The armor is magical and fits to size as you put it on. Most of the armor is dark as obsidian with other pieces looking like bone. A essence of the former beast lingers. The armor is very well built and the detail is like no other as though the beast they made it from was almost staring right back at you. The helm appears to have no way to see out of it and the armor reminds you of a skeleton but feels like the a shell of a tortle, or the shell of a Arachnid. The back has tusk sticking out from the back of the armor. under closer inspection runes are engraved through out the whole set of armor, the gauntlets secretes a corrosive acid from the finger tips , the boots seem to have runes on the bottom, and leg pieces are just as thick as the bust, but yet the armor seems extremely light. includes a helm, a bust, gauntlets, Leg Pieces and boots.
No Eyed Predator. (Helm) While wearing The Xenomorph Helm you are technically always blinded instead you see via echolocation. This also means that you effectively have a form of Truesight, Darkvision and blindsight when not deafened. When deafened, you are effectively both blinded and deafened. and must make a Con save of DC11 to regain your echolocation.
Acidic Blood.(Gauntlets) The Xenomorph gauntlets has a caustic blood like fluid that flows through the outline and runes engraved on the gauntlets. while using unarmed strike you may use Dex instead of Str and you do a additional 6(1d8+4) slashing damage plus 12(3d6+4) acid damage with your unarmed strike. After 2 consecutive successful unarmed strike The creature must make a Con saving throw DC 18 or the corrosion process begins. If the creature is vulnerable to Acid or is a construct it will only take 1 successful unarmed strike to begin the corrosion process. The blood running through this Armor is highly corrosive to all materials that are non-magical and also to the anatomy of non-magical creatures or creatures with no magical armor. Additionally, on a failed save all items a creature is carrying that is not magical or stored by any magical means takes half of its hit points away and is completely destroyed on a second failed save.
Xenomorph Mobility. (Boots) While attuned to the Xenomorph boots you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. and you have 5 charges of the jump spell. your climbing speed is 40ft. and your walking speed is 50 ft.
Darkness Camouflage. (Full set) While attuned to the Xenomorph armor you have advantage on all Stealth checks when in Dim Light or Darkness. you may cast darkness 3 times per day you regain charges after a long rest. magical darkness doesn't effect you.
Pack Tactics. (Full set) While attuned to the Xenomorph armor you has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Pounce. (full set) moves at least 30 feet straight toward a creature and then hits it with a unarmed strike or melee attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make one unarmed strike attack against it as a bonus action.
Thick Carapace.(Full Set) You're proficient with plate armor , you gain a +3 to AC, Grants Acid immunity, Cold Resistance
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: Immunity: Acid, Sense: Truesight, Bonus: Ability Score Maximum, Set: Speed (Climbing), Set: Unarmed Damage Die, Damage: Acid, Resistance: Cold, Sense: Darkvision, Sense: Blindsight, Ignore: Heavy Armor Speed Reduction, Stealth Disadvantage: Remove, Advantage: Stealth, Bonus: Ability Score Maximum, Proficiency: Choose an Armor Type, Set: Speed (Walking), you will have to add the +3 ac and if you're not proficient with plate armor you will have to add it manually, crafting from a xenomorph body, 3 days hunting or fighting with the full armor on. Must be a rogue, ranger, fighter, monk, Barbarian, Str. 15 Required, Stealth Disadvantage
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