Skills Stealth +7
Damage Resistances Acid
Condition Immunities Frightened, Blinded
Senses Darkvision 60 ft., Passive Perception 11
Legendary Resistance (3/Day). If the Xenomorph fails a saving throw, it can choose to succeed instead.
Multiattack. The Xenomorph makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) piercing damage plus 7 (2d6) acid damage. The target must succeed on a DC 16 Constitution saving throw or be infected with a Xenomorph embryo.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 4) slashing damage.
Acid Blood Burst (Recharge 5-6). When the Xenomorph takes damage, it can release a burst of acidic blood in a 10-foot radius. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save or half as much damage on a successful one.
The Xenomorph can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Xenomorph regains spent legendary actions at the start of its turn.
- Move. The Xenomorph moves up to its speed without provoking opportunity attacks.
- Acidic Lunge. The Xenomorph makes one Bite attack.
- Sprint (Costs 2 Actions). The Xenomorph takes the Dash action.
- Tail Swipe (Costs 2 Actions). The Xenomorph makes one Tail Swipe attack.
- Tail Swipe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Description
The Xenomorph Infestor is a nightmare given form—a relentless and predatory creature designed for one purpose: to hunt and infect. Standing at around 9 feet tall, it possesses a sleek, black exoskeleton that seems to absorb and reflect the ambient light, making it virtually invisible in the shadows. Its elongated head, filled with rows of razor-sharp teeth, can extend forward in a terrifying manner when it lunges at its prey.
Lair and Lair Actions
1. Stealthy Ambush: The Xenomorph Infestor uses the shadows to its advantage, summoning darkness that obscures the vision of creatures within its lair. All non-Xenomorph creatures must succeed on a DC 15 Wisdom saving throw or have disadvantage on Perception checks and attack rolls for 1 round.
2. Infestation Spawns: The Xenomorph Infestor calls upon its innate ability to reproduce. It releases a swarm of small, parasitic creatures that distract and harass creatures within the lair. Each creature of the Xenomorph's choice within 60 feet must make a DC 15 Dexterity saving throw or take 2d6 slashing damage and become grappled. A grappled creature can use its action to make a DC 15 Strength or Dexterity check to free itself.
3. Resonating Echoes: The Xenomorph Infestor creates disorienting echoes that resonate through its lair. All non-Xenomorph creatures within 30 feet must succeed on a DC 15 Constitution saving throw or be stunned until the start of their next turn.
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