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 19 Dexterity saving throw, taking 35 (10d6) 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
MultiAttack. A Xenomorph makes Three attacks: two with its Claws, one with its Bite.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 6) slashing damage. Any creature hit by the Xenomorph's Claws must make a DC 17 Dexterity check or be grappled.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 18 (3d6 + 7) Piercing and slashing 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 22 (3d6+11) points of Piercing damage PLUS 35 (10d6) points of Acid damage.
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. (Can only be used when detached from the ovipositor)
The Xenomorph Queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Queen regains spent legendary actions at the start of its turn.
Detect. The Queen makes a Wisdom (Perception) check.
Acid Spray. The Xenomorph Queen spits acid in a 20 foot cone, dealing 35 (10d6) points of Acid Damage to all creatures caught in the area. Creatures can attempt a DC 19 Dexterity Saving throw for half damage
Screech (Costs 2 Actions). The Queen lets out an ultrasonic screech. All living creatures other than Aberrations within 30 feet of the Queen must make a DC 18 CON saving throw or be Deafened. A deafened creature can make a new Saving Throw every round at the start of their turn to end this condition.
Summon Warriors (Costs 2 Actions). The Queen lets out an Infrasonic screech. This summons 2d4 Warrior Xenomorphs who arrive and act at the beginning of the next round.
Description
A typical Xenomorph Queen stands 12 to 15 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. Additionally a Queen has a large ovipositor (egg laying organ) attached to her hindquarters. While attached, this ovipositor limits her movement and Agility.
Lair and Lair Actions
A Queen usually lairs in a dark, damp, humid area underground. Her drones modify the area by excreting a biological resin that is often covered in slimy goop.
Lair Actions
On initiative count 20 (losing initiative ties), the Queen takes a lair action to cause one of the following effects:
- She lays an egg which contains a fully developed face hugger. This egg opens when a living creature other than an aberration moves within 10 feet of it.
- She secretes a slimy drool onto a helpless, unconscious, paralyzed or disabled creature with 10 feet of her. This drool quickly hardens and any creatur so bound has the Restrained condition. As an action a Restrained creature can attempt a Strength check (against a DC 20) to break free.
- The Queen can detach from her ovipositor. Doing so removes her ability to lay eggs but increases her speed to 50 feet and gives her a +10 Bonus on stealth and Acrobatics. Additionally the Queen cannot use her Swim or Climb speeds unless she is detached. A detached Queen also gains a Tail attack that it can add to its Multiattack when it uses its action to Attack. These Adjustments are not included in the stat block
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Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., 1 target. Hit: 18 (2d8 + 7) Piercing damage.
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Regional Effects
The region containing a Xenomorph Queen’s lair is warped by the creaure and her drones, which creates one or more of the following effects:
- The temperature is warm and humid, with thin fog collecting in low areas. This is especially noticeable underground. This effect extends out to a Quarter mile of the Lair.
- A chitinous resin covers the floor, walls and ceiling of any building, tunnel or passage within a quarter mile of the Lair. If attacked, this resin has the same resistances as the Xenomorphs themselves.
If the Queen dies, all the effects fade or decompose over a month. Any Xenomorphs in a dead queen's Lair disperse and act on their own.
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