Medium Aberration, Unaligned
Armor Class 18 Natural Armor
Hit Points 76 (9d8 + 36)
Speed
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
4 (-3)
WIS
12 (+1)
CHA
4 (-3)
Saving Throws DEX +7, CON +7
Damage Resistances Bludgeoning, Cold, Slashing
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Passive Perception 17
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Blindsight: 120 ft (blind beyond this radius)

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 15 Dexterity saving throw, taking 14 (4d6) acid damage on a failed saving throw, or half as much acid damage on a successful one.

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

Echolocation. The xenomorph can’t use its blindsight while deafened.

Pack Tactics. The xenomorph has advantage on an attack roll against a creature if at least one of the xenomorph’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Actions

Multiattack. The xenomorph makes two attacks: one with its claws and one with its tail.

ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target is grappled (escape DC 14). While the target is grappled, the xenomorph can use its bonus action to attack the target with its proboscis.

TailMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

ProboscisMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

 

Legendary Actions

 

 

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.

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.

rorym763

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