Large unknown, Chaotic Evil
Armor Class 18 Natrual armor
Hit Points 110 (6d20 + 5)
Speed 50 ft., climb 50 ft. Can climb on any surface. , swim 45 ft. Will tire out quickly if not accustomed to water.
STR
23 (+6)
DEX
26 (+8)
CON
20 (+5)
INT
12 (+1)
WIS
12 (+1)
CHA
22 (+6)
Saving Throws STR +14, DEX +16
Skills Insight +1, Intimidation +15, Stealth +20
Damage Vulnerabilities Fire
Damage Immunities Acid, Cold, Psychic
Condition Immunities Blinded, Charmed, Frightened, Petrified
Senses Darkvision Can see as if perfect day light in pitch black. , Tremorsense 100 ft, very acute, can sense footsteps., Passive Perception 10
Languages Telepathy Only between other Xenomorph does this work. Language no one else can learn
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Acidic Blood: If a melee weapon is used to kill a xenomorph and it is non-magical, the weapon is destroyed at the end of combat. 

Spellcasting. The Xenomorph can cast any spell it's Host could when it was born(for example, if the Xeno's host is a druid, the xenomorph born from it could use all the spell the druid knew, up until it's point of death). They may not cast spells unless they are of 150 years of age. 

Actions

Tail stab. A Xenomorph can only use Tail stab if it is at 10 or less health, and his 

Action Melee Attack. : +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Reactions

Screech. When The Xenomorph would be surprised, and it fails a Wisdom save, it makes a loud screeching sound. Any target within 5 feet must make a successful constitution saving throw (above 15) or be deafened for three combat turns, or three hours. 

Deadly Reflexes. If the Xenomorph is suprised, and makes a successful Wisdom save, it may use its claw attack against the attacker. 

 

Description

Large, pitch black nightmarish creatures, Xenomorph are the embodiment of fear. They have large, boney tales with huge blades on the end of them. They stand at about 10 feet tall, anf 15 feet long. Some can get up to 15 feet and 20 feet long. They have no eyes, and boney, black exoskeletons, acidic blood that can eat through titanium, and an inner mouth, that can shoot out of it's mouth at close range, with the force of a jet engine behind it. Five or six Xenomorph drones can easily overpower any Dragon, and a Xenomorph Queen with at least three Warrior drones can stand against a Tarrasque. 

That being said, the Xenomorph can be very easy to kill, when the right weapon is used. The entire race has extreme pyrophobia (with the exception of the Pyromorph) and can be sent running with just about any flame source. 

Lair and Lair Actions

Xenomorph Hives, are damp and cold. The walls are generally made of a rock solid resin that the Xenomorph produce from their inner mouths. 

The hives are divided into many sections of caverns and levels. At the top, you would find mainly Xenomorph Drones and Facehuggers. In the next three-four levels, you would find the hosts of Facehuggers and the Chestbursters that resulted from 

Lair Effects

When in a Xenomorph Hive (lair) all xenomorph gain advantage on dodging rolls, and actions that would allow them to escape. Players without darkvision fail any roll/save/action that requires sight, due to the thick blackness. 

 

Habitat: ArcticCoastalDesertForestMountainSwampUnderdarkUnderwaterUrban

Guihave_Lord_of_Rot

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