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.
Ken Doll. Theo Von wears a blonde tupé, ranger shorts, a pink and yellow polo shirt with a yellow ascot. Theo Von is on point at all times and is irresistible. Creatures that lay eyes upon Theo Von must pass a Charisma Saving throw DC20 or become charmed and never harm Theo Von. Non-player creatures within movement speed distance of Theo Von that fail the save will protect Theo Von by taking all incoming damage that would be dealt to him, even if it costs their lives.
Multiattack. The xenomorph makes two attacks: one with its claws and one with its tail.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 4) slashing damage, and the target is grappled (escape Strength save DC 14). While the target is grappled, the xenomorph can use its bonus action to attack the target with its proboscis or to use Smoldering Intensity.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Proboscis. Melee Weapon Attack: +7 +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
Smoldering Intensity. Theo Von looks at a creature he can see within 30ft of him with smoldering intensity. The chosen creature must pass a Charisma saving throw DC20 or fall victim to Theo Von's charm. Creatures charmed this way will not harm Theo Von.
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