The Xenomorph Queen is the matriarch of an alien hive. There can only be one Queen per hive as they will go to war with each other if there is more than one Queen and no Empress to rule over them all.
The queen can lay 2d6 eggs per hour, each with their own facehugger inside that aim to impregnate the party.
The Queen can summon a praetorian to her aid once per encounter.
Tail Whip. +15 to hit, range 10 feet, 1 target, Hit (4d4) body piercing damage
Charge. +18 to hit, range 60 feet, +3 targets, hit (2d12) stun attack
The Queen can communicate with other members of the hive when they are inside of the nest. This will alert warriors of her location if she needs aid ( once per encounter ). The Queen can do a double attack once per encounter. The Queen can disengage and escape to another part of the hive once per encounter.
The Queen will blindly whip her tail once her health gets below 100 points. This attack does not require an action to be used and will be used before the Queen’s turn. +10 to hit (2d6) body piercing damage.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Xenomorph Queen has a much larger crest than others of her kind. She sits upon a large egg sag that has been created by Xenomorph drones that tend to the hive. She creates eggs on a daily basis to continue the existence of her hive. She is near bulletproof and will require a lot of punishment to take her down.
Lair and Lair Actions
The Xenomorph hive is a dangerous place for any foreign creature as they will be cocooned and impregnated by a facehugger.
Regional Effects
The region containing a legendary Xenomorph Queen’s lair is a safe haven for all xenomorphs born to that Queen’s hive, which creates one or more of the following effects:
- All xenomorphs born to the Queen in question can enter a long rest anywhere inside of the hive if it is not under attack.
- All xenomorphs born to the leader of that hive can communicate with that Queen through telepathy.
If the Xenomorph Queen dies, these effects fade over the course of 1d6 days.
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