Acidic Blood. A Xenomorph has a caustic blood like fluid that flows beneath its carapace. A creature that deals bludgeoning, piercing, or slashing damage to the xenomorph while standing within 5 feet of it must make a DC 15 Dexterity saving throw, taking 18 (5d6) acid damage on a failed saving throw, or half as much acid damage on a successful one. Additionally any creature that failed its save takes half as much damage on the following round.
Echolocation. The Xenomorph can’t use its blindsight while deafened.
Pack Tactics. The Xenomorph has advantage on an attack roll against a creature if at least one of the Xenomorph’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Darkness Camouflage. The Xenomorph has advantage on all Stealth checks when in Dim Light or Darkness
Multiattack. A Xenomorph makes two attacks: one with its Claws, one with its Bite.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) slashing damage. Any creature hit by the Xenomorph's Claws must make a DC 14 Dexterity check or be grappled.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) Piercing and slashing damage.
Proboscis. Melee Weapon Attack: As a Bonus Action the Xenomorph can extend a proboscis, complete with secondary jaws, to strike a Grappled creature. This deals 10 (1d8+6) points of Piercing damage as well as 7 (2d6) points of Acid damage.
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