Large Monstrosity, Lawful Evil
Armor Class 15 Natural Armor
Hit Points 155 (20d10 + 55)
Speed 40 ft., climb 40 ft., swim 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
15 (+2)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +9, DEX +6
Skills Acrobatics +6, Athletics +9, Perception +6
Damage Immunities Acid, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 120ft, Passive Perception 16
Languages Telepathy 300ft. Only other Xenomorph.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Acid Blood. When the Xenomorph takes damage of any type but psychic, each creature within 5ft of the Xenomorph must make a DC 15 Dexterity saving throw. On a failed save a creature takes 2d6 acid damage or half as much damage on a successful save.

Immutable Form. The Xenomorph is immune to any spell or magical effect that would alter its form.

Out of the Shadows. The Xenomorph has advantage on its initiative rolls.

Actions

Multiattack. The Xenomorph makes two claw attacks, one bite attack and one tail attack. Alternatively the Xenomorph attempts to grapple the target instead of making its claw attacks. If successful the Xenomorph can make one headbite attack as a bonus action.

Claw. Melee Weapon Attack. +9 to hit; 5ft reach, one target. Hit: 1d6+6 slashing damage.

Bite. Melee Weapon Attack. +9 to hit; 5ft reach, one target. Hit: 1d10+6 piercing damage.

Tail. Melee Weapon Attack. +9 to hit; 10ft reach, one target. Hit: 1d8+6 piercing damage.

Headbite. Melee Weapon Attack. +9 to hit; 5ft reach, one grappled target. Hit 2d12+6 piercing damage. If the target is reduced to 0 hit points in this way it dies instantly as its brain is destroyed.

Bonus Actions

Prowling Nightmare. The Xenomorph can use the Dash, Disengage or Hide action as a bonus action.

Krellshadowblade

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