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.
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.
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







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