Homebrew Xenomorph Species Details
In the xenomorph life cycle, a xenomorph goes through three major stages of development. The first being the egg stage; In this stage, the xenomorph is not a tall black killing machine, but is instead an embryo inside of an arachnoid creature which lays dormant inside an organic egg. This egg has a flesh-like texture and acts as its own organism. This stage can last almost indefinitely, the egg and arachnoid creature inside lying dormant for many years only awakening once disturbed. When an egg is disturbed by a creature, it will open at the top and the arachnoid creature that dwells inside, commonly known as a “facehugger”, will spring from the egg. The facehugger greatly resembles a pair of skeletal hands fused together at the wrists, with a spine-like tail. It has eight long, finger-like legs which allow it to crawl rapidly, and a long tail adapted for making great leaps. The underside of the facehugger and its orifice, from which extends a proboscis used for delivering the xenomorph embryo. The facehugger will attach itself to the creature’s face, it’s tail wrapped around the creature’s neck. Then the facehugger proceeds to impregnate the creature, using natural hormones and chemicals to sedate the creature into unconsciousness and injecting the xenomorph embryo down the creature’s throat. After this act is complete the facehugger will remain attached to the victim’s face for a little over a day before dropping dead. Then begins the embryo stage. The embryo stage is short-lived, usually lasting no longer than a week. Hours after the death of the facehugger, the creature that was attacked awakes, unsure of what has passed. They then continue their lives, as per normal, until the embryo awakens. Once the xenomorph embryo awakens, it eats its way through the creature it was within. Usually bursting from their chest or back, these creatures have been given the name “chestbursters”. Chestbursters resemble large worms, beige or brown in color and with a mouth of metallic teeth as well as a tail capable of propelling the creature at considerable speeds. Some chestbursters have been seen to possess arms, with others merely having small stubs where presumably the arms will eventually develop. It is possible a longer gestation period may determine the presence of arms at birth; notably, queen chestbursters, which have a considerably longer gestation period, have been known to birth with all four of their arms present, as well as legs and a partially developed head crest. Even regular chestbursters have been known to birth fully formed, with arms and legs, essentially just a smaller version of the adult that it subsequently develops into. The reason for this is unclear, although it has been theorized that in cases where a chestburster is unable to escape its host's body at the usual time, perhaps due to greater structural integrity of the host's rib cage and chest cavity, the host may die prematurely because of the invasive organism within them. The chestburster will subsequently develop further until it is large and strong enough to emerge. Once it has emerged, an embryo will grow into a fully mature xenomorph within 24 hours.
Notably, xenomorphs will alter their physical appearance during development depending on the physiology of the host in which they gestate. Likely, this incorporation of physical traits gleaned from the host is designed to ensure the adult creature is better suited to the environment in which it will find itself. Historically, most xenomorphs encountered have typically gestated inside human hosts, and therefore adopt a basically bipedal, humanoid stance, but other variations born from a wide variety of different host organisms have been seen, and as a result feature varying physical appearances. However, regardless of any physical variation resulting from the host, xenomorphs always possess certain distinctive trademark characteristics. They have a skeletal, bio-mechanical appearance and are usually colored in muted shades of black, blue or bronze. Whatever the host organism, they invariably possess distinctive, elongated, cylindrical skulls, but possess no visible facial features other than their mouth. The carapace atop the head has been seen to vary, from smooth and vaguely translucent to ridged and opaque. Xenomorphs have segmented, blade-tipped tails. The sharp tip has been seen to vary from a small, scorpion-like barb to a larger, flat blade. Despite their seemingly flimsy physical construction, the creature's tail makes for an incredibly potent weapon, strong enough to impale and lift an orc from the floor with seemingly little effort. The tails have been used variously as stabbing, slashing and blunt force trauma weapons. Above the tails, the creature possesses several Dorsal Tubes on its back, typically consisting of two pairs — a larger upper pair and a smaller lower pair — often with a fifth, sharper spine in the center below the base of the head. The exact purpose of these tubes is unclear. A xenomorph is equipped to be the perfect killing machine. They possess an exoskeleton much like that of a lobster, extremely tough and smooth to the touch. Attached at the ends of both of their arms are a set of long fingers and shiny, black, and extremely sharp claws capable of slashing through almost anything within its grasp. On each hand they have two pairs of finger-like digits and two opposable thumbs on opposite sides of hand. As mentioned before, they have a long tail that measures to a similar length compared to their height, this can be used as a whip like weapon. They stand at around 7 feet tall, averaging in anywhere between 300 to 400lbs; although size may vary wildly depending on the host chosen. Their mouths are filled with sharp metallic teeth, but their main killing device is the inner jaw that shoots out to penetrate the victim's brain. The inner jaw, also known as an "attack tongue", is a muscular appendage on the inside of the xenomorph's mouth. All xenomorphs have this trait. It consists of a cord of muscle with a small but extremely deadly mouth-like appendage on the end.
Xenomorph Traits
The aliens from the "Alien" franchise, adapted to fit within the realms of D&D Ability Score Increase. Your Constitution score increases by 2. Age. No on truly knows how long a xenomorph can live, but they mature almost a full day after bursting from a host’s chest. Alignment. Some people will argue that the xenomorph are a neutral or evil creature. One that only cares about either their own survival, or the survival of their colony/queen. Those people would be right. Size. Depending on the host, a xenomorph can either be Small or Medium size. Speed. Your base walking speed is 35 feet. You have a climbing speed of 20 feet. Acidic Blood. When you are damaged by a melee attack, you may use your reaction to coat the creature in caustic blood. The affected creature must make a DC 8 + your proficiency bonus + your Constitution modifier, Dexterity saving throw to take half of the 2d6 acid damage. This effect increases in damage by 1d6 when you reach 6th level(3d6), 11th level(4d6), and 16th level(5d6). You regain uAbility Score Increase
N/A
Acidic Blood
When you are damaged by a melee attack, you may use your reaction to coat the creature in caustic blood. The affected creature must make a DC 8 + your proficiency bonus + your Constitution modifier, Dexterity saving throw to take half of the 2d6 acid damage. This effect increases in damage by 1d6 when you reach 6th level(3d6), 11th level(4d6), and 16th level(5d6). You regain use of this trait after you finish a short or long rest. Additionally, you are resistant to acid damage.
Heat Susceptibility
Your exoskeleton, though it is tough, it is not invulnerable, you are vulnerable to fire damage. In addition you have disadvantage on saving throws against extreme heat, detailed in chapter 5 of the DMG.
Natural Weapons
Bite. You have a bite attack. If you hit with it, it deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Claws. You have a claw attack. If you hit with it, it deals slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Tail. You have a tail attack that has a reach of 10 feet. If you hit with it, it deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
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Posted May 1, 2019Oh man! this is a really cool race man! Id rate this thing a crap ton of stars, ill let you know how much that is lol
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Posted Jul 19, 2019you sure did wright a lot
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Posted Jul 22, 2019I love it just a few format changes but i love it
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Posted Jan 19, 2022Yeah, this is amazing and I'm going to copy your template and branch it out from there because this has incredible potential and i commend you for your righting and knowledge of how they should work. Good Job :)
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Posted Jul 13, 2023Being an aliens fan, I love it! Though I must ask why not add acid resistance/immunity as a trait? Oh! What if the acidic blood deals damage to non-magical weapons and armor?