https://www.youtube.com/watch?v=9V3YGz-u2TsKrites Tiny Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Bite +4 melee (1d3+3) or Quill +4 ranged (1 point plus poison)
Full Attack: Bite +4 melee (1d3+3) or Quill +4 ranged (1 point plus poison)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Poison Quills, Shriek, Critter Ball, Rolling Charge, Ferocious Grappler, Sundering Bite
Special Qualities: Darkvision 60 ft., Roll Up, Leap
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 14, Dex 15, Con 14, Int 12, Wis 12, Cha 10
Skills: Climb +5, Computer Use* +2, Craft (Chemical, Electronic, Mechanical)* +2, Hide +11, Intimidate +3, Jump +7, Knowledge (Physical Sciences, Technology)* +2, Listen +2, Move Silently +5, Navigate* +2, Pilot* +3, Repair* +2, Spot +2, Survival +2, Tumble +4
Feats: Ankle Biter, Dodge, Alien Weapon Proficiency*(B), Starship Gunnery*(B), Starship Operation*(B)
Environment: Any
Organization: Pack (10-100)
Challenge Rating: <##>
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 4-5 HD (Small), 6 HD (Medium)
Level Adjustment: ---
*See D20 Modern.
The Kriites are a ravenous alien species who may have devoured all life on their homeworld. They are generally thought of as a plague, as the more they eat, the bigger they get and the more eggs they lay. Standing 15 cm tall as hatchlings (30-40 cm tall as adults), their leaders can grow up to 1.8 meters tall if they can find enough food. They are fairly resourceful, and seem quite technologically savvy. They may have some form of genetic memory, as hatchlings seem to have full knowledge of their native language (once they reach adult size) without being taught, and quickly develop the skills listed here. The Krites speak their own language. Once hatched they attain adult size and abilities within a day or so. Technically they are genderless until the fourth film (or at least they don't appear to have genders), which introduces a female as a good protagonist (among some other small changes). Krites usually have Proficiency with Personal, Exotic and Alien Firearms (see D20 Modern).
Poison Quills (Ex): Any creature struck by the Krites Quill attack must make a Saving Throw against Poison. Injury, DC 13 Fortitude (Save DC is Con based), Initial damage is 1d3 Str and Secondary damage: Target becomes Unconscious until the dart is removed, or 3 hours have passed.
Shriek (Ex): As a Full Round Action the Krite can unleash a wail of the damned that was easily audible through a multi-story apartment block. Technically a cry for help, any non-Krite within 30 feet of the screamer must make a DC 13 Fortitude Save (Save DC is Con based) or be Deafened for 1 Minute, and unable to attack, cast spells, concentrate on spells, or do anything else requiring attention for 1 round due to the pain. The only action the targets can take is a single move action per turn.
Critter Ball (Ex): If 100 or more Krites are present, they may cling together in a defensive formation called a Critter Ball (see stats below).
Rolling Charge (Ex): If the Krite successfully makes a Charge attack while Rolled Up, it does 1d4+3 Bludgeoning damage, and it gets an attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Krite. Optionally, if they are trying to break down a door, they get a free Sunder attempt instead of a Trip.
Ferocious Grappler (Ex): Krites do not take Size Penalties to Grapple Checks. They can Grapple a creature of any size, but cannot move a creature more than 2 Size Categories above their own.
Sundering Bite (Ex): If an opponent attacks the Krite with a weapon that has a long wooden haft (spears, polearms, staves, etc.) and misses, the Krite immediately gets a Sunder attempt on that weapon as an Immediate Action, without provoking an attack of opportunity. The Krite's opponent doesn't gain a Size Bonus to the roll, as the Krite tries to bite through the haft.
Roll Up (Ex): As a Swift Action the Krite can roll into a ball. While in this form it's speed increases by +10 ft., and it's AC improves by +1. The only Action it can take is it's Rolling Charge.
Leap (Ex): Krites do not take speed penalties for Jump Checks, and their Check DC isn't increased if they don't have a running start.
Skills: Krites have a +2 Species Bonus on Climb, Intimidate, Move Silently, and Tumble Checks. They also have a +4 Species Bonus on Jump Checks.
Combat: Krites tend to be straight forward. They send a volley of poison needles, and then move in to wipe out whatever is left hand to hand (usually rolling up before charging). Sometimes they will make or use weapons if they need them (or they're just available).
Options: In the fourth film the Krites don't seem to use their quills or shriek, and they have a vulnerability to Sonic damage. High pitched sounds, such as police sirens or air horns, do 1d6 Sonic damage if they are within 30 feet of them, and the Krite must make a DC 15 Fortitude Save or be unable to attack, cast spells, concentrate on spells, move, or do anything else requiring attention.
Krite Leader Medium Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+9
Attack: Bite +9 melee (1d6+5)
Full Attack: Bite +9 melee (1d6+5) and 2 Claws +9 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Quills, Shriek, Critter Ball, Rolling Charge, Ferocious Grappler, Sundering Bite
Special Qualities: Darkvision 60 ft., Roll Up, Leap
Saves: Fort +5, Ref +3, Will +7
Abilities: Str 20, Dex 12, Con 16, Int 14, Wis 14, Cha 14
Skills: Climb +8, Computer Use* +3, Craft (Chemical, Electronic, Mechanical)* +5, Hide +4, Intimidate +5, Jump +10, Knowledge (Physical Sciences, Technology)* +5, Listen +5, Move Silently +4, Navigate* +3, Pilot* +2, Repair* +3, Spot +5, Survival +5, Tumble +3
Feats: Dodge, Improved Multiattack, Multiattack, Alien Weapon Proficiency*(B), Starship Gunnery*(B), Starship Operation*(B)
Environment: Any
Organization: Self plus pack of Krites (10-100)
Challenge Rating: <##>
Treasure: Standard
Alignment: Chaotic Evil
Advancement: ---
Level Adjustment: ---
A few Krites become Leaders, who are generally bigger, tougher, meaner and smarter than the average Krite. They give the orders, and Krites can form the terrifying Critter Ball if they have a Leader with them.
Poison Quills (Ex): Any creature struck by the Krites Quill attack must make a Saving Throw against Poison. Injury, DC 16 Fortitude (Save DC is Con based), Initial damage is 1d6 Str and Secondary damage: Target becomes Unconscious until the dart is removed, or 3 hours have passed.
Shriek (Ex): As a Full Round Action the Krite can unleash a wail of the damned that was easily audible through a multi-story apartment block. Technically a cry for help, any non-Krite within 30 feet of the screamer must make a DC 16 Fortitude Save (Save DC is Con based) or be Deafened for 1 Minute, and unable to attack, cast spells, concentrate on spells, or do anything else requiring attention for 1 round due to the pain. The only action the targets can take is a single move action per turn.
Critter Ball (Ex): If 100 or more Krites are present, they may cling together in a defensive formation called a Critter Ball (see stats below).
Rolling Charge (Ex): If the Krite successfully makes a Charge attack while Rolled Up, it does 2d4+7 Bludgeoning damage, and it gets an attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Krite. Optionally, if they are trying to break down a door, they get a free Sunder attempt instead of a Trip.
Ferocious Grappler (Ex): Krites do not take Size Penalties to Grapple Checks. They can Grapple a creature of any size, but cannot move a creature more than 2 Size Categories above their own.
Sundering Bite (Ex): If an opponent attacks the Krite with a weapon that has a long wooden haft (spears, polearms, staves, etc.) and misses, the Krite immediately gets a Sunder attempt on that weapon as an Immediate Action, without provoking an attack of opportunity. The Krite's opponent doesn't gain a Size Bonus to the roll, as the Krite tries to bite through the haft.
Roll Up (Ex): As a Swift Action the Krite can roll into a ball. While in this form it's speed increases by +10 ft., and it's AC improves by +1. The only Action it can take is it's Rolling Charge.
Leap (Ex): Krites do not take speed penalties for Jump Checks, and their Check DC isn't increased if they don't have a running start.
Skills: Krites have a +2 Species Bonus on Climb, Intimidate, Move Silently, and Tumble Checks. They also have a +4 Species Bonus on Jump Checks.
Combat: Leaders aren't all that much different from the average Krite.
Critter Ball Tiny Aberration (Swarm)
Hit Dice: 18d8+36 (117 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Size, +2 Dex, +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple: +13/-
Attack: Swarm (4d6) or Quill +14 ranged (1 point plus poison)
Full Attack: Swarm (4d6) or 4 Quills +14 ranged (1 point plus poison)
Space/Reach: 15 ft./0 ft.
Special Attacks: Poison Quills, Shriek, Rolling Charge, Distraction
Special Qualities: Darkvision 60 ft., Roll Up, Disperse, Half damage from slashing and piercing, Swarm traits
Saves: Fort +8, Ref +8, Will +12
Abilities: Str 14, Dex 15, Con 14, Int 12, Wis 12, Cha 10
Skills: Climb +5, Computer Use* +2, Craft (Chemical, Electronic, Mechanical)* +2, Hide +11, Intimidate +18, Jump +7, Knowledge (Physical Sciences, Technology)* +2, Listen +9, Move Silently +5, Navigate* +2, Pilot* +3, Repair* +2, Spot +9, Survival +3, Tumble +19
Feats: Ankle Biter, Dodge, Alien Weapon Proficiency*(B), Starship Gunnery*(B), Starship Operation*(B)
Environment: Any
Organization: Pack (10-100)
Challenge Rating: <##>
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 4-5 HD (Small), 6 HD (Medium)
Level Adjustment: ---
Poison Quills (Ex):
Shriek (Ex):
Rolling Charge (Ex):
Distraction (Ex):
Roll Up (Ex):
Disperse (Ex):
Skills:
Combat: