Huge unknown, Unaligned
Armor Class 21 Natural Armor
Hit Points 398 (10d10 + 300)
Speed 70 ft.
STR
26 (+8)
DEX
30 (+10)
CON
23 (+6)
INT
28 (+9)
WIS
7 (-2)
CHA
21 (+5)
Saving Throws STR +15, DEX +17, INT +16
Skills Athletics +0, Insight +0, Intimidation +0, Perception +0, Stealth +0, Survival +0
Damage Vulnerabilities Cold, Fire
Damage Resistances Piercing, Slashing
Damage Immunities Acid, Necrotic, Poison, Thunder
Condition Immunities Charmed, Grappled, Invisible, Poisoned
Senses Darkvision 240 ft., Passive Perception 28
Languages --
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Weaknesses: The only weakness to the Xenomorph is that when its skin comes in contact with extreme heat or cold (Fire, and Liquid Nitrogen) it will become frightened and will flee the place of where it came into contact, considering that it is a substantial amount of heat or cold.

Acid Blood: If the skin of the Alien is somehow broken acid that serves as its blood, will excrete onto the surroundings and dissolve through any material it comes into contact with. Anyone touched by the acid takes 28 (5d10 + 6) And any acid Dissolves through the Armor, flesh, and bone of the creature.

Enhanced Senses:  The Alien can hear a normal conversation from 300 feet and a whisper at 80 feet. The Alien can also maintain its speed while moving along walls and ceilings. it can jump 15 feet and fall 45 feet without requiring a saving throw.

Actions

Bite: The Xenomorph uses its outer and inner mouth to bite down hard on the opponent.

Action Melee Attack:  +7 to hit, reach 5 Ft., One Creature. Hit: 45 (8d10 + 10) Piercing Damage

Vicious Rush: The Xenomorph dashes violently at a target. The creature must make a DC17 Dexterity saving throw or the alien will grapple the target with the effect Grappled and will continually slash at the opponent with razor sharp claws. The Xenomorph releases control once the target is brought to 0 Hit Points.

Action Melee Attack: : +7 to hit, reach 50 Ft., One Creature. Hit: 56 (8d12 + 10) Slashing damage

Claws: The Xenomorph uses its razor sharp claws on it's hands, feet and tail to attack the creature. 

Action Melee Attack: +7 to hit, reach 5 Ft., up to 2 creatures. Hit: 29 (4d12 + 10) slashing damage. Tail Melee Weapon Attack: +7 to hit, reach 15 Ft., up to 2 creatures. Hit: 21 (4d8 + 10) Bludgeoning Damage.

Tail Spike: The alien's tail reaches around the creature and stabs the tail through it back through its Heart and out the front of the body. If it rolls a critical hit, damage is not needed as it will insta-kill the creature it has attacked.

Action Melee Attack: +7 to hit, reach 10 ft., one creature. Hit: 45 (8d10 + 10) Piercing Damage.

 
Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

The Xenomorph physical form varies wildly depending on its life stage, hive caste, age and host, with numerous genetic varieties existing whose origins are completely unknown , as well as varieties which have been genetically engineered by host species or genetically grown. The typical Xenomorph starts life as a spore like creature which, when detecting the presence of a potential host, opens up to release the second stage: a small life form which launches itself into and impregnates it with an endoparasitoid larva, which later consumes the host from within and exits the body as a vaguely worm-like organism, which then grows very quickly, developing into the adult Xenomorph. The adult Xenomorph is a living killing machine, and the things that can stop them are rare and few in number.

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.

Monster Tags: Misc Creature

Habitat: Underdark

BischBash

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