Huge Monstrosity, Typically Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 400 (20d20 + 9)
Speed 60 ft., climb 60 ft., swim 90 ft., walk 60 ft.
STR
30 (+10)
DEX
30 (+10)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws STR +16, DEX +16, CON +11
Skills Intimidation +24, Stealth +29, Survival +29
Damage Vulnerabilities Fire, Slashing from a Vorpal Sword
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Acid, Cold
Condition Immunities Blinded, Charmed, Grappled, Invisible, Petrified
Senses Blindsight 120ft, Passive Perception 17
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Acidic Blood. When the Xeno King is damaged successfully its acidic blood begins to leak out of the wounds immediately burning away any organic material be it metal or flesh in seconds Causing acid/corrosive damage to any structure or creature unlucky enough to be that close the king is know to use its blood as a weapon against other creatures to ensure its death. acid/corrosive damage 3d6 in a 5 foot range around the king.

Spellcasting. The [Xeno King] is a 2-level spellcaster. Its spellcasting ability is [DEX] (spell save DC 10, +6 to hit with spell attacks). The [Xeno King] has following [Wizard] spells prepared:
Cantrips (at will): [Acid splash], [Mold Earth] 
2nd level (6 slots): [Cause Fear], [See Invisibility] 

Actions

Multi Attack. Xeno King can make 3 attacks two with either his claws and tail or one tail claws and bit.

Calws. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 1) [Slashing] damage. 

Tail Stab. RangedWeapon Attack: +6 to hit, range 15/25 ft., 1/4 target. Hit: 20 (2d10 + 5) [slashing/piercing] damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 1) [Piercing] damage. 

Bonus Actions

Call of the King. The Xeon King when knowing its out gunned in a fight or just to annoyed with its prey escaping will let out this ear piercing roar that will communicate to the rest of the Hive being other Xenos it has forced into its hive or creatures it has taken over being its leader the same way as all of them will descend upon the party in minutes soon becoming out numbered and forced to run or die. [lowest amount of hive to show is only 6 the highest is up to the DM].  

Reactions

Contortionist. the Xeno King can fit into any opening one size smaller then it.

Siege Monster. the Xeon King does double damage to structures

Hive Mind Controller. if there are any creatures around the area of the Xeno King that rely on a hive mind to operate the Xeno King immediately takes Dominance over them and are turned into workers for the Hive.  

 Echolocation. no need to describe it you should know this by now.

Legendary Actions

The Xeno King when pushed to complete annoyance by the prey will charge in unadulterated rage as this will allow it advantage against being feared and intimidation checks done to players as well disadvantage to those who are trying to intimidate THE Xeno King.

Anger to overcome all(Costs 1 Actions). the Xeno King will let out a monstrous roar and shake off any restraints and or effects to it that could hinder its movement or thinking ability and will go into a frenzy and rush the party with the full intent to kill .

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 Xeno King is unmistakable unlike the queen having one crown upon her head the Xeno King Has a crown upon its head the slits into three massive sections contorting or forming into these nightmare shapes upon the skull. The Xeno King we all know of is completely black and void of all other colors except black making him a prime night time hunter in almost any situation at night with its inate ability to climb any surface. Though this does not mean it is a fearless hunter the Xenomorphs biggest weakness is fire and fire alone though eventually it will get angry enough to ignore this minor fear to completely seek out the target but its not dumb it has enough intelligence to know when continuing is futile and will look for other ways to get to its target.

Lair and Lair Actions

Lair Actions

On initiative count 1 (losing initiative ties), the [Xeon King] takes a lair action to cause one of the following effects; the [Xeno King] can’t use the same effect two rounds in a row:

  • Call of the King. all creatures under the control of the Xeno King will immediately descend upon the intruders.
  • Labyrinth. the group that enters the hive must make a dex save in order to stay hidden from the hive if one fails by a little the Xenos in the hive will begin moving to cut off ways out and or pathways that can lead to the teams salvation.

Regional Effects

The region containing a legendary [Xeno KIng]’s lair is [warm humid and damp and covered in this strong mucus that forms a sort of membrane around any structure ], which creates one or more of the following effects:

  • The sure fire way to know the lair is near any buildings will be covered in this thick mucus like substance that can be used to hold prey items for late
  • with in 1 mile of the lair it will become voided of all life and will keep spreading out further till its drained the area of all sources of life/food.

If the [Xeno King] dies, these effects fade over the course of 20d20 days. unless a xeno within the hive changes into a xeno king which will restart the hive immediately.

Monster Tags: monstrosity

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

Warforged116

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