Keen Senses. The Xeno-Warren Abomination has advantage on Wisdom (Perception) checks that rely on smell or hearing.
Acidic Blood. When the Abomination takes damage from a melee attack, it sprays acid in a 10-foot radius. All creatures in the area must make a DC 16 Dexterity saving throw, taking 2d8 acid damage on a failed save or half as much on a successful one.
Alien Resilience. The Xeno-Warren Abomination has advantage on saving throws against being stunned or paralyzed.
Burrowing Hunter. The Abomination can burrow through nonmagical earth and stone at a speed of 20 feet. It leaves no tunnel behind unless it chooses to.
Cunning Predator. The Abomination has advantage on attack rolls against frightened or surprised creatures.
Alien Mind. The Xeno-Warren Abomination’s mind is so alien that any creature attempting to read its thoughts or communicate telepathically with it must succeed on a DC 18 Intelligence saving throw or take 4d6 psychic damage and be stunned until the end of their next turn.
Multiattack. The Xeno-Warren Abomination makes three attacks: one with its bite and two with its claws.
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Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 4) slashing damage.
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Tail Strike. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target must make a DC 16 Strength saving throw or be knocked prone.
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Acidic Spit (Recharge 5-6). The Abomination spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much on a successful one.
Frightening Roar (1/Day). The Xeno-Warren Abomination emits a terrifying roar. Each creature of the Abomination's choice within 60 feet of it that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Abomination is within line of sight, ending the effect on itself on a success.
- Skittering Pounce. The Abomination moves up to its speed toward a creature it can see. If it ends its movement within 5 feet of that creature, it can make a claw attack as part of this bonus action.
- Burrow Dive. The Abomination can burrow up to 10 feet into the ground, becoming heavily obscured until it emerges. It can emerge at the start of its next turn in a space within 30 feet.
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Predator’s Instincts. The Abomination gains advantage on its next attack roll against a creature that is frightened or surprised.
Xeno Reflexes. When a creature the Abomination can see targets it with an attack, it can use its reaction to move up to 20 feet without provoking opportunity attacks.
The Xeno-Warren Abomination can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and it can only be taken at the end of another creature's turn. The Abomination regains spent legendary actions at the start of its turn.
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Leap Attack. The Abomination leaps up to 20 feet in any direction without provoking opportunity attacks and makes a claw attack against one target it lands next to.
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Chittering Whisper. The Abomination emits an unsettling chittering sound. Each creature within 30 feet that can hear it must succeed on a DC 16 Wisdom saving throw or have disadvantage on their next attack roll or saving throw until the end of their next turn.
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Tail Sweep (Costs 2 Actions). The Abomination sweeps its tail in a wide arc. Each creature within 10 feet of the Abomination must succeed on a DC 16 Dexterity saving throw or take 14 (2d8 + 4) bludgeoning damage and be knocked prone.
Description
Tactics:
- The Xeno-Warren Abomination is a terrifying predator, using its Burrowing Hunter ability to ambush the party from beneath.
- It will aim to frighten and separate the adventurers, using Frightening Roar and Acidic Spit to weaken them before closing in with its vicious melee attacks.
- The Legendary Actions give it the agility to avoid being pinned down, and its Alien Mind makes it resistant to mental attacks.
This creature will be a formidable challenge for Coal and his party, combining the ferocity of a Xenomorph with the cunning and agility of a rabbit, making it a unique and terrifying foe!
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Xeno-Warren Abomination can take one of the following lair actions. It can’t use the same lair action two rounds in a row:
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Corrosive Miasma. A thick, acidic fog spreads through a 30-foot radius centered on a point the Abomination can see within its lair. Creatures in that area must make a DC 16 Constitution saving throw or take 14 (4d6) acid damage and become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The fog dissipates at the start of the next round.
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Burrowing Tendrils. The ground in a 20-foot radius centered on a point the Abomination can see becomes unstable as writhing tendrils burst from the earth. Each creature in that area must succeed on a DC 16 Dexterity saving throw or be grappled by the tendrils (escape DC 16). A grappled creature takes 10 (3d6) bludgeoning damage at the start of each of its turns while grappled.
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Mind-Shattering Screech. The Abomination emits a high-pitched screech that reverberates throughout its lair. Each creature of the Abomination’s choice within 60 feet must make a DC 16 Wisdom saving throw or be stunned until the end of its next turn. If a creature fails the saving throw by 5 or more, it also takes 14 (4d6) psychic damage.
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Alien Hatchlings. A cocoon on the lair wall ruptures, and a swarm of alien-like creatures (use the stats for a swarm of insects with acid damage replacing piercing damage) bursts forth and attacks all creatures within 10 feet of it. The swarm acts on the same initiative count as the Abomination and dissipates at the end of the next round.
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Warped Gravity. The Abomination alters the gravity in a 30-foot radius centered on a point it can see within its lair. All creatures in the area must succeed on a DC 16 Strength saving throw or be pulled 20 feet toward the center of the area. Creatures that fail the save take 10 (3d6) bludgeoning damage and are knocked prone.
Environmental Features
- Shifting Terrain: The lair is filled with sharp rock formations, treacherous cliffs, and bubbling acid pools. Each round on initiative count 20, the DM can shift the terrain in minor ways, making certain areas difficult terrain or revealing new hazards.
- Echoing Sounds: Disturbing echoes fill the lair, making it difficult to determine the Abomination's location. Any creature that attempts to locate the Abomination by sound has disadvantage on Perception checks.







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