Pack Tactics. Xeno Demon has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Acidic Blood Any non-magical weapon made of metal that hits the Xeno Demon 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. Non-magical ammunition made of metal that hits the Xeno Demon is destroyed after dealing damage. The attacker who hits with a melee weapon may make a DC 13 Dexterity saving throw to quickly sling the acid off the weapon before permanent damage takes place.
Multiattack. Xeno Demon makes three attacks: two with its claws and one with its tail or bite attack.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6(1d8+2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8(2d6+2) Piercing damage.
Tail Spike Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit 7(1d10+2) piercing damage.
Description
Xeno Demons have a chitin like carapace the is smooth and blackish/silver in color. Xeno Demons are ambush hunters and tend to stalk and kill in packs of 3-5. They are opportunist combatants and will try to surround and single out a target for a kill. Xeno Demons are intelligent enough to maneuver on the battlefield and position themselves in strategic manners. Xeno Demons rarely ever run away, as if guided by another being to do a task as best as they can regardless of the outcome. They are opportunist combatants and will try to surround and single out a target for a kill.
A group of these fiends are usually accompanied by several Xeno Spitters. Xeno Demons will usually wait until a target is incapacitated if there are fewer than 3 in a group allowing Xeno Demon Spitters to cause mayhem.







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