Large Monstrosity
Armor Class 18
Hit Points 310 (6d10)
Speed
STR
15 (+2)
DEX
14 (+2)
CON
9 (-1)
INT
4 (-3)
WIS
5 (-3)
CHA
2 (-4)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Lightning
Damage Immunities Acid, Cold
Senses Passive Perception 12
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

 Bulletproof Skull

The Xenomorph crusher has a bulletproof skull that reflects any attack to the head. After hitting the crusher in the head with a ranged weapon, a player must roll a saving throw as the weapon that hit the head will be reflected by the bulletproof carapace back towards the player.

 

Actions

Charge

The Xenomorph crusher can attack with its bulletproof carapace and ram its opponent: +15 to hit, reach 50 feet, +1 target, Hit (3d10+2)  bludgeoning 

Claw strike

The Crusher can use its razor sharp claws to strike and opponent: +10 to hit, reach 5 feet, 1 target, Hit (3d8+0) slashing

Claw stab

The Crusher can use its scythe like tail to stab through an enemy and grapple them within 5 feet of the Crusher: +10 to hit, reach 30 feet, 1 target, Hit(3d8+1) body piercing

Bonus Actions

The Xenomorph Crusher cannot disengage combat and will fight until they are done. They can do one extra move per encounter. They can spit acid twice within an encounter to deal acid damage (3d6) for four turns after the acid hits (+15 to hit).

Reactions

The Crusher has an immense fear of fire and will find an alternative route of attack if there are flames between them and the target.

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 crusher is a hard skinned beast that is the size of a tank, and can take as much punishment as one. Unlike its brethren, it has a long, queen-like   
crest on top of their head that it uses as a shield as it runs on all fours towards the opponent.

Lair and Lair Actions

 

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.

Previous Versions

Name Date Modified Views Adds Version Actions
8/18/2023 7:32:49 PM
1
2
1
Coming Soon
Predator_Fan_1

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