Acidic Blood: Whenever a Xenomorph is damaged by a physical attack, any creature within 5ft of the Xenomorph must make a DC 13 Dexterity saving throw, taking 4 (2d4) acid damage on a failed save, or half as much damage on a successful one
Natural Camouflage: The Xenomorph has advantage on Stealth checks while in Dim light or Darkness
Ambusher: If the Xenomorph surprises its target, that target takes double damage on the first successful attack during the surprise round. In addition, the Xenomorph can make 1 additional attack on the first round of combat
Multiattack: The Xenomorph can make three attacks: one with its bite and two with its claws.
Claw. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 6 (1d6 + 3) Slashing damage.
Bite. Melee Weapon Attack: +8 to hit, range 5ft., one target. Hit: 8 (1d8 + 3) [damage type] damage.
As a bonus action, the Xenomorph can Dash, Disengage or Hide.
Description
Xenomorphs have segmented, blade-tipped tails. They have elongated, cylindrical skulls with eyes underneath the "visor". When standing upright, the Aliens are bipedal in form, though, depending on their host species, they will adopt either a hunched stance or remain fully erect when walking, sprinting, or in hotter environments. Their overall stance and general behavior seem to result from the mixture of the respective DNA of the embryo and its host. They have a skeletal, biomechanical appearance and are usually colored in muted shades of black, gray, blue or bronze. Their body heat matches the ambient temperature of the environment in which they are found, so they do not radiate heat, making them indistinguishable from their surroundings through thermal imaging.







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