| Mod | Save | ||
|---|---|---|---|
| STR | 8 | -1 | -1 |
| DEX | 16 | +3 | +5 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | -4 | -4 |
| WIS | 14 | +2 | +4 |
| CHA | 1 | -5 | -5 |
Alien Physiology. The larval xenomorph can breathe in any environment, including vacuum, and is immune to disease.
Facehugger Leap. The larval xenomorph can long jump up to 20 feet and high jump up to 10 feet with no running start.
Evasive Skitter. When the larval xenomorph takes the Dash action, it gains advantage on Dexterity saving throws and opportunity attacks against it are made with disadvantage until the start of its next turn.
Spider Climb. The larval xenomorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Claw Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Facehug (Recharge 5–6). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: The larval xenomorph attempts to latch onto the face of a creature that is Medium or smaller and has a head. The target must succeed on a DC 13 Dexterity saving throw or become grappled (escape DC 13), blinded, and incapacitated as long as the facehugger is attached.
While attached in this way:
- The facehugger cannot attack other creatures.
- At the start of each of the grappled creature’s turns, they must succeed on a DC 13 Constitution saving throw or gain one level of exhaustion.
- If the target is reduced to 3 levels of exhaustion this way, the larval xenomorph implants an embryo and detaches (DM decides when/if the embryo hatches).
Description
The Larval Xenomorph can be found in any setting.
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