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 10 Dexterity saving throw, taking 2 (1d4) acid damage on a failed saving throw, or half as much acid damage on a successful one.
Echolocation. The xenomorph can’t use its blindsight while deafened.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d4 + 2) piercing damage.
Flee and Hide. The Xenomorph Chestburster can hide at the end of the 2nd Round after every other creature's turn. It always succeeds.
Dodge. The Xenomorph Chestburster can dodge once per combat as a reaction to a melee or ranged weapon attack roll made against it.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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 Chestburster is a tiny Xenomorph that bursts from a hosts body through the chest cavity after being hatched, this effectively kills the host. It quickly grows into a Young Xenomorph in a half of an hour. Within 3 days it will become an Adult Xenomorph.
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.







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