Medium swarm of Medium monstrosities, Unaligned
Armor Class 15 (natural armor)
Hit Points 50 (7d8 + 21)
Speed 40 ft., climb 30 ft., swim 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
16 (+3)
INT
7 (-2)
WIS
13 (+1)
CHA
4 (-3)
Saving Throws CHA -1
Skills Stealth +4
Damage Vulnerabilities Cold, Fire
Damage Immunities Acid
Condition Immunities Blinded, Exhaustion
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

False Appearance. While the xenomorph remains motionless, it is indistinguishable from wires, cables, and hive walls.

Pack Tactics. The xenomorph has advantage on an attack roll against a creature if at least one of the xenomorph's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The xenomorph makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Tail whip. Melee Weapon Attack: +4 to hit, reach 5 ft., two target. Hit: 5 (1d6 + 2) slashing damage.

Bonus Actions

The blood of a xenomorph causes acid damage to all that it touches. If damaged by a piercing/slashing melee attack the attacker must succeed on a Dexterity saving throw or take 1d6 acid damage.

 

Description

These malevolent creatures of alien origins, resemble grotesque, humanoids. A xenomorph lurks in their nests, protecting and feeding their brood and queen.

Lair and Lair Actions

Lives inside xenomorph hives. Can retreat back into the nest or can call for backup with a 1d20 saving throw amount of xenomorphs called for back up is two and can only be used once with low dp under 15

Monster Tags: humanoid

Habitat: ForestMountainSwampUnderdarkUrban

elitheRouge120

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