Large Monstrosity, Lawful Neutral
Armor Class 15 Natural Armor
Hit Points 157 (15d10 + 75)
Speed 40 ft., climb 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +7, WIS +7
Skills Insight +7, Perception +7, Stealth +11
Damage Immunities Acid
Senses Blindsight 60ft , Passive Perception 17
Languages none
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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)

Actions

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.

Bonus Actions

legendary actions.

Reactions

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.

Legendary Actions

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 

Mythic Actions

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.

Ralonzo6264

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