Facehugger (3.5e Creature)
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Facehugger | |
---|---|
Size/Type: | Tiny Aberration (Xenomorph) |
Hit Dice: | 1d8+2 (6 hp) |
Initiative: | +3 |
Speed: | 20 ft. (4 Squares), climb 10 ft. (2 squares), swim 10 ft. (2 squares) |
Armor Class: | 15 (+3 Dex, +2 size), touch 15, flat-footed 12 |
Base Attack/Grapple: | +2/-4 |
Attack: | Touch +4 melee (attachment) |
Full Attack: | — |
Space/Reach: | 2 1/2 ft./2 1/2 ft. |
Special Attacks: | Improved grab, attachment, implant |
Special Qualities: | Blind, blindsense 60 ft., mindless, sprint, xenomorph traits |
Saves: | Fort +7, Ref +8, Will -4 |
Abilities: | Str 14, Dex 16, Con 14, Int –, Wis 1, Cha 1 |
Skills: | none |
Feats: | none |
Environment: | Underground(urban or natural) |
Organization: | Solitary or nursery(5-20) |
Challenge Rating: | 2 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | — |
Level Adjustment: | — |
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Moving as fast as lightning, a pale-looking spider crawls out from beneath an overturned table. From what you did see, it had a whip-like tail and no eyes.
Combat
Facehuggers are not designed for combat. They are a parasitic larval form of the adult xenomorph.
Mindless(Ex): A facehugger has no mind of its own. It has no Intelligence score and immunity to all mind-affecting charms(charms, compulsions, phantasms, patterns and morale effects.)
Blind(Ex): A facehugger has no eyes to see but relies on its blindsense to find a host. It has immunity to all gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Sprint(Ex): Once per hour, a facehugger can move five times its normal speed (100 feet) when it makes a charge.
Improved Grab(Ex): To use this ability, the facehugger must hit with its touch attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins, it establishes a hold and may attach itself to the host creature's face.
Attachment(Ex): With a successful grapple, a facehugger attaches to the grappled creature's face and wraps its tail around the creature's throat. If an attempt is made to remove or damage the facehugger, it tightens its tail and suffocates the victim. Removing the facehugger requires a DC 20 Strength check, but it also deals 4d6 damage to the victim. If the facehugger remains attached for 3d4 minutes, it implants a xenomorph embryo and dies 1d4 rounds later.
Implant(Ex): A facehugger can force its proboscis down a host creature's throat and deposit a xenomorph embryo inside the host's torso as a full-round action.