Medium Monstrosity, Neutral Evil
AC 17 Natural Armor (bio-exoskeleton)    Initiative +4 (14)
HP 136 (16d8 + 64)
Speed 40 ft., climb 40 ft.
Mod Save
STR 18 +4 +4
DEX 18 +4 +7
CON 18 +4 +7
Mod Save
INT 3 -4 -4
WIS 14 +2 +2
CHA 6 -2 -2
Skills Perception +6, Stealth +10
Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60, Darkvision 120, Passive Perception 16
Languages --
CR 8 (XP 3,900; PB +3)
Traits

Acid Blood. When the Xenomorph takes slashing or piercing damage, each creature within 5 feet must make a DC 16 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much on a success.

Hive Instinct. The Xenomorph can telepathically sense other Xenomorphs within 500 feet.

Perfect Predator. The Xenomorph has advantage on attack rolls against frightened or restrained creatures.

Spiderlike Climb. The Xenomorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The Xenomorph makes two Claw attacks and one Tail Strike or one claw attack and grapple attempt.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 

Tail Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is Medium or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 4) bludgeoning damage. Only against a grappled creature. If this attack reduces a creature to 0 hit points, it dies instantly as the Xenomorph crushes its skull.

Bonus Actions

Skitter. The Xenomorph dashes as a bonus action if it starts its turn in dim light or darkness.

Description

The Xenomorph can be found in any setting.

EvylKaow

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