Medium Construct, Any Evil Alignment
Armor Class 13 Natural Armor
Hit Points 85 (120d12)
Speed 30 ft., swim 25 ft. Must surface every 10 minutes to breathe.
STR
17 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
Skills Intimidation +0
Senses Darkvision, Truesight, Passive Perception 12
Languages Cannot speak, telepathic with others of it's kind
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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. 

Bonus Actions

Multiattack.

Can communicate with the Queen and leave combat early if required.

Reactions

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. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

TheOneManiac

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