Medium Aberration, Unaligned
Armor Class 18 Natural Armor
Hit Points 76 (9d8 + 36)
Speed 40 ft., climb 40 ft., swim 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
4 (-3)
WIS
12 (+1)
CHA
4 (-3)
Saving Throws DEX +7, CON +7
Skills Perception +24, Stealth +22
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Cold, Slashing
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 120, Passive Perception 17
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Acidic Blood. A creature that deals bludgeoning, piercing, or slashing damage to the xenomorph while standing within 5 feet of it must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage on a failed saving throw, or half as much acid damage on a successful one.

Biomechanical Camouflage. The xenomorph has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Echolocation. The xenomorph can’t use its blindsight while deafened.

Pack Tactics. The xenomorph has advantage on an attack roll against a creature if at least one of the xenomorph’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The xenomorph makes two attacks: one with its claws and one with its tail.

ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target is grappled (escape DC 14). While the target is grappled, the xenomorph can use its bonus action to attack the target with its proboscis.

TailMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

ProboscisMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

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

The Xenomorph XX121, better known just as Xenomorph (which literally translates to “strange form” from Greek ξενος, xenos=strange and morphe=form) or the “Alien“, is an extraterrestrial endoparasitoid species with multiple life cycles, possibly originating from the planet Proteus (also known as “Xenomorph Prime”). One of the deadliest of all known alien species, these creatures require a host organism in order to reproduce. The appearance of the Xenomorph can vary depending on the host in which the Facehugger implants. The human phenotype is generally around 7–8 feet and roughly 136.0 to 181.4 kilograms in weight, with a long, muscular tail and large, curved, oblong head. The Queen of this species is generally twice as large (although some Queens have shown to grow even larger, some surpassing 100 feet tall if given time) and possess superior speed, strength and intelligence than their offspring.

Lair and Lair Actions

Enter a description of your monster's lair here.

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: abberation

Habitat: ForestUnderdarkUnderwaterUrban

D_M_Baelfire

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