Tiny Aberration, Unaligned
Armor Class 12 Natural Armor
Hit Points 10 (4d4)
Speed 25 ft., burrow 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
8 (-1)
CHA
3 (-4)
Saving Throws DEX +4
Skills Stealth +20
Damage Vulnerabilities Fire
Damage Resistances Cold
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 30ft, Passive Perception 9
Languages Languages the Host knew in life.
Challenge 1/8 (25 XP)
Proficiency Bonus +2
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 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.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d4 + 2) piercing damage.

Bonus Actions

Flee and Hide. The Xenomorph Chestburster can hide at the end of the 2nd Round after every other creature's turn. It always succeeds.

Reactions

Dodge. The Xenomorph Chestburster can dodge once per combat as a reaction to a melee or ranged weapon attack roll made against it.

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 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.

Monster Tags: abberation

Habitat: ForestUnderdarkUnderwaterUrban

D_M_Baelfire

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