Homebrew (E.N.H.) Xenomorph Species Details

note: this species is a non parasitic but egg laying mammal version of the xenomorph that is in the Alien movie franchise.

when you play as a xenomorph:

you are a non parasitic but egg laying mammal version of the xenomorph and you are medium sized.

history: Before the d&d worlds came into existence, there existed the annunaki race who are a race of god like and goddess like beings who created tthe universe and divided the universe into different sections with central areas where there are mini Multiverses. there are however only two dimensions that the Annunaki created, the Omega Dimension and the Alpha Dimension. they then created the Alicorn species and the Xenomorphs, then the annunaki gave the alicorns The Alpha Dimension and the annunaki gave the Xenomorph species the Omega Dimension. the annunaki then ordered the alicorn species to create the worlds, dimensions, and universes of the D&d Universe. what the annunaki ordered the Xenomorphs to do is a mystery to all species in the D&d universe except the xenomorphs themselves. the annunaki then created the species throughout the D&d Multiverse except the dragons, mindflayers, and unicorns and the annunaki then ordered some annunaki to be the gods of those species the annunaki created. the Alicorns who spawn magic passively, then taught all the Species in The d&d mutiverse except dragons, unicorns, and mindflayers, how to use magic spawned by the alicorns. the Annunaki then eventually chose to do study the species throughout the d&d multiverse which sometimes means that they send an member of the annunaki race to be a spy. this spy that was sent by the annunaki is a annunaki spy. the Xenomorphs eventually decided to live among different species on many different d&d worlds while doing jobs as fighters and steeds for creatures. each member of the Xenomorph species is led by it's brood mother and a brood mother is led by it's biological Xenomorph grandmother that is called a Xenomorph Queen. a female xenomorph becomes a Broodmother and eventually a Xenomorph Queen by producing other Xenomorphs. a Broodmother can have raised and laid as much as 500 to 2,500 young whereas a Xenomorph Queen can have raised and laid as much as 2,501 to 10,000 young. a brood mother leads her young just as a Xenomorph queen does. a female xenomorph can raise and nurse up to 500 young at a single time without there being a lack of milk for it's young.

Reproduction of Xenomorphs:

after waiting 3 days after a female xenomorph has mated with a male creature (doesn't have to be a male Xenomorph), that female Xenomorph lays an egg containing a tiny Udderhugger (a nicer version of a Facehugger). once that Udderhugger hatches it attaches firmly and securely to one of the udders of the female Xenomorph that layed the egg that contained it. the udderhugger then exchanges waste for nutrients with it's mother via one of it's mothers udders. eventually that udderhugger detaches from it's mother's udder and shapeshifts into a permanent form and that permanent form is a small version of a xenomorph. the small version of a xenomorph then stays with its mother until it reaches adulthood or for its whole life. when a male xenomorph mates with a non xenomorph female creature, the result is that female creature is pregnant with a fetus that is of her own species. a male xenomorph's genes are always recessive when compared to a another species genes which is why a xenomorph male and a non xenomorph  female produce a creature that is a male version or clone of the non xenomorph female. a xenomorph female's genes are dominant when compared to the genes of other species, which is why a xenomorph female and a non xenomorph male produce a xenomorph male or a xenomorph female.

(E.N.H.) Xenomorph Traits

Xenomorph Species Traits

common proficient

you can speak, read, write, and understand Common.

telepathy proficient

you can speak, read, write, and understand Telepathy.

Blind Truesight

you have 150 feet of Blind Truesight, because you have no eyes to see with and so your ability to feel vibrations and hear things is enhanced within a specified range. Within that range, your ability to sense vibrations gives you these abilities:

Darkness Sight. You can know where creatures and objects are in normal and magical darkness.

Body Sight. you can hear the faintest heartbeat within (20 times your proficiency modifier) feet of you.

Smell Sight. you can smell a creature from (20 + your proficiency modifier) feet away from you. you can also roll a die three times in order to succeed in smell something.

Hearing Sight. you can roll a perception check or investigation check with advantage in order to hear something.

Invisibility Sight. You have advantage in knowing where creatures and objects that have the invisible condition are, even though you can't see them.

Visual Illusion Sight. you can roll with advantage in detecting visual illusions.

Vibration Sight. you can can pinpoint the location of creatures and moving objects within (20 times your proficiency modifier) feet from you. you can also know the shape of a creature within (20 times your proficiency modifier) feet from you by sensing vibrations of the creature. know that Vibration Sight does not give you the ability to know what a creature is but it allows you to know the shape of the creature.

note 1: Blind Truesight even works through walls.

note 2: for Blind Truesight, there isn't a max on how high your proficiency modifier is. for a recap, your proficiency modifier is calculated by having your character level 1 having proficiency level 2 and your proficiency level increases by 1 each character level from character level 2 and so on.

 

bludgeoning resistant

you are resistant to bludgeoning.

slashing resistant

you are resistant to slashing.

poison resistant

you are resistant to poison.

acid resistant

you are resistant to acid.

cold resistant

you are resistant to cold.

Steed Plus

Steed Plus. you can be ridden as if you are a horse. while being ridden and in combat you take your turn right after your rider or your rider's summoned steed. also, while being ridden, your walking speed is used by you and your rider. you can only be ridden by your party members. also you can't be ridden by a party member that is larger than your size. you can be ridden by and party member that is the same size as you or smaller. while you are being ridden, you and your rider move like someone riding a horse but with you and your rider being able to each choose the direction you move.

Biological Melee Weapons

Biological Melee Weapons. you have 4 biological melee weapons, your tail, your claws, the spike on the end of your tail, and your teeth. these are the weapons:

Tail Whip. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage or (2d8 + your highest ability modifier) damage. the damage dealt is a type you choose that is either bludgeoning, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you use this weapon you actually whip something with your tail.

Tail Spike Stab or Bite. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage or (2d8 + your highest ability modifier) damage. the damage dealt is a type you choose that is either piercing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you attack with this weapon you either stab something with your tail or you try to bite something.

Scratch. range: 5 feet, one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). on a hit: (2d6 + your highest ability modifier) damage or (2d8 + your highest ability modifier) damage. the damage dealt is a type you choose that is either slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you use this weapon you actually try to scratch something.

Biological Ranged Weapons

Biological Ranged Weapons. you have biological ranged weapons, instantly regrowing tail spikes that can be flicked at enemies, you can spit acidic spit that at enemies, you emit stinky liquid in all directions, you can breathe  a spray of acid towards enemies, you can spit a bunch of explosive spit at enemies, but you gain the use of them at certain character levels. these are the weapons:

Level 1+ weapons:

Acid Spit. ranged attack roll: one target. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: 60-foot range. on a successful hit(1d8 + your highest ability modifier) damage to the target . the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. on a failure to hit target: no damage to the target and it is a miss. when you use this weapon you actually spit at a creature or object.

Stinky Explosion. ranged attack roll: multiple targets. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: 10-foot to 60-foot emanation centered on yourself. on a successful hit(1d8 + your highest ability modifier) damage to the target . the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. on a failure to hit target: no damage to the target and it is a miss. when you use this weapon you actually emit damaging stinky liquid from your skin's pores in all directions. 

Level 3+ weapons:

Acid Breath. ranged weapon attack. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: multiple targets. Area of Effect: 60-foot cone. on a successful hit: that creature takes (1d8 + your highest modifier) damage. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damage. the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you use this weapon you breathe damaging gas at creatures and objects.

Fling Tail Spikes. ranged weapon attack. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Reach: multiple targets. Area of effect: a 5 feet wide and 60 feet long line. each creature in the 10 feet wide and 60 feet long line area of effect rolls a custom 1d20 roll to avoid the attack. on a successful hit: that creature takes (1d8 + your highest modifier) damage. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damage. the damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you use this weapon you use your tail to fling dangerous spikes that are quickly grown in your tail at enemies.

Level 7+ weapon.

Super Acid Spit. ranged weapon attack. Reach: multiple targets. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Area of Effect: a 20 foot circular area centered on a point within 120 feet from you. each creature in the 20-foot circular area of attack rolls a custom 1d20 roll to avoid the attack. on a successful hitthat creature takes (1d8 + your highest modifier) damage, that creature is blinded for one round, and anything that is on it or around it that can be dissolved or damaged by acidic substances or fire, gets damaged or starts dissolving or starts burning. on a failure to hit target: that creature takes half of (1d8 + your highest modifier) damagethe damage dealt is a type you choose that is either bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force. when you use this weapon, you actually spit a explosive ball of condensed deadly spit at an area.

Anti Monster Abilities

Anti Monster Abilities. you have extra abilities and they are: Pack Tactics, Anti Parasite Aura, and Anti Curse.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of that creature and that ally isn’t unconscious, incapacitated, or dead.

Anti Parasite Aura. you give off an anti parasite aura and as a result you and your party members cannot be infected by parasites.

Anti Curse. you cannot be turned into any type of species by being afflicted by a curse. (so obviously, you can't be cursed to turn into a werewolf or vampire or anything else.)

Bag Of Spell Components

Bag Of Spell Components. you have a indestructible bag that magically has an infinite amount of spell components needed to cast any spells. spell components taken from the Bag Of Spell Components cannot be sold, traded, or stolen. the Bag Of Spell Components cannot be sold, traded, or stolen.

Spell Damage Type Alteration

Spell Damage Type Alteration. when you attack a creature with a magic action, you can change the damage type to bludgeoning, piercing, slashing, radiant, necrotic, acid, lightning, thunder, poison, psychic, fire, cold, or force.

Extra Traits

Extra Traits. you have 4 extra traits. and they are:

Siege Monster. You biological body allows you to deal double damage to objects and structures.

Your Armor Class. you have an armor class of (17 + your highest ability modifier).

Acidic Blood. A creature that does melee damage to you, takes (1d6 + your second highest ability modifier) damage of a type  you choose that is either poison, acid, or cold.

Sneaky Hiding. you can roll 3 times when rolling Dexterity (stealth) checks that are rolled to be able to hide somewhere or be stealthy.

Biomechanical Auto Artisan

when you create your character, you can purchase a Biomechanical Auto Artisan for 1 gold point.

Burrowing abilities

Burrowing abilities. you have 4 burrowing abilities and they are:

Burrowed Regeneration. you gain 10 hit points on each of your turns while you are burrowed in the ground.

Burrowing Speed. your burrowing speed is (40 + your constitution modifier) feet.

Tunneller. As an action, you can burrow through the ground, ceiling, or wall while leaving a 4-foot-diameter to a 40-foot-diameter tunnel or hole in your wake.

Instant Burrow. as an action, you can instantly burrow into the ground to escape combat, use your Tunneller ability, or use your Burrowed Regeneration ability.

Note on Burrowing or using Instant Burrow. you cannot attack while you are burrowing or when you are burrowed in the ground.

Steed Starting Equipment

Steed Starting Equipment. you get a riding saddle for free as part of the equipment you need in a campaign. this riding saddle is used when you are being ridden. also any container you have can have double the weight it normally can have since steeds like horses in the real world can carry or pull more weight than humans can.

your movement abilities

Your Movement Abilities. you have certain main movement abilities. your movement abilities are:

Swimming Speed. your swimming speed is (40 + your Constitution modifier + your equipment given swimming speeds) feet.

Walking Speed. your Walking Speed is (40 + your Constitution modifier + your equipment given swimming speeds) feet.

Climbing Speed. your Climbing Speed is (40 + your Constitution modifier + your equipment given swimming speeds) feet.

Unusual Nature. you can breathe water and air. you also don't need air to breathe.

Spider Climb. you can walk, crawl, run, or stand, on difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Rider Mutation. any creature that is riding you, magically gains the ability to breathe water and air. also, any creature that is riding you, gains the ability to not need air.

Xenomorph Light Infantry

Xenomorph Light Infantry. you are a Xenomorph Light Infantry and so you have certain construction and vehicle transport shapeshifting abilities at certain levels. they are:

Level 1 abilities:

Xenomorph Treehouse. as a action and for 1 hour, you can shapeshift into a treehouse with legs that is made out of flesh and bone that protects you and your party members from the weather. this Biological treehouse is soft inside enough to sleep good at night. the biological treehouse can comfortably have the whole party in it. the Biological tent has your senses. you will be alerted to creatures getting close to the Biological treehouse, and thus your party will have advantage on initiative rolls while in the biological treehouse. also you and your party members can also cook things in the biological treehouse. you cannot attack or take actions other than to talk to any creature or to wake up your party members while you are the biological treehouse but you have full immunity to all conditions and resistance to all damage types while you are a biological treehouse. you can gain the benefits of long rests and short rests even if you don't actually sleep while you are in Xenomorph Treehouse form. you don't need food, sleep, or water while you are in Xenomorph Treehouse form. your allies and party members gain the benefits of partial cover (Partial Cover is: +1 bonus to AC and Dexterity saving throws) while they are on in your Xenomorph Treehouse form. you are also huge size while you are in Xenomorph Treehouse form. if your health becomes zero while in Xenomorph Treehouse form, you have to wait 12 hours to be able to shapeshift into a walking structure or flying ship again, you end up with half your normal health points, you shapeshift back into your normal form, and you and your party members and allies magically float to ground without taking damage. while you are in Xenomorph Treehouse form, your health is (three times your normal health). also, while you are in Xenomorph Treehouse form, you can walk to places and your walking speed is (three times your normal walking speed).

Xenomorph Leviathan Transport. as a action, you can shapeshift into a biological spaceship, biological motor boat, biological Airship or biological transport plane called a Xenomorph Leviathan Transport. while you are a Xenomorph Leviathan Transport, you gain the ability to ferry your party members and allies that go inside of you to a destination by flying. you cannot attack or take actions other than to take a movement action, talk to any creature, and nudge party members while you are the Xenomorph Leviathan Transport but you have full immunity to all conditions and resistance to all damage types while you are a Xenomorph Leviathan Transport. any creature can cook things in the kitchen part of your Xenomorph Leviathan Transport form. your party members can sleep comfortably in your Xenomorph Leviathan Transport form. you can gain the benefits of long rests and short rests even if you don't sleep while you are in Xenomorph Leviathan Transport form. you also gain a flying speed of (a number that is triple your normal walking speed) while you are in Xenomorph Leviathan Transport form. you don't need food, sleep, or water while you are in Xenomorph Leviathan Transport form. you magically create clean water for drinking for your fellow party members and allies while in Xenomorph Leviathan Transport form. if your health becomes zero while in Xenomorph Leviathan Transport form, you have to wait 12 hours to be able to shapeshift into a walking structure or flying ship again, you end up with half your normal health points, you shapeshift back into your normal form, and you and your party members and allies magically float to ground without taking damage. your allies and party members gain the benefits of partial cover (Partial Cover is: +1 bonus to AC and Dexterity saving throws) and can attack creatures while they are on your Xenomorph Leviathan Transport form.  you are also huge size while you are in Xenomorph Leviathan Transport form. while you are in Xenomorph Leviathan Transport form, your swimming/sailing speed is (a number that is triple your normal walking speed). while you are in Xenomorph Leviathan Transport form, your health is (three times your normal health).

level 10 ability:

Xenomorph Tower. as a action and for 1 hour, you can shapeshift into a house or tower which has legs and is made out of flesh and bone and it protects you and your party members from the weather and attacking enemies. this Biological Tower or house is soft inside enough to sleep good at night. the biological tower or house can comfortably have the whole party in it. the Biological tower or house has your senses. you will be alerted to creatures getting close to the Biological tower or house, and thus your party will have advantage on initiative rolls while in the biological tower. also you and your party members can also cook things in the biological tower. you cannot take actions other than to attack creatures inside and just outside you with your house security system ( your house or tower security system uses your ranged weapon attacks as attacks), talk to any creature, or wake up your party members while you are the biological tower but you have full immunity to all conditions and resistance to all damage types while you are a biological tower. you can gain gain the benefits of long rests and short rests even if you don't actually sleep while you are in Xenomorph Tower form. any of your fellow party members or allies that are in your Xenomorph Tower form have Half cover (half Cover is: +3 bonus to AC and Dexterity saving throws) while attacking other creatures that are outside of your Xenomorph Tower form. you magically create clean water for drinking for your fellow party members and allies while in Xenomorph tower form. you don't need food, sleep, or water while you are in Xenomorph Tower form. if your health becomes zero while in Xenomorph tower Leviathan form, you end up with half your normal health points, you have to wait 12 hours to be able to shapeshift into a walking structure or flying ship again, you shapeshift back into your normal form, and you and your party members magically float to ground without taking damage.  while you are in Xenomorph Tower form, your health is (three times your normal health). also, while you are in Xenomorph Tower form, you can walk to places and your walking speed is (three times your normal walking speed). you are also huge size while you are in Xenomorph Tower form.

Xenomorph War Leviathan. as a action, you can shapeshift into a biological battleship type of spaceship, a biological battleship, biological battleship type of Airship or biological fighter jet type of transport plane called a Xenomorph War Leviathan. while you are a xenomorph Leviathan, you gain the ability to ferry your party members and allies that go inside of you to a destination by flying. you can use movement speeds, you can attack using your weapon attacks as cannon attacks, you can talk to any creature, and you can nudge party members while you are the Xenomorph War Leviathan. while you are the Xenomorph War Leviathan, you have full immunity to all conditions and resistance to all damage types while you are a Xenomorph war Leviathan. any creature can cook things in the kitchen part of your Xenomorph War Leviathan form. your party members can sleep comfortably in your Xenomorph War Leviathan form. you can gain the benefits of long rests and short rests even if you don't sleep while you are in Xenomorph War Leviathan form. you also gain a flying speed of (a number that is triple your walking speed) while you are in Xenomorph War Leviathan form. you don't need food, sleep, or water while you are in Xenomorph War Leviathan form. you magically create clean water for drinking and unlimited meals for your fellow party members and allies while in Xenomorph War Leviathan form. while you are the Xenomorph War Leviathan, your health is (three times your normal health). if your health becomes zero while in Xenomorph War Leviathan form, you end up with 1 health point, you have to wait 12 hours to be able to shapeshift into a walking structure or flying ship again, you shapeshift back into your normal form, and you and your party members and allies magically float to ground without taking damage. your allies gain the benefits of half cover (Half Cover is: +3 bonus to AC and Dexterity saving throws) when attacking creatures while they are on your Xenomorph Leviathan form. you are also huge size while you are in Xenomorph War Leviathan form. while you are in Xenomorph War Leviathan form, your swimming/sailing speed is (a number that is triple your normal walking speed).

level 20 ability:

Xenomorph Castle. as a action and for 1 hour, you can shapeshift into a castle that has legs but is made out of flesh and bone but it also protects you and your party members from the weather and attacking enemies. this Biological castle is soft inside enough to sleep good at night. the biological castle can comfortably have the whole party in it. the Biological castle has your senses. you will be alerted to creatures getting close to you while you are a xenomorph Castle, and thus your party will have advantage on initiative rolls while in the biological castle. also you and your party members can also cook things in the biological castle. you cannot take actions other than to attack creatures with cannons (cannons use your ranged weapon attacks as attacks), talk to any creature, or to wake up your party members while you are the biological castle but you have full immunity to all conditions and resistance to all damage types while you are a biological castle. you can gain the benefits of long rests and short rests even if you don't actually sleep while you are in Xenomorph Castle form. any of your fellow party members or allies that are in your Xenomorph Castle form have three-quarters cover (three-quarters Cover is: +5 bonus to AC and Dexterity saving throws) while attacking other creatures that are outside of your Xenomorph Castle form. you magically create clean water for drinking and unlimited meals for your fellow party members and allies while in Xenomorph castle form. you don't need food, sleep, or water while you are in Xenomorph Castle form. if your health becomes zero while in Xenomorph Castle form, you end up with two thirds of your normal health points, you have to wait 12 hours to be able to shapeshift into a walking structure or flying ship again, you shapeshift back into your normal form, and you and your party members and allies magically float to ground without taking damage. while you are in Xenomorph Castle form, your health is (four times your normal health). also, while you are in Xenomorph Castle form, you can walk to places and your walking speed is (four times your normal walking speed). you are also gargantuan size while you are in Xenomorph Castle form.

Xenomorph Siege Leviathan. as a action, you can shapeshift into a biological aircraft battleship combination type of spaceship, biological battleship type of Airship or biological fighter jet type of transport plane called a Xenomorph Siege Leviathan. while you are a xenomorph Leviathan, you gain the ability to ferry your party members and allies that go inside of you to a destination by flying. you can use movement speeds, you can attack using your weapon attacks as cannon attacks, you can talk to any creature, and you can nudge party members while you are the Xenomorph Siege Leviathan. while you are the Xenomorph Siege Leviathan, you have full immunity to all conditions and resistance to all damage types while you are a Xenomorph Siege Leviathan. any creature can cook things in the kitchen part of your Xenomorph War Leviathan form. your party members can sleep comfortably in your Xenomorph War Leviathan form. you can gain the benefits of long rests and short rests even if you don't sleep while you are in Xenomorph Siege Leviathan form. you also gain a flying speed of (a number that is quadruple your normal walking speed) while you are in Xenomorph Siege Leviathan form. you don't need food, sleep, or water while you are in Xenomorph Siege Leviathan form. you magically create clean water for drinking and unlimited meals for your fellow party members and allies while in Xenomorph Siege Leviathan form. while you are the Xenomorph Siege Leviathan, your health is (four times your normal health). if your health becomes zero while in Xenomorph Siege Leviathan form, you end up with two thirds of your health points, you shapeshift back into your normal form, you have to wait 12 hours to be able to shapeshift into a walking structure or flying vehicle again, and you and your party members and your allies magically float to ground without taking damage. your allies and party members gain the benefits of three quarters cover (Three Quarters Cover is: +5 bonus to AC and Dexterity saving throws) when attacking enemy creatures while they are on your Xenomorph Siege Leviathan form. you are also gargantuan size while you are in Xenomorph Siege Leviathan form. while you are in Xenomorph Siege Leviathan form, your swimming/sailing speed is (a number that is quadruple your normal walking speed).

Xenomorph Heavy Infantry

Xenomorph Heavy Infantry. you can also be a Xenomorph Heavy Infantry and so you have certain tank like creature shapeshifting abilities at certain levels. they are:

Level 10 abilities:

Heavy Infantry form. you can shapeshift into a heavy infantry type of yourself that has: added resistance to piercing, improved natural armor that is a armor class of (18 + your highest ability modifier) while you are not wearing armor, you gain a +2 armor class bonus, you deal triple damage to structures an objects, and all your movement speeds increase by 10 feet.

Level 20 abilities:

Ultralisk Form. you can shapeshift into a super heavy infantry form of yourself that has: added resistance to piercing damage, improved natural armor that is a armor class of (19 + your highest ability modifier) while you are not wearing armor, you deal quadruple Damage to structures and objects, you gain a +3 armor class bonus, and all your movement speeds increase by 20 feet.

Xenomorph Flying Infantry

Xenomorph Flying Infantry. you can also be a Xenomorph Flying Infantry and so you have certain flying like creature shapeshifting abilities at certain levels. they are:

Level 1 abilities:

Viper. you can shapeshift into a flying Version of yourself that has wings and a longer tail. you gain the Constricting Tail ability, you can use the Lift ability to move medium or smaller ally creatures to someplace else, your melee Tail Spike attack range increases to 120 feet, you also gain (40 + your Constitution modifier) feet of flying speed, and your walking speed is reduced to (10 + your constitution modifier).

Constricting Tail. Melee Weapon Attack. Your Hit Roll with This Weapon: (a custom 1d20 roll + your highest ability modifier + your proficiency bonus). Range: 120 feet, one target. on a successful Hit: (1d10 + your highest ability modifier) bludgeoning damage, and the target is grappled by your tail. on a failure to Hit: you fail to grapple the target. Until you choose to stop the grapple, the target is restrained and you can’t constrict another target. after being grappled by your tail, on each of the target's turns, the target has to roll higher than a 14 on a 1d20 roll or take (1d10 + your highest ability modifier) bludgeoning damage. the target is no longer grappled by your tail by it succeeding on rolling a 15 or higher on a 1d20 roll at which point your tail will be removed from the target. but if the target fails 3 times to roll a 15 or higher on a 1d20 roll while grappled by your tail, the target falls unconscious or dead. if your tail is removed from the target or when you choked someone unconscious or dead because of this ability, you have to wait two turns to use Constricting Tail ability again. if you die or become unconscious while using Constricting Tail, the target is released from your tail's hold.

Lift. you can carry a ally creature with your tail to someplace else and then put that creature in that place.

Level 10 abilities:

Mutalisk. you can shapeshift into a flying Version of yourself that has wings and a longer tail. you gain the Constricting Tail ability, you can use the Lift ability to move a large or smaller ally creature to someplace else, your melee Tail Spike attack range increases to 120 feet, you also gain (50 + your Constitution modifier) feet of flying speed, your armor class is (18 + your highest ability modifier), and you gain a +1 bonus to your armor class, and your walking speed is reduced to (20 + your constitution modifier).

Level 20 abilities:

Brood Lord. you can shapeshift into a flying Version of yourself that has wings and a longer tail. you gain the Constricting Tail ability, you can use the Lift ability to move a huge or smaller ally creature to someplace else, your melee Tail Spike attack range increases to 120 feet, you also gain (60 + your Constitution modifier) feet of flying speed, your armor class is (18 + your highest ability modifier), and you gain a +2 bonus to your armor class, and your walking speed is reduced to (30 + your constitution modifier).

Xenomorph Worker

Xenomorph Worker. you can shapeshift into biological versions of special buildings and special vehicles that also give you powers. you gain the use of them at certain levels. and they are:

Level 5 abilities

Xenomorph Comsat Station. you can shapeshift into a tent like or house like biological building that has a medium sized or large sized satellite attached to it. this Xenomorph Comsat Station form allows you and your party members to telepathically communicate with any ally or friend that you met before in your D&D campaign as long as that ally or friend is  in an area you explored before or have been to.

note: the Xenomorph's Xenomorph Comsat Station form has been used by Xenomorph Species to talk to fellow Xenomorphs or creatures.

Level 10 abilities

Xenomorph Supply Building. a Xenomorph Material Production Building looks like a tent or a factory that produces biomechanical construction materials and food for making food, materials, and anything that can be used.

Level 20 abilities

Xenomorph Stargate. you can transform into a Portal that allows you to send any willing ally or willing party member to a different realm, plane of existance, or area you have explored or you've been to. you passively can teleport to a area you've been to that is in a different realm, different plane of existence, or the same area you have been to before. these two abilities work regardless of any magic in the realm you are in. as a Xenomorph Stargate, you stop needing food, water, or sleep as long as you stay in Xenomorph Stargate form.

Note: the ability to be a Xenomorph Stargate has been used by the Xenomorph species to travel to different realms, areas, and even planes of existence. Xenomorphs were the first interdimensional explorers. there are many ancient xenomorphs who have always

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