Pack Tactics. The xeno bug has advantage on an attack roll against a creature if at least one of the xeno bug’s allies is within 5 feet of the creature and the ally isn't incapacitated.
Tunneler. The xeno bug can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.
Spider Climb. The xeno bug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the xeno bug has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The xeno bug doesn’t require air.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Acid Spit. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) acid damage.
Description
A low level alien monster that can be used to populate a crashed/derelict spaceship or an abandoned colony. Or a pest monster for a low level adventuring party to deal with.
Just like ants and termites xeno bugs build large underground hives, but because xeno bugs are the size of kobolds these hives can be the size of large towns or even cities. A seemingly lifeless astroid can be hiding entire xeno bug hive, if one of these asteroids where to hit a planet, all it takes is a handful of xeno bugs to survive the crash for them to build a whole new hive under the surface of an unsuspecting planet.







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