP or less (except by cold or fire damage), the monster explodes and unleashes an acid burst within 10 ft. of it.  All creatures caught within the burst must make a DC 13 Dexterity saving throw or take 10 (3d6) acid damage.

Incubate Spawn.  When the target is brought down to 0 HP, they inject them with an undeveloped form of a Menace Spawn.  The spawn will not develop for 24 hours after injection, in which the Head Choker falls off the host and dies if it hasn’t already.  However, casting Greater Restoration or related spell of that level or higher during the incubation phase kills the Spawn.

Leaping Pounce.  The monster may jump equal to its move speed, as long as it ends next to a creature.

Wretched Hive.  All Fremdsmorphisch aliens are mentally linked to their queen.

ACTIONS.

Leaping Grab.  Melee Weapon Attack +5 to hit, reach 5 ft., one target.  Hit: 1 bludgeoning damage.  The target is also restrained and must make a DC 13 Constitution saving throw.  Upon failure, the target falls unconscious instead.  Furthermore, the Head Choker moves into its opponent’s space.  Any attacks against the Head Choker deal halved damage to its host.  Otherwise, the head choker cannot be separated.

 

 

Man in Black

Image result for "the Men in Black" art -movie -international

An umbrella term for a stiff person clad in authoritative garb.  More specifically, they exist at sites of strange phenomena, dissuading you from believing in an event.  Should that not work, their tactics become more aggressive.  Tactics might even move to strange powers granted either innately or through artifacts.  Either way, they do their best to wipe your mind of an event and replace it with a “safer” version.  These stone faced beings look similar to a human (and sometimes other races), often wearing black and white clothing that mimics the styles of various forces of authority and/or nobility.  More often than not, Men in Black travel in groups

Plane of Origin – Prime Material Plane – ???:  Their most common sightings have been in the Crystal Sphere of the Milky Way, particularly Terra.  Their purpose on there is to suppress knowledge of distant entities.  As for why they chose that world and who they really work for?  Unknown.

Humanoid Abomination.  Men in Black count as both a humanoid and an aberration.

Medium humanoid/aberration, lawful neutral

Armor Class 16 (Force of Will)

Hit Points 38 (5d8 + 15)

Speed 30 ft.

STR 14 (+2) DEX 16 (+3) CON 17 (+3) INT 16 (+3) WIS 17 (+3) CHA 16 (+3)

Skills Deception +5, Persuasion +5, Stealth +5

Condition Immunities charmed

Senses Truesight 60 ft., passive Perception 13

Languages Common, Deep Speech

Challenge 2 (450 XP)

Force of Will.  The Man in Black adds his charisma modifier to his armor class.

Gone in a Flash (1/day).  When a Man in Black uses their Look at the Light action, they along with any nearby Men in Black within eye sight can use their reactions to teleport up to an uninhabited point within 300 feet away.

Magical Weapons.  Attacks caused by a Man in Black count as magical.

Nothing to see here.  Once per turn, the Man in Black can make eye contact with another humanoid as a bonus action.  They must make a DC 13 Wisdom saving throw.  Upon failure, they develop an amnesia about any events that the Men in Black got involved in (which is usually a coverup or a conspiracy of some sort).  This amnesia is instantaneous and the affected will remain confused and unaware until either they or the Men in Black have left the situation.

ACTIONS

Chastising Point.  Ranged Spell Attack: +5 to hit, range 40 ft., one target.  Hit: 10 (2d6 + 3) psychic damage.

Disabling Grasp.  Melee Spell Attack: +4 to hit, reach 5 ft., one target.  Hit: 9 (3d4 + 2) bludgeoning damage.  The target is also grappled and must take a DC 12 escape action to break free.

Look at the Light.  All creatures within a 20 ft. cone from the Man in Black must make an Intelligence saving throw.  Upon failure, the creature is blinded and lost in a state of confusion.  While in this state, they are Incapacitated as well as Blinded.  This can last for up to 1 minute or until they succeed their save.  Targets may attempt a new saving throw at start of their turn.

 

 

Reptilian

Image result for reptilian horror art

Accursed shapeshifters from the center of the world!  Tales tell of an ancient race that predates other forms of sentient life upon many material worlds.  While most records are lost to time, some might act as dark proof of their being.  Over time, they were pushed out by the rise of other races, forcing them further away until they fled underground.

Plane of Origin: Prime Material Plane – Planet Terra:  Deep within the dark recesses of the world, lives an ancient species that predate Terran Humans.  Vengeful over being pushed well beneath the crust below, they’ve harnessed their psychic powers to enact their wrath.  Weaving their way into the workings of human society, they’ve subverted and distorted all around them to sow the seeds of their return.

Medium humanoid (reptilian), lawful evil

Armor Class 15 (natural armor)

Hit Points 39 (6d8 + 12)

Speed 30ft.

STR 14 (+2), DEX 15 (+2), CON 15 (+2), INT 13 (+1), WIS 12 (+1), CHA 16 (+3)

Saving Throws Constitution +4, Intelligence +3, Wisdom +3

Skills Deception +5, Perception +5

Damage Vulnerabilities cold

Damage Resistances poison, psychic, thunder

Senses Darkvision 60ft., passive Perception 15

Languages Common, Reptoid

Challenge 2 (450 XP)

Ancient Resistance.  Reptilians have advantage on saves against poisons, diseases, shape affecting spells and mind affecting spells/charm effects.

Change Shape.  As long as the Reptoid has studied the target race for at least 1 day, it may assume the form of it as an action.  If the Reptoid attempts to take the form of a specific person, it will often have trouble and create distinguishable differences in the process.  The creature in question must be a humanoid.  Furthermore, Reptoids cannot change their size nor do they gain special abilities in their new form.

Humanoid Persona. Reptilians adopt alternate identities based on an alternate form.  They have advantage on all checks to uphold a disguise or maintain a bluff that they are disguised as that person.

Innate Spellcasting (Psionics).    Reptilians can innately cast spells, using Charisma (DC 13, +5 to hit) as their casting modifier.  They know the following, requiring no material components:

  • At-will. Animal Friendship, Charm Person, Disguise Self, Friends
  • 1/day each. Alter Self, Charm Monster
  • 3/day. Invisibility (self only), Suggestion
  • 1/day. Modify Memory

ACTIONS

Multiattack.  The reptoid may make two attacks per round, each must be different.

Bite.  Melee Weapon Attack: +4 to hit, reach 5ft., one target.  Hit: 11 (2d8 + 2) piercing damage.

Grand Club.  Melee Weapon Attack: +4 to hit, reach 5ft., one target.  Hit: 12 (3d6 + 2) bludgeoning damage.

Bow.  Ranged Weapon Attack: +4 to hit, ranged 60ft./120ft., one target.  Hit: 7 (1d10 + 2) piercing damage.

 

Variant: Technologically Advanced Reptoid.  This variant assumes the reptoid has better access to technology than primitive tools.  They gain one of the following actions to any non-natural weapon of choice:

Stun Rod.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 7 (1d10 + 2) force damage.  The target must also make a Constitution saving throw (DC 12) or become paralyzed until the start of the reptoid’s next turn.

Blasting Pistol.  Ranged Weapon Attack: +4 to hit, ranged 40ft./80ft., one target.  Hit: 12 (3d6 + 2) laser damage.*

 

 

*laser damage equates to fire and lightning damage types for purposes of resistance and immunity.

 

 

IMAGE SOURCE: David Huggins – Alien Abduction; C.A. Gilman – Fighting Machine; Chris Oz Fulton – Xenomorph; Scott Hegarty – Men in Black; lukemandieart – reptilian

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