Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Silent Hunter. The Xenomorph Dragon has advantage on all Stealth checks while in darkness and dim light.
Pack Tactics. The Xenomorph Dragon has advantage on an attack roll against a creature if at least one of the Xenomorph Dragon's allies is within 5 feet of the creature and the ally isn't incapacitated.
Corrosive Blood. The blood running through this creatures veins is highly corrosive to all materials that are non-magical. Any creature that deals bludgeoning, slashing, or piercing damage to this creature and is within 15ft of it must make a Dexterity saving throw of 20 or take (4d10) acid damage of a failed save, half as much on a successful one. Additionally, on a failed save all items a creature is carrying that is not magical or stored by magical means takes half of its hit points away and is completely destroyed on a second failed save.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws, or one with its bite, claw and tail each.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (3d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d10 + 8) piercing damage.
Frightful Presence. Each creature of the Xenomorph Dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Corrosive Breath (Recharge 5–6). The Xenomorph Dragon exhales a corrosive chemical in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (10d10) acid damage on a failed save, or half as much damage on a successful one.
Secondary Jaw. Melee Weapon Attack: As a Bonus Action if the target is grappled a secondary jaw extends from the mouth and strikes. On a hit it does(4d10 + 8) piercing damage.
The Xenomorph Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Summon. The Xenomorph Dragon lets out a high pitch scream that summons 2 allied creatures to her aid.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (3d8 + 8) bludgeoning damage and be knocked prone. The Xenomorph Dragon can then fly up to half its flying speed.
Description
Xenomorph Dragons are usually around 80ft long from nose to tail tip, with a wingspan of about 100ft. Their body is covered in a hard exoskeleton that has a rigid structure almost resembling the bones themselves. The blood running through this Dragon's veins is corrosive enough to melt through solid steel and has been known to single handedly destroy entire structures. Inside of this creatures mouth is a secondary retractable jaw that is almost even more deadly then the grinning maw it has on display.
Lair and Lair Actions
The Xenomorph Dragon likes to live in vast tunnel systems deep within the earth. They can usually be found within a massive lair that is built like a cocoon filled with pools of acid where they dissolve their treasures.
Lair Actions
On initiative count 20 (losing initiative ties), the Xenomorph Dragon takes a lair action to cause one of the following effects; this Xenomorph Dragon can’t use the same effect two rounds in a row:
- Falling from the ceiling of the lair are hundreds of small scorpion like creatures. Everyone in the lair must make a DC 19 Dexterity saving throw or be grappled for one round as the scorpion attaches to their face. Additionally, anyone who fails this save is now incriminated with an egg. This egg will hatch from within them in 2 days and become a Xenomorph Dragon hatchling.
- Pools of acid within the room begin to rise, overflowing and spilling onto walkable terrain. Anyone who touches the acid recieves (4d10) acid damage at the beginning of their turn.
- Magical darkness spreads from a point the Xenomorph Dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.







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