Medium Aberration, Chaotic Evil
Armor Class 17
Hit Points 92 (12d10 + 36)
Speed 35 ft., climb 30 ft.
STR
15 (+2)
DEX
19 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
7 (-2)
Saving Throws DEX +8, CON +7, CHA +2
Skills Stealth +8
Damage Resistances Psychic
Damage Immunities Acid
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 120, Passive Perception 15
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the xenosith fails a saving throw, it can use the force to succeed instead.

Acid Splash. When the the Xenosith takes damage of any type but psychic, each creature within 5 feet of the xenosith takes 9 (2d8) acid damage.

Force Powers. The Xenosith is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The Xenosith has following force powers prepared:
At will: Acid Splash, Chill Touch or Mind Sliver
1 time a day - Suggestion (mind trick)
2 times a day - Phantasmal force (force choke)
2 times a day - Lightning Bolt

Actions

Multiattack. The xenosith makes two attacks with either the Lightsabre or Lightsabre Throw attacks, or substitute one of those attacks with a Force Move action.

Lightsabre. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 10) radiant damage. 

Lightsabre Throw. RangedWeapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 16 (2d8 + 8) radiant damage.

Force Move. The Xenosith can move an object or a creature with your mind. As an action, it target one loose object that is Large or smaller or one willing creature, other than itself.  If you can see the target and it is within 30 ft. of you, you can move it up to 30 ft. to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Targeting an unwilling creature they must succeed on a a DC 16 Strength Saving Throw or they can be moved 15ft or knocked prone.

Bonus Actions

Shadow Stealth. While in dim light or darkness, the Xenosith can use its bonus action to take the Hide action and any attacks made while hidden deal an extra 1d8 damage.

Vicious Bite (Recharge 5-6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (1d6 + 2) piercing damage. As a bonus action, the Xenosith can make a special bite attack. If it hits, the Xenosith also gains temporary HP equal to the damage done. 

Battle Meditation. The Xenosith can concentrate on the living force and gain a +4 bonus to AC, it's walking & climbing speed increases by 10 ft., has advantage on Acrobatics checks, and gains a +4 bonus to any CON saving throw you make to maintain your concentration on a spell. This state is only last 1 minute while not wearing medium or heavy armor or a shield and ends early if incapacitated.

Force Leap. As a bonus action, the xenosoth can propel its body with the force. It gains a flying speed equal to twice it's walking speed until the end of the current turn. Once it uses this bonus action 3 times, it can’t do so again until you finish a short or long rest.

Reactions

Force Power: Protective Field. When the Xenosith takes damage, it can use your reaction to reduce the damage taken by 1d8+4 and then it's AC increases by 3 until the start of its next turn. 

Legendary Actions

The Xenosith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The xenosith regains spent legendary actions at the start of its turn.

Lightsabre. The xenosith can make either one Lightsabre attack or a Lightsabre Throw attack.

Vicious Bite. The xenosith can make a Vicious bite attack.

Force Powers. The xenosith can use any of its available force power spells it can still cast.

Description

The Xenosith is the horrific combination of a Xenomorph Alien learning the dark side force powers and skill of s Sith Lord.

ChaosCrash

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