Medium Aberration, Unaligned
Armor Class 18 Natural Armor
Hit Points 90 (9d10 + 45)
Speed 50 ft., swim 25 ft., climb 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
4 (-3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +6, CON +8
Skills Acrobatics +11, Stealth +11
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 120 ft, Passive Perception 16
Languages Understands but cannot speak languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Acidic Blood. A Xenomorph has a caustic blood like fluid that flows beneath its carapace.  A creature that deals bludgeoning, piercing, or slashing damage to the xenomorph while standing within 5 feet of it must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage on a failed saving throw, or half as much acid damage on a successful one.  Additionally any creature that failed its save takes half as much damage on the following round.

Echolocation. The Xenomorph can’t use its blindsight while deafened.

Pack Tactics. The Xenomorph has advantage on an attack roll against a creature if at least one of the Xenomorph’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

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

Darkness Camouflage. The Xenomorph has advantage on all Stealth checks when in Dim Light or Darkness

Actions

MultiAttack. A Xenomorph makes four attacks: two with its Claws, one with its Bite and one with its Tail.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit:  8 (2d4 + 4) slashing damage. Any creature hit by the Xenomorph's Claws must make a DC 15 Dexterity check or be grappled.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit:  13 (2d6 + 6) Piercing and slashing damage. 

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 11 (2d6 + 4) Piercing damage. 

Proboscis. Melee Weapon Attack:  As a Bonus Action the Xenomorph can extend a proboscis, complete with secondary jaws, to strike a Grappled creature.  This deals 13 (2d6+6) points of Piercing damage PLUS 14 (4d6) points of Acid damage.  

 

 

 

Reactions

Hunter's Rush. If a creature leaves the Xenomorph's threatened area the Xenomorph can move with it and make an attack with it's Tail.

Description

Where Xenomorphs came from no one is entirely sure.  But these deadly creatures are alien and aberrant to the senses of normal people.  Xenomorphs are known to come in four castes and are, from least to greatest: Face Hugger, Drone, Warrior, Queen.

A typical specimen of the Warrior caste stands 6 to 8 feet tall but they often hunch over and move on all fours.  A Xenomorph is covered with jet black chitin and exudes a slimy drool from its mouth. 

A Xenomorph reproduces in stages.  First it develops as a large sac-like egg, laid by a Queen.  While in the egg the Xenomorph develops into a creature called a "Facehugger".  This stage will find a living creature and envelope its face to deposit a small parasitic spoor into to incubate.  When the Xenomorph spoor is full developed it spawns in a bloody explosion out of the creature's abdomen or chest.  This small larval stage quickly matures into a full grown Xenomorph.  Curiously Xenomorphs can take on some of the traits of their incubation hosts and the one here is the most typical, having been incubated in a humanoid.

Monster Tags: abberation

Habitat: UnderdarkUrban

rpgjgb

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