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The Stalker (Xenomorph XX121) - AI-generated fantasy Monster

The Stalker (Xenomorph XX121)

Rumors persist of a black project on the frontier world of Acheron-4 where Xenomorphs were trained to recognize corporate identifiers. The Stalker is the fruit of that horrific labor, a living weapon that can distinguish between a disposable grunt and a high-value asset.

Human-sized (Large) xenomorph · Extremely Deadly · Legendary

The Stalker (Xenomorph XX121)

A specialized stealth variant of the XX121 species designed for surgical abduction and tracking.
ACNone
HP0/0
CRExtremely Deadly
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

Extremely Deadly

The Stalker (Xenomorph XX121)

Human-sized (Large) xenomorph (stalker), neutral evil
Speed
Wall Crawler,
Ventilation Specialist (3 zones per action)
STR
DEX10 (+0)
CON10 (+0)
INT10 (+0)
WIS10 (+0)
CHA10 (+0)
Agility6 (+0)
Wits4 (+0)
Empathy0 (+0)
Saving ThrowsStress ResistanceStamina
SkillsClose CombatMobilityObservationStealth
Damage Resistances
Vacuum,
Radiation,
Small Arms (Armor 10)
Immunities
Fear,
Poison,
Mind Control
Weaknesses
Fire (Takes 2x Damage/Panic),
Extreme Cold (Reduced to 1 action per round)
Senses
Motion Tracking 30m,
Blindsight,
Pheromone Detection
Languages
None
ChallengeExtremely Deadly
Health8
Armor Rating10 (6 vs Fire)
Acid Blood. Whenever the Stalker takes damage from a piercing or slashing attack, all creatures in the same zone take 6 dice of acid damage (Damage 1).
Pheromone Lock-on. The Stalker knows the exact location of Silas Vane at all times as long as he is within 1 kilometer.
Structural Resonance. The Stalker can move through any space large enough for a house cat by dislocating its joints.

Actions

Tail Spike. The Stalker strikes with its whip-like tail. Roll 10 dice: 2 Damage, Armor Piercing. If it hits, the target is impaled and pinned.
Headbite. Roll 7 dice. If successful, the secondary jaws punch through the target's skull. Instant death for most humanoids.
Surgical Abduction. The Stalker attempts to grab Silas Vane. Roll Close Combat. On a success, the Stalker moves up to 2 zones away with the target, ending up in a ventilation shaft or high-ground position.

Reactions

Rapid Reposition. When missed by a ranged attack, the Stalker may immediately move one zone into cover or into a vent.

Legendary Actions

Vent Ambush. The Stalker disappears into the ceiling and reappears in a different zone.
Tail Sweep. Knocks all targets in the same zone prone.
Role
Ambush Predator
Built for
End-game / High Stress

Gear

  • Bio-Resin Coating (Natural Armor, 10)A thick, blackened chitinous shell.

Feats

Fast Reflexes
Killer Instinct

Augmentations

Engineered Pheromone Sensor

Notes for the game master

Fire causes the creature to immediately attempt to retreat.
Liquid Nitrogen weapons stun the creature for 1d6 rounds.

Tactics

  1. Opening

    Utilize the 'Vent Ambush' to target the party's rearguard. Use Tail Sweep to cause chaos and isolate Silas Vane.

  2. Mid-fight

    Engage only when the party is split by terrain or darkness. Use the 'Surgical Abduction' to drag Vane into the vents.

  3. End of the fight

    If reduced to 2 Health, the Stalker will attempt to lure the party into a room rigged with Acid Blood traps or high-pressure steam pipes.

  4. Retreat

    The Stalker is fearless but retreats if fire is introduced or if it successfully captures its primary target.

How it fights

Cut the power to the lights before attacking.
Use hissing sounds from different directions to confuse Motion Tracker readings.
Prioritize disabling the character with the flamethrower first.

Who it attacks first

Silas Vane (Capture)
Players with Flamethrowers (Neutralize)
Combat Synthetics (Destroy)
Medics (Hinder)

Works well with

Combines well with environmental hazards like leaking steam or flickering lights.
Works in tandem with smaller Facehuggers that it might carry on its back.

How to beat it

M240 Incinerator Units
Motion Trackers with broad-spectrum calibration
Sealable pressurized doors

Ways to avoid a fight

Negotiate with a Weyland-Yutani representative to deactivate the pheromone marker on Vane.
Set a trap using a dummy pheromone trail to lure it into a vacuum chamber.

Ecology

A tall, skeletal figure with a smooth, elongated jet-black cranium. Its limbs are wire-thin but corded with powerful muscle. Unlike the typical drone, its skin has a matte, light-absorbing finish. It possesses a long, bladed tail and a secondary set of pharyngeal jaws.

Behavior

Patient and methodical. It does not engage in open combat unless cornered. It utilizes ventilation systems to shadow its prey, waiting for a single member to wander more than a few meters from the group before striking and retreating into the overhead ducting.

How it lives

As an endoparasitoid, it seeks to capture hosts for Facehuggers. This specific Stalker was exposed to proprietary Weyland-Yutani chemicals, making it hyper-attuned to specific pheromone markers.

Lair

A resin-encrusted hive center, usually hidden within the primary atmospheric processing or ventilation hub of a facility.

Habitat
Frontier colonies, derelict spacecraft, industrial complexes.

Signs that it is near

Scoring marks on ventilation grates
Thick, translucent slime dripping from ceiling tiles
High-frequency chittering echoing through the comms
Sudden drops in ambient temperature
The smell of scorched ozone and bitter almonds

Tags

Biological Weapon,
Apex Predator,
Biomechanoid

Lore

Rumors persist of a black project on the frontier world of Acheron-4 where Xenomorphs were trained to recognize corporate identifiers. The Stalker is the fruit of that horrific labor, a living weapon that can distinguish between a disposable grunt and a high-value asset.

What drives it

To capture Silas Vane and retrieve the sensitive data stored in his neural implant, or simply return him to the hive for gestation.

After the fight

If the Stalker is killed, the acid blood likely destroys the very data the players were sent to retrieve, forcing them to find a hardcopy back in the nest.

Variants

Albino Stalker (Works in snowy environments)
Spitter-Stalker (Adds ranged acid attack)

Hooks

Plot hooks

The distress call from Silas Vane was actually an automated lure set by the Stalker's 'parents' in the lab.
The data Vane carries is actually a genetic sequence for a new Queen.
Vane knows the Stalker is coming and is trying to use the PCs as bait.

How to use it

Use as a persistent hunter throughout a three-act cinematic scenario.
Best used when players are low on ammo and high on stress.

Treasure

Encrypted Weyland-Yutani Data Wafer
Intact Xenomorph Chitin (Valuable to R&D)
Silas Vane's High-Level Security Badge

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