Large Monstrosity, Unaligned
Armor Class 16 Natural Armor
Hit Points 200 (16d10 + 7)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
24 (+7)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
Damage Resistances Acid
Condition Immunities Blinded, Frightened
Senses Passive Perception 11
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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.

Actions

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.

Legendary Actions

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.

  1. Move. The Xenomorph moves up to its speed without provoking opportunity attacks.
  2. Acidic Lunge. The Xenomorph makes one Bite attack.
  3. Sprint (Costs 2 Actions). The Xenomorph takes the Dash action.
  4. Tail Swipe (Costs 2 Actions). The Xenomorph makes one Tail Swipe attack.
    1. 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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