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.

MediumXenomorph(Cryo-Vanguard)CR DeadlyNeutral Evil

Chrysalis Stalker

Cold-AdaptedStealthyParasitic
AC6SPD2CRDeadlyClose CombatMobilityObservationStealth
STR
6
AGI
8
WIT
4
EMP
0
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.
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.
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.
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