Acidic Blood. When the Xenomorph takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the Xenomorph takes 10 (3d6) acid damage. Any nonmagical weapon that hits the Xenomorph corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits the Xenomorph is destroyed after dealing damage.
Adaptable. The Xenomorph is immune to all environmental effects except for extreme heat and natural, nonmagical difficult terrain costs it no extra movement.
Ambush. During its first turn, the Xenomorph has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Xenomorph scores against a surprised creature is a critical hit.
Amphibious. The Xenomorph can breathe air and water.
Aversion of Fire. If the Xenomorph takes fire damage, it must make a Wisdom saving throw with a DC of 5 + the fire damage taken. On a failed save, the Xenomorph is frightened until the end of its next turn.
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.
Sneak Attack (1/Turn). The Xenomorph deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Xenomorph that isn't incapacitated and the Xenomorph doesn't have disadvantage on the attack roll.
Spider Climb. The Xenomorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Thermal Camoflague. The Xenomorph is invisible to creatures who use heat to see.
Multiattack. The Xenomorph makes two Claw attacks and one Tail attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature that is grappled by the Xenomorph, incapacitated, or restrained. Hit: 44 (6d12 + 5) piercing damage. If this damage reduces the target to 0 hit points, the Xenomorph kills it by puncturing its brain.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. If a target is hit by this attack twice in one turn, the Xenomorph can choose to grapple the target (escape DC 16).
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. If the attack is a critical hit, the Xenomorph can choose to grapple the target (escape DC 16).
Description
"You still don't understand what you're dealing with, do you? Perfect organism. Its structural perfection is matched only by its hostility. I admire its purity. A survivor. Unclouded by conscience, remorse... or delusions of morality. I can't lie to you about your chances but... you have my sympathies." - Ash
Acidic Blood. The greatest defence of the Xenomorph is the blood that runs within its veins. Their blood is composed of a powerful acid able to burn through almost anything but the carapace of a Xenomorph.
Beyond The Stars. Xenomorphs originate from somewhere long forgotten and far away and are always an invasive species wherever they find themselves. They are highly adaptable, able to thrive in almost any environment they find themselves and even able to resist hostile environments such as the vacuum of space for a period of time. The only environments they can't withstand are places of extreme heat where any form of life would greatly struggle.
Biomechanical. The origin of the Xenomorph is shrouded in mystery but their body structure shows signs of being biomechanical in nature, meaning they are likely to have been created rather than being a product of evolution.
Chest Burster. The Xenomorph life cycle starts with an egg which holds a creature known as a face hugger. Once this creature impregnates a host, the egg will mature into a baby Xenomorph also known as a Chest Burster. As the name suggests, the baby Xenomorph will force its way out of the host's chest before finding a safe place to grow, something that can only take between 1-24 hours.
Expect Hunters. Xenomorphs are skilled hunters, able to stalk their prey without them knowing before it is too late. If a Xenomorph is on its own, it will use stealth at every possibility and avoid direct confrontation if it knows there is a risk it might sustain harm. If it is in a pack, however, it will typically opt for swarming the target and using their numbers.
Hive. Xenomorphs are similar to insects in that they typically create a hive out of their own saliva where they will store their prey and eggs. These hives grow as more Xenomorphs fill it and within the heart of the hive will reside the Queen who births more eggs for her colony. If left unchecked, a hive can grow as large as a city.
Hyper-Aggressive. Xenomorphs are hostile to all forms of life except for themselves, viewing other forms of life as nothing more than prey and hosts. Their primary instinct is to hunt and reproduce but at a much more aggressive level and with nay form of suitable life they can find.
Variant: Acid Breath
Some Xenomorphs are able to expel their acidic blood as a weapon either due to an injury they sustained or a natural glad in their mouths. Such Xenomorphs have the following action:
Acidic Bile (Recharge 5-6). The Xenomorph projects acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one. In addition, nonmagical armour worn by the creature is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10.







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