Huge Aberration, Unaligned
Armor Class 21 Natural Armor
Hit Points 189 (14d12 + 98)
Speed 30 ft., climb 30 ft., burrow 30 ft., swim 30 ft.
STR
25 (+7)
DEX
18 (+4)
CON
24 (+7)
INT
9 (-1)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws DEX +10, CON +13
Skills Perception +30, Stealth +28
Damage Vulnerabilities Fire
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 120ft, Passive Perception 24
Languages Telepathy Telepathy
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Acidic Blood. A creature that deals bludgeoning, piercing, or slashing damage to the queen while standing within 5 feet of her must make a DC 21 Dexterity saving throw, taking 21 (6d6) acid damage on a failed saving throw, or half as much acid damage on a successful one.

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

Echolocation. The queen can’t use her blindsight while deafened.

Actions

Multiattack. The queen makes three attacks: two with her claws and one with her tail.

ClawsMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage, and the target is grappled (escape DC 17). While the target is grappled, the queen can use her bonus action to attack the target with her proboscis.

TailMelee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 26 (3d12 + 7) slashing damage.

ProboscisMelee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage.

Bonus Actions

Block. The Xenomorph Queen can use a bonus action to raise her AC by +3. She can only do this after her actions are taken. 

Legendary Actions

Legendary Resistance (3/Day). If the queen fails a saving throw, she can choose to succeed instead.

Call of the Pack (1/every other round). The Queen calls her pack, summoning one type of Xenomorph to her aid. Determined by 1d4 in this order: Facehugger, Facehugger, Young Xenomorph, Adult Xenomorph.

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

Queen of the Xenomorphs. She commands all of her spawn by a hive mind. 

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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