Acid Blood. When the Xenomorph takes damage of any type but psychic, each creature within 5 feet of it takes 9 (2d8) acid damage. If the xenomorph is hit with a non-magical melee weapon, the weapon takes a cumulative -1 to its attack and damage rolls. if such a weapon takes 5 stacks of this effect, the weapon is destroyed.
Keen Hearing and Smell. The xenomorph has advantage on Wisdom (Perception) checks that rely on hearing and/or smell.
Multiattack. The xenomorph makes two attacks with its claws or one attack with its claws and one attack with its tail.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) [slashing] damage.
Tail Slash. Melee Weapon Attack: +6 to hit, range 10 ft., 1 target. Hit: 14 (2d10 + 3) [slashing] damage.
Tail Impale. Melee Weapon Attack: +6 to hit, range 10 ft., 1 target. Hit: 10 (2d6 + 3) [piercing] damage. The target is grappled, (escape 12). Only 1 creature can be grappled by the tail at a time, and the xenomorph cannot make tail attacks while it has a creature grappled this way.
Tail Coil. Melee Weapon Attack: +6 to hit, range 5 ft., 1 target. Hit: 8 (1d10 + 3) [bludgeoning] damage. The target is grappled (escape 12), and restrained. Only 1 creature can be grappled by the tail at a time, and the xenomorph cannot make tail attacks while it has a creature grappled in this way.
Deadly Proboscis. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target grappled by the xenomorph. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the xenomorph kills the target by penetrating its skull with the pharyngeal jaws on its tongue.
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