Acidic Blood. A creature that deals piercing or slashing damage to the xenomorph while standing within 5 feet of it must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage on a failed saving throw, or half as much acid damage on a successful one.
Innate Camouflage. The xenomorph has advantage on Dexterity (Stealth) checks made to hide in forest and swamp terrain.
Echolocation. The xenomorph can’t use its blindsight while deafened.
Innate Spellcasting. The xenosith’s spellcasting ability is Wisdom (spell save DC 18). The xenosith can innately cast the following spells, requiring no material components:
Cantrips (at will): mage hand, minor illusion
3/day each: thunderwave, hold person
2/day each: hypnotic pattern
1/day each: chain lightning, dominate person
Multiattack. The xenomorph can make two attacks.
Blazing Light. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 8) slashing damage. On hit, this weapon also deals 9 (3d6) radiant damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target is grappled (escape DC 14). While the target is grappled, the xenomorph can use its bonus action to attack the target with its proboscis.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Proboscis. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
Description
This creature is the stuff of eldritch nightmares. While most who merely look upon this creature are unable to retain a sense of sanity, those that hear it speak in their minds fall shortly after.







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