Special Trait Name. Acid Blood: Any attack made with a melee weapon deals 1d6 acid damage to attacker. Dex DC 13 to avoid, if failed 1d6 acid damage + disadvantage with used weapon as it has been melted from the acid blood.
Action Name. Pounce: DC 14 Str to avoid. If failed knocked prone.
Action Melee Attack. Claw +5 to hit. 1d8 +3 slashing damage + 1d4 acid damage.
Action Ranged Attack. Tail (15ft) +5 to hit. 1d6 +3 piercing damage.
Acid Spray (25ft) +5 to hit. 1d10 acid damage.
Multiattack.
Can communicate with the Queen and leave combat early if required.
Reaction Name. Kidnap. If a player is downed, activate "kidnap" ability. When activated, nearest downed player makes a death saving throw. If failed, Str DC14 with disadvantage and taken to Xenomorph nest immediately. Once in nest, Con DC15 to avoid Facehugger attack.
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Description
Medium humanoid monster. Runs on all 4s and walks on hind legs, combat happens typically on hind legs. Skin resembles a thick, slimy, dense black leather and the head is a long conical shape with no discernible facial features, except for a large mouth with 3 rows of silver fangs. It also has a large tail almost as long as its entire body with a blade resembling a scimitar at the end. Has a continuous stream of thick saliva leaking from its maw.
Lair and Lair Actions
A large cave usually in a dark damp location and typically kept underground. The walls are lined with a thick stick mucus that sends vibrations through the nest and directly to the Queen. when players get deeper, the closer they are to the Queen, they will see large oval shaped eggs lining the floor and walls. Each egg contains 2 Facehuggers. Actions by Xenomorphs in the lair include: Web trap: Str DC13 or player(s) trapped in webs, must make either Str or Dex DC15 to escape. Egg trap: Con DC15 or player(s) attacked by hidden Facehugger, reaction can be used to attempt to avoid this.
Lair Actions
On initiative count # (losing initiative ties), the Xenomorph takes a lair action to cause one of the following effects; the Xenomorph can’t use the same effect two rounds in a row:
- Web trap
- Egg trap
Regional Effects
The region containing a legendary Xenomorph’s lair is flammable, which creates one or more of the following effects:
- Mass fire (Dex or movement speed to escape)
- Exploding eggs (Dex DC13 or take 1d8 explosive damage)
If the Xenomorph Queen dies, these effects fade over the course of 7 days.







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