Medium Aberration, Unaligned
Armor Class 16 (Natural Armor)
Hit Points 45 (7d8 + 14)
Speed 0 ft., Swim 40 ft.
STR
16 (+3)
DEX
18 (+4)
CON
15 (+2)
INT
4 (-3)
WIS
12 (+1)
CHA
5 (-3)
Skills Perception +7, Stealth +7
Damage Vulnerabilities Cold, Fire
Damage Immunities Acid, Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned
Senses Blindsight 120 ft., Truesight 120 ft., Passive Perception 17
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Acid Blood. When the alien shark takes bludgeoning, piercing, or slashing damage, all creatures within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 4 (1d8) acid damage. Any nonmagical armor made of metal or wood a creature subject to this acid damage is wearing corrodes, taking a permanent and cumulative −1 penalty to AC. If its penalty drops to −5, or reduces the creature's AC to a value equal to or less than its unarmored AC, the armor is destroyed.

Any nonmagical weapon made of metal or wood that hits the alien shark corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

If the alien shark takes cold or fire damage, this trait doesn't function until the start of its next turn.

Alien Anatomy. The alien shark does not need to breathe.

Astral Swimming.  When the alien shark it not subject to normal gravity, it gains a flying speed (with the ability to hover) equal to its swim speed.

Blood Frenzy. The alien shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Death Throes. When the alien shark dies, it explodes, and each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.  This damage is doubled against objects and structures, and the armor and weapons of any creature subjected to acid damage from this explosion corrode as outlined in the alien shark's Acid Blood trait.

If the alien shark is reduced to 0 hit points by cold or fire damage, this trait doesn't function.

Hive Mind.  The alien shark is telepathically linked with its hive's queen, and the alien shark can use this link to communicate with any other xenomorph linked to the same queen.

Night Stalker. The alien shark has advantage on Dexterity (Stealth) checks made while dim light or darkness.

Sneak Attack. Once per turn, the alien shark can deal an extra 1d6 damage to one creature it hits with an attack if it has advantage on the attack roll.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.  If the target is a creature, it is grappled (escape DC 14). Until the grapple ends, the alien shark can't bite another target.

Jaw Jab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.  If the target is a creature grappled by the alien shark, it also takes an additional 3 (1d6) acid damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning, piercing, or slashing damage.

Cocoon. The alien shark spews black, viscous ooze onto an incapacitated living creature.  If the creature has 0 hit points, it becomes stabilized.  The ooze hardens into a resin cocoon after 1 round, at which point the target is restrained. If the alien shark is still in combat, it attempts to break away, carrying the cocoon with it back to its hive.

A cocoon created by the alien shark has an AC of 15 and 30 hit points, and shares all the alien shark's damage immunities, resistances, and vulnerabilities.  Reducing the cocoon to 0 hit points shatters the cocoon, freeing the creature inside.

Description

A variant form of a genetically volatile and adaptive eusocial endoparasitic extraterrestrial species endemic to the Far Realm and depths of Wildspace most commonly referred to simply as either aliens or xenomorphs.

This xenomorph was most likely produced using a shark for a host, bearing the overall shape and many of the abilities of its host species.  Its eyeless skull boasts a maw with multiple rows of sharp and serrated teeth.  It also bears the xenomorph species' trademark; a second, inner set of pharyngeal jaws located at the tip of a long, tongue-like proboscis which can extend rapidly for use as a weapon.  There are claws on the tips of its pectoral fins and blades on its tail fins.

It body is covered in a chitinous exoskeleton; but this is far from a xenomorph's only defense.  Its blood is acid, and its body pressurized.  When the xenomorph sustains damage, its blood sprays from the wound; and when it dies, it bursts, dousing the area.

Though they act in a predatory nature, xenomorphs try not to kill their prey.  Instead, they encase them in cocoons made from a resin produced by their bodies, and bring their still-living victims back to their hives to serve as hosts for the next generation of xenomorph larva.

Habitat: UnderdarkUnderwater

Sam_Hain

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