Nimble Escape. The xeno can take the Disengage or Hide action as a bonus action on each of its turns.
Pack Tactics. The xeno has advantage on an attack roll against a creature if at least one of the xeno’s allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb. The xeno can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The xeno doesn’t require air.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Quill Shot. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
A low level alien monster that can be used to populate a crashed/derelict spaceship. Or a pest monster for a low level adventuring party to deal with.
Or you can keep it as some sort of evil alien pet, you do you (just beware that it Will try to eat your face).







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