Homebrew Xenoid. Species Details
Xenoid
Backstory: The Xenoids arrived on the world via a meteor, which carried countless eggs. These cream-white, keratinous eggs hatch in a horrific manner: upon sensing nearby life, they extend a tendril to pierce the creature's body (living or dead) and use it as an incubator. A small, but fully formed, Xenoid then emerges in a burst of gore. If an egg is destroyed before hatching, it explodes in a torrent of potent acid, capable of dissolving organic matter on contact. The initial meteor landing was investigated by adventurers, who became the first incubators for the Xenoid young. After hatching, the Xenoids spread rapidly, decimating a nearby village. For a time, their existence was unknown, with lone humanoids disappearing until the Xenoids' presence became undeniable. Xenoids were initially classified as extremely dangerous monsters, to be killed on sight. However, their intelligence, and eventual ability to learn Common, led to their recognition as a (horrific) race. Their presence is often met with a deathly silence in towns and taverns. A common myth persists: that remaining perfectly silent will prevent a Xenoid from attacking, due to their blindness.
Ability Score Increase: Your Dexterity score increases by 2, and your Strength score increases by 1.
Size: Large.
Speed: 30 feet.
Senses: Blind, blindsight 60 ft.
Echolocation: As a bonus action, the Xenoid can emit a series of clicks, whistles, and cladders. Until the start of its next turn, it knows the location of any creature or object within 60 feet that is not behind total cover. A creature must make a successful Dexterity (Stealth) check contested by the Xenoid's Wisdom (Perception) check to avoid being detected. If a creature moves after being located, the Xenoid must use its bonus action to echolocate again to pinpoint the new location.
Acid Resistance: Their keratinous outer shell provides resistance to acid damage.
Acidic Blood Reaction: When a Xenoid takes damage that causes the "bleeding" condition (or the equivalent effect in your D&D game, such as persistent piercing or slashing damage), their acidic blood sprays outwards. Any creature within 5 feet of the Xenoid when it takes this damage takes 1d4 acid damage at the end of the turn the damage was dealt.
Languages: Common, Xeno (a language of clicks, whistles, and cladders).
No weapons: xenoids don’t have hands making it impossible for them to use traditional weapons.
Evolving Weaponry:
- Level 1: Sickle Arms. The Xenoid's forearms end in wickedly sharp, curved blades resembling small sickles. Melee Weapon Attack: reach 5 ft., one target in the front three tiles (one forward, one forward-left, one forward-right). Hit: 1d4 slashing damage.
- Level 2: Bite. The Xenoid's mouth opens to reveal rows of short, razor-sharp teeth capable of tearing flesh. Melee Weapon Attack: reach 5 ft., one target in the front tile. Hit: 1d6 piercing damage.
- Level 3: Tail. The Xenoid's long, whip-like tail now features a razor-sharp, chitinous blade at the tip. Melee Weapon Attack: reach 5 ft., one target in the back three tiles (one backward, one backward-left, one backward-right). Hit: 1d8 piercing damage.
- Level 4: Scything Arms. The sickle-like blades on the Xenoid's forearms lengthen and become broader, resembling the scythe-like limbs of a predatory insect, capable of wider, more powerful slashes. Melee Weapon Attack: reach 5 ft., one target in the front three tiles. Hit: 1d6 slashing damage.
- Level 5: Venomous Bite. The Xenoid's bite now injects a potent venom through its sharp teeth. Melee Weapon Attack: reach 5 ft., one target in the front tile. Hit: 1d6 piercing damage and 1d4 poison damage. The target must succeed on a DC (8 + proficiency bonus + Constitution modifier) Constitution saving throw or take another 1d4 poison damage at the start of its next turn.
- Level 6: Venomous Tail. The bladed tip of the Xenoid's tail now secretes a debilitating venom. Melee Weapon Attack: reach 5 ft., one target in the back three tiles. Hit: 1d8 piercing damage and 1d4 poison damage. The target must succeed on a DC (8 + proficiency bonus + Constitution modifier) Constitution saving throw or take another 1d4 poison damage at the start of its next turn.
- Level 7: Tendrils. Two thin, whip-like tendrils sprout from the Xenoid's back, each tipped with a sharp, bony spur. Melee Weapon Attack: reach 5 ft., up to two targets in any adjacent tile. Hit: 1d6 piercing damage.
- Level 8: Acidic Bite. The Xenoid's saliva becomes corrosive. Its bite now not only pierces but also burns with acid and injects venom. Melee Weapon Attack: reach 5 ft., one target in the front tile. Hit: 1d6 piercing damage and 1d4 acid damage. The target must succeed on a DC (8 + proficiency bonus + Constitution modifier) Constitution saving throw or take 1d4 poison damage, and another 1d4 poison damage at the start of its next turn.
- Level 9: Acid Spit. The Xenoid can forcefully expel a stream of corrosive saliva.
- Cone: The Xenoid can use an action to spit acid in a 5-foot cone. Each creature in that area must make a DC (8 + proficiency bonus + Constitution modifier) Dexterity saving throw, taking 1d4 acid damage on a failed save, or half as much on a successful one.
- Projectile: As part of the same action, the Xenoid can also launch a concentrated glob of acid up to 15 feet at one target. Ranged Weapon Attack: + (proficiency bonus + Dexterity modifier) to hit, range 15 ft., one target. Hit: 1d4 acid damage.
- Level 10: Four Tendrils. Two more of the whip-like tendrils sprout from the Xenoid's back, now totaling four. Melee Weapon Attack: reach 5 ft., up to four targets in any adjacent tile. Hit: 1d6 piercing damage.
Movement and Rotation: Their base walking speed is 30 feet. Rotating more than 90 degrees in a turn costs 5 feet of movement.
Xenoid. Traits
blind but deadly
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