Large Monstrosity, Unaligned
Armor Class 15 Natural Armour
Hit Points 50 (5d10)
Speed 20 ft., walk 40 ft., swim 20 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
4 (-3)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +7, CON +6
Damage Resistances Bludgeoning
Damage Immunities Acid
Condition Immunities Blinded, Poisoned
Senses Tremorsense, Passive Perception 16
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Claw. Melee Weapon Attack: +# to hit, reach 5ft.,  1 target. Hit: 2d8 + # slashing damage. 

Tail Whip. Melee Weapon Attack: +# to hit, reach 10 ft., 1 target. Hit: 1d8 + # slashing damage. Target is grappled

Inner Jaw. Melee Weapon Attack: +# to hit, reach 5 ft., 1 target. Hit: 1d6 + # bludgeoning. 

Bonus Actions

If target is grappled by Tail Whip may use Inner Jaw as a bonus action once per round.

Reactions

Acidic Blood. When attacked with a melee weapon at a range of 5ft deal 1d6 acid damage to attacker.

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

Xenomorphs range from 7-9ft in length. They tend to walk on all fours but can be bipedal when needed. Xenomorph's blood is made of concentrated acid. Xenomorphs have a complex life cycle, they begin as an egg laid by a larger, queen Xenomorph, which then hatches into a small flat headed creature with a long tail called a Facehugger, which will attach itself to a host body and insert a long tube, which will lay an embryo inside the stomach of the host, the Facehugger will then die, 10-12 hours later the embryo will hatch as a Chestburster, and as its name suggests, burst through the chest of the host, killing the host, the Chestburster will then grow in size over the course of 3-4 hours into an adult Xenomorph. The adult Xenomorph will work to hunt down new suitable host bodies for the next generation of Facehuggers.

Lair and Lair Actions

 

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: monstrosity

Habitat: Urban

TheBestestPro

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