Medium Monstrosity, Neutral
AC 18 Natural    Initiative +4 (14)
HP 85 (10d8 + 40)
Speed 30 ft., swim 30 ft.
Mod Save
STR 17 +3 +3
DEX 17 +3 +3
CON 18 +4 +4
Mod Save
INT 5 -3 -3
WIS 13 +1 +1
CHA 7 -2 -2
Vulnerabilities Fire
Resistances Cold, Poison
Immunities Acid; Blinded
Senses Blindsight 10 ft, Darkvision 60ft, Passive Perception 14
Languages --
CR 5 (XP 1,800; PB +3)
Traits

Acidic Blood: When the Xenomorph takes 10+ damage, each creature within 5 ft. of the Xenomorph takes 1d10 Acid damage. Any player whose (non-magical) weapon does 10 or more slashing or piercing damage to the Xenomorph must roll a d4. On a roll of a 1 the weapon is destroyed. If the weapon does 20 or more damage the weapon is destroyed outright.

Unusual Nature: The Xenomorph does not require air and can survive in a vacuum

Textured Carapace: The Xenomorph has advantage on stealth checks made to hide in Urban areas

Actions

Actions: Multi-attack: The Xenomorph can make two attacks per turn, either with Claw and Tail or two claw attacks, if both Claw attacks hit the target, the target is Grappled (DC 13) and the Xenomorph can use its Proboscis attack against the Grappled creature

Action Melee Attack. Claw: +6 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) [Slashing] damage.

Action Melee Attack. Tail: +6 to hit, reach 10 ft., 1 target. Hit: 15 (2d10 + 3) [Piercing] damage.

Action Melee Attack. Proboscis: +6 to hit, reach 5ft., 1 target. Hit: 30 (5d10 + 3) [Piercing] damage.

 

Reactions

Reaction Name. Enter the description for your action.

Description

Large, humanoid creatures with a dark, protective exoskeleton, a long, flexible tail, and an elongated, domed head. They have a toothed mouth that conceals a secondary, extendable inner jaw, often described as a proboscis. Xenomorphs also possess black eyes, fleshy skin, and a tail. 

Habitat: Any

CaelumArbornes

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