Legendary resistance. 3/day. If a xenomorph fails a saving throw I can choose to succeed instead.
Skills. Insight +7, Perception +7, Stealth +11
Senses. Blindsight 60ft
Speed. 40ft
Climb. 30ft
Str (+6)
DEX (+3)
CON (+5)
INT(+0)
WIS (+3)
CHA (+2)
Claw. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit:9 (Attack: [roll]1d20[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d6, 2{1d6}.expand()))+6[/roll]) slashing damage
Double bite. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit: 9 (Attack: [roll]1d20[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d6, 2{1d6}.expand()))+6[/roll]) piercing damage plus 3 ([roll]3d6+6[/roll]) bludgeoning damage. The xenomorph has an advantage on this attack roll if targeting a creature it has grappled.
Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 15 (Attack: [roll]1d20[/roll] Damage: [roll](if([roll:-1:critical], =0, 2d8, 2{2d8}.expand()))+6[/roll]) piercing damage.
legendary actions.
Acid blood. When the xenomorph is hit by an attack that deals piercing or slashing damage, one creature within 15 feet of the xenomorph must make a DC 15 Dexterity saving throw, taking 7 ([roll]2d6[/roll]) acid damage on a failed save, or half as much damage on a successful one. The xenomorph can choose which creature is targeted by its acid, preferring to target the creature that hit it, if within range.
3 legendary actions. Can take one legendary action at a time, and only at the end of another creature's turn. It regains all spent legendary actions at the beginning of its turn.
Claw. The xenomorph makes a claw attack
Grab. The xenomorph can attempt to grab a. creature
Scurry. The xenomorph Disengages and moves up to its speed
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A member of a hive mind alien creature. Known as the perfect specimen.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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