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Chrysalis Stalker - AI-generated fantasy Monster

Chrysalis Stalker

Rumors among Weyland-Yutani deep-space salvage crews speak of 'The Ghost of Geryon.' Analysis of black box recordings suggests a Xenomorph that can lower its body temperature to match the environment, rendering infrared sensors useless.

Medium xenomorph · Deadly · Unique Variant

Chrysalis Stalker

A specialized Xenomorph variant evolved to thrive in sub-zero temperatures and airless ship environments, using ship electrical systems to gestate and hunt.
ACNone
HP0/0
CRDeadly
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

Deadly

Chrysalis Stalker

Medium xenomorph (cryo-vanguard), neutral evil
Speed
Floor,
Walls,
Ceiling,
Vent Crawl
STR
DEX10 (+0)
CON10 (+0)
INT10 (+0)
WIS10 (+0)
CHA10 (+0)
Agility8 (+5)
Wits4 (+3)
Empathy0 (+0)
Saving ThrowsStaminaLogic
SkillsClose CombatMobilityObservationStealth
Damage Resistances
Cold (Immune),
Vacuum (Immune)
Immunities
Fear,
Mind Control
Weaknesses
Fire (Armor halved)
Senses
Motion Tracking 30m,
Enhanced Low-Light Vision
Languages
None
ChallengeDeadly
Health6
Armor Rating6 (3 vs. Fire)
Cryo-Camouflage. In frozen or frosted environments, the Stalker is nearly invisible. It gains a +2 modification to Stealth rolls and cannot be detected by thermal vision.
Wall Crawler. The Stalker can move on walls and ceilings at its full movement speed without making skill checks.
Oxygen Independent. The creature does not need to breathe and is completely unaffected by vacuum or toxic atmospheres.

Actions

Vapor Hiss (Signature Attack 1). The Stalker vents a puff of freezing gas. All targets in Short range must make a Panic Roll as they see the ghostly figure appear from the frost.
Ice-Serrated Claw (Signature Attack 2). The Stalker strikes with Agility 8, Close Combat 4 (12 dice). Damage 1. If it hits, the target takes a -2 penalty to Agility for one turn due to numbing cold.
Vent Snatch (Signature Attack 3). The Stalker attempts to grapple a target. If successful, it immediately uses its remaining movement to drag the victim into a ventilation shaft or ceiling gap.
Tail Impale (Signature Attack 4). Agility 8, Close Combat 4 (12 dice). Damage 2. This attack is armor piercing. If a critical hit is scored, it hits the Vitals (Effect 61-65).
Inner Jaw (Signature Attack 5). Can only be used on a grappled or defenseless target. Strength 6, Close Combat 4 (10 dice). Damage 3. One hit kills the target instantly.
Wiring Cocoon (Signature Attack 6). The Stalker wraps the target in high-tension electrical wires and resin. The target is paralyzed and begins taking 1 point of damage per turn as the Stalker feeds on their heat.

Reactions

Acid Splash. When the Stalker takes damage, acid blood sprays the attacker. Roll 6 dice; every Success causes 1 damage to the attacker and their armor.
Instinctive Retreat. After any successful attack, the Stalker may immediately make a Mobility roll to move one zone away and attempt to Hide.
Role
Stealth Stalker
Built for
Skilled Survivors/Colonial Marines

Notes for the game master

Use Signature Attack table (d6) for its turn.
Stress levels of players should increase by 1 every time it disappears into the vents.

Tactics

  1. Opening

    The Stalker starts the encounter hidden in the ceiling, using Vapor Hiss to increase the party's Stress levels before a physical strike.

  2. Mid-fight

    It uses Vent Snatch to target the smallest or most isolated party member, dragging them into a different zone.

  3. End of the fight

    If heavily wounded, it will lure players into a trap filled with exposed high-voltage wiring.

  4. Retreat

    The Stalker never fights to the death if it can avoid it. If Health is reduced to 2, it flees into the Geryon's pipe-network to recover.

How it fights

Focus on targets using heat-based weapons (flamethrowers) first.
Use the dark to manipulate line-of-sight.
Avoid open rooms with multiple firing lanes.

Who it attacks first

Isolated characters.
Characters holding light sources.
Characters with motion trackers.

Works well with

The freezing ship environment forces PCs to wear bulky suits, giving them -2 to Agility-based rolls while the Stalker is unhindered.

How to beat it

Fire remains its primary weakness.
Cutting off ventilation shafts with weld-plates can trap it.

Ways to avoid a fight

Players may negotiate with the creature indirectly by restoring ship power to a specific section, providing it a more 'efficient' heat source than themselves.

Ecology

A tall, wiry Xenomorph with translucent, frosted chitin. Through its skin, one can see frozen, blue-tinged circulatory fluids and the vague silhouette of a reinforced skeletal structure. Its elongated cranium is encrusted with ice crystals, and its tail ends in a serrated, hook-like barb designed for dragging prey.

Behavior

Patient and surgical. It stalks prey through the ventilation shafts and maintenance crawlspaces of the Geryon. It avoids open conflict, preferring to wait for a victim to be isolated before snatching them and vanishing into the ceiling.

How it lives

An evolutionary branch of the XX121 species that emerged when a hive was exposed to sudden decompression and cooling. It has adapted to draw heat directly from ship power conduits and uses live human hosts as 'biological batteries' to maintain its core temperature during development.

Lair

The Reactor Maintenance Core of the Geryon, where it has woven a massive nest of resin and high-voltage wiring. The air here is thin and shimmering with frost.

Habitat
Frozen spaceships, airless derelicts, and sub-zero industrial complexes.

Signs that it is near

Patches of frost on surfaces where no cooling units are active.
Exposed wiring woven into hive resin.
Distant sounds of metal-on-metal scraping within the vents.
Severed comm-cables that appear to have been gnawed through.

Tags

Cold-Adapted,
Stealthy,
Parasitic

Lore

Rumors among Weyland-Yutani deep-space salvage crews speak of 'The Ghost of Geryon.' Analysis of black box recordings suggests a Xenomorph that can lower its body temperature to match the environment, rendering infrared sensors useless.

What drives it

Expansion of the hive and the harvesting of biological matter to integrate into the ship's internal systems.

After the fight

If defeated, the ship's temperature begins to rise as the 'biological heat sink' of the hive is removed. However, the acid blood of the creature may have breached the hull, triggering a 10-minute countdown to atmospheric collapse.

Variants

Stalker Queen: A larger version that can frost entire corridors, making the ground difficult terrain.

Hooks

Plot hooks

The Geryon is transmitting a distress signal that consists only of rhythmic tapping.
A Weyland-Yutani executive is cocooned on the ship and holds the encryption keys to a fortune.
The ship's AI is protecting the Stalker, viewing it as the 'perfect' evolution of the ship's ecosystem.

How to use it

Best used as a persistent hunter throughout an entire session.
Can be used to split the party by snatching an NPC or PC early on.

Treasure

Cryo-resistant chitin (can be crafted into armor).
Stored Weyland-Yutani research data on 'Project Geryon'.

Media

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