Medium Aberration, Unaligned
Armor Class 11 Natural
Hit Points 23 (5d6)
Speed 40 ft., walk 25 ft.
STR
18 (+4)
DEX
17 (+3)
CON
11 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +6, DEX +5
Skills Investigation +3, Perception +3, Stealth +6
Damage Vulnerabilities Cold, Fire
Damage Immunities Acid, Poison
Condition Immunities Blinded, Charmed, Poisoned
Senses Blindsight 50ft, Tremorsense 30ft, Passive Perception 11
Languages Hive Mind - All Neomorphes that are within 100ft can sense and communicate by Telepathic means.
Challenge 2 (450 XP)
Proficiency Bonus +2

Alien Hybrid. These Neomorphs are an earlier hybrid from a different process of the black goo. This trait is here to show the weakness of the Neomorph to the Xenomorph. Attacks are generally weaker, Acid Blood is weaker, Enhanced Senses is weaker, and Hive Mind has a shorter range.

Temperature Sensitivity. When an alien is exposed to extreme heat or cold it will become frightened and flee until the end of its next turn.

Acid Blood. An alien's blood is acid. Anything that comes into contact with it takes 1D8 acid damage, and any melee attacks must make a Dexterity reflex save or take 1D8 damage. On a save, no damage is dealt.

Enhanced Senses. The Alien can hear a normal conversation from 150 feet and a whisper at 40 feet.

Alien Athletics. An alien has advantage on Athletics checks. In addition, as a reaction an alien can reduce falling damage by 25 (5 times the number of Hit Dice).

 This is the Neomorph seen in the movie: ALIEN: Covenant

 

Actions

Multi-Attack. The Drone can only make two melee attacks with either its Bite attack or Claws attack. (Example: Two Bite attacks, One Bite attack and one Claws attack, or Two Claws attacks.)

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. (1D4 + 4) Piercing Damage.

Vicious Rush. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. (1d4 + 4) Slashing damage. The alien violently rushes at a target up to twice its movement speed and attacks a target with its claws. 

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 13 (1d4 + 4) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: 22 (1d4 + 4) bludgeoning damage. If the Attack Succeeds, the creature hit must make a strength check DC 16, or be knocked Prone.

Description

The Neomorphs were the result of the local ecosystem on the planet to which David traveled after leaving LV-223 becoming altered by the black goo. Specifically, the liquid caused small, black, spherical, fungus-like egg sacks to form on the ground. When disturbed, these egg sacks would release a cloud of microscopic insect-like spores (motes) into the air that would then enter a host organism through any open orifice — such as the nostrils or ear canal. Once a host is infected with the airborne contagion, the spores would enter the bloodstream and proceed to cause a Neomorph Bloodburster to grow inside of them until they violently puncture the skin and claws their way out of the host's body. This process is notably similar to the Xenomorph Chestburster, although the exact point of emergence varies depending on how the host was infected. As with Xenomorphs, the appearance and characteristics of the Neomorph depend on what sort of animal it was spawned from.

When spawned from a human host, the creature is born with arms and legs and initially moves in a quadrupedal manner, reminiscent of a Stalker, but as they grow, the Neomorph adopts a bipedal stance. Notably, the creature is born with a bulbous head but as it grows its head grows more elongated and pointy. The creature has pale, white-grey skin with a somewhat translucent appearance, attributes that resemble those of a Hammerpede. The Neomorph features a fleshy tail tipped with spikes, which can be used as a devastating slashing and battering weapon, and a large number of silvery fangs in their mouth, which appears circular when closed. Notably, individual Neomorphs appear to display physical variance. For instance, one of the creatures featured a pair of sharp, bony dorsal spikes on their back that assisted them in breaking out of their host, whereas the other individual encountered lacked these features. Their blood is thick and yellow in color, but notably not acidic.

NOTE TO DMs: In ALIEN: Covenant, the Neomorph and Xenomorph was supposed to fight each other, however, it is up to the DM to decide if these creatures get along through Hive Mind, or to fight each other as they would if it was two opposing Hives.

Lair and Lair Actions

NOTE TO DMs: We do not have enough information on the lair and caste makeup of Neomorphs. DM should use their own discretion when using this creature. Suggestion is to combine them with the regular Xenomorph Hive.

 

Environment: ForestGrasslandHillMountainSwampUnderdark

WereGobbie

Comments

Posts Quoted:
Reply
Clear All Quotes