Medium Aberration, Neutral Evil
Armor Class 16 Natural
Hit Points 24 (4d10 + 3)
Speed 40 ft., climb 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
12 (+1)
INT
6 (-2)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +3, DEX +5
Skills Acrobatics +5, Stealth +5
Damage Resistances Piercing, Poison
Damage Immunities Acid
Condition Immunities Charmed, Poisoned
Senses Blindsight 120ft., naturally blind, Passive Perception 14
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Acid for blood. Any creature within 5ft. of the xenomorph when it takes damage is sprayed with acidic blood and must make a DC14 DEX saving throw. On a failure, the creature takes 4 acid damage (or half as much on a successful save).

Any non-magical weapon made out of metal or wood corrodes when dealing slashing or piercing damage against the xenomorph. After each instance of damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If the weapon's penalty drops to -5, the weapon is destroyed. The penalty can be removed only by magical means (i.e., mending or prestidigitation), costing 1 full action. Non-magical ammunition that hits the xenomorph is destroyed after dealing damage.

Hive tactics. The xenomorph has advantage on attack rolls when it is within 5ft. of a member of its hive that isn't incapacitated.

Natural Stealth. The xenomorph has advantage on DEX (stealth) checks when in dim light or darkness.

Actions

Multi-attack: The xenomorph has two attacks.

Claw Attack. Melee Weapon Attack: +5 to hit, reach # 5ft., one target. Hit: 8 (1d10 + 3) slashing damage. 

Tail Attack. Melee Weapon Attack: +5 to hit, reach # 10ft., one target. Hit: 8 (1d10 + 3) piercing damage. 

Bonus Actions

Surprise Grapple. As a bonus action, the xenomorph can lunge at a target and attempt to grapple it.

Little mouth. As a bonus action, the xenomorph can bite a target they've grappled. +5 to hit, one target. Hit: 6 (1d6+3) piercing damage.

Stealth adept. The xenomorph can take the hide action as a bonus action, and has advantage on stealth checks in dim light or darkness.

Reactions

Attack of Opportunity. The xenomorph makes an opportunity attack when a creature leaves its melee range (10ft.)

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

This deadly alien creature comes from the unknown, and its only instincts are to kill and propagate its species.

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: aberration

FightingPickle