Large Monstrosity, Chaotic Evil
Armor Class 15 Natural
Hit Points 157 (15d10 + 75)
Speed 40 ft., climb 40 ft., swim 30 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +8, WIS +7
Skills Acrobatics +8, Athletics +10, Intimidation +7
Condition Immunities Charmed, Poisoned
Senses Blindsight 60 ft, Passive Perception 17
Languages None
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance
If the xenomorph fails a saving throw, it can choose to succeed instead.

Acid Blood
When the xenomorph is hit by an attack that deals piercing or slashing damage, one creature within 5 feet of the xenomorph must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much on a successful one.

The xenomorph can choose which creature is targeted by its acid, preferring to target the creature that hit it, if within range.

Wall Walk
The xenomorph has the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

Actions

Multiattack. The xenomorph makes 2 attacks with its claws and 1 attack with either its double bite or its tail.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft. One target. Hit 9 (1d6+6) Piercing Damage.

Double Bite. Melee Weapon Attack: +10 to hit, reach 5 ft. One target. Hit 9 (1d6+6) Piercing Damage plus 3 (1d6) Bludgeoning Damage.

The xenomorph has advantage on this attack roll if targeting a creature that has it grappled.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft. One target. Hit 15 (2d8+6) Piercing Damage.

Legendary Actions

Claw. The xenomorph makes a claw attack.

Grab. The xenomorph can attempt to grab a creature.

Leap. The xenomorph can leap 20 feet in addition to its normal movement.

Scurry. The xenomorph Disengages and moves up to its speed.

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.

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