Acidic Blood. Any nonmagical weapon made of metal that hits the Xeno Dragon corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the Xeno Dragon is destroyed after dealing damage. Whenever the Xeno Dragon takes physical damage, any other creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 5 (1d8) acid damage
Hive Mind. The Xeno Dragon are mentally linked to their respective Queen.
Spider Climb. The Xeno Dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Night Stalker. The Xeno Dragon has advantage on stealth rolls in dim lighting and total darkness.
Legendary Resistance (3/day). If the Xeno Dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The Xeno Dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claw attacks.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one. Hit: 22 (3d8+10) slashing damage
Bite. Melee Weapon Attack: +16 to hit, reach 15ft., one. Hit: 39 (8d6+10) piercing damage. and 32 (8d6) acid damage.
Tail Slash. Melee Weapon Attack: +16 to hit, reach 20 ft., one. Hit: 49 (7d10+8) slashing damage.
Acid Breath (Recharge 5-6}. The Xeno Dragon exhales acid in a 120-foot line, 10 feet wide. Each creature in that area must make a DC 23 DEX saving throw, taking 88 (16d10) acid damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, the acid leaving no body left behind.
Freighting Presence. The Xeno Dragon shrieks. Each creature of her choice that is within 120ft of her must succeed on a DC 20 WIS saving throw or become frightened for 1 minute. The creature can repeat the savings throw at the end of each of its turns. Once a creature has successfully passed the saving throw it is immune to the Xeno Dragon Freighting Presence for the next 24 hours.
The Xeno Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Xeno Dragon regains spent legendary actions at the start of its turn.
Claw. 1 Action.
Tail Slash. 1 Action. The Xeno Dragon makes one Tail Slash attack. On a hit the target must make a DC 20 DEX saving throw or be knocked prone.
Wing Attack. 2 Actions. The Xeno Dragon beats its wings. Each creature within 15ft of the dragon must succeed on a DC 24 DEX or STR saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The Xeno Dragon can then fly up to half its flying speed.
Description
A Xeno Dragon is a gargantuan Xenomorph. A special species of Xeno, created when a dragon is captured by a Xeno hive. Physically it matures to resemble the breed of dragon it was born from. They will typically make a lair near the hive and act as an exterior guard for the hive. If the hive grows large enough to expand into other regions, the Xeno Dragon will scout ahead of the hive and may attack settlements, towns, and cities in its path.
Lair and Lair Actions
Lair Actions. On initiative count 20, the Xeno Dragon can take a lair action to cause one of the following lair effects. The Xeno Dragon can't use the same effect two rounds in a row.
The Xeno Dragon shrieks into the air. 1d6 Drones crawl from the walls and join the fight.
The Xeno Dragon shrieks into the air. 2d4 Face Huggers hatch and join the fight.
The Xeno Dragon shrieks into the air. A section of floor 40ft in radius begins to accumulate a viscous slime. Any non Xeno creature attempting to cross the section must succeed on a DC 18 DEX save every 10ft or fall prone.
Previous Versions
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Coming Soon
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