Homebrew Xenomorph Species Details
Myths and Nightmares
For as long as parents have scared their children with stories of monsters roaming the wilderness, xenomorphs have been there to make those fears a reality. No one knows where they are from, though all who encounter them know they are too alien to have originated from the Material Plane. Xenomorphs are vicious, murderous creatures, and very few have ever met with a xenomorph and lived to tell the tale. Because of this, they have become great monsters of myth, akin to the bogeyman; Heartless creatures that attack, eat, and kill relentlessly. Areas where a xenomorph has been before are plagued with countless tales of giant black wolves that destroy all in their path, disgusting white parasites that eat you from the inside out, pale spiders that put you to sleep and devour you from your dreams. Xenomorphs inspire dread and fear wherever they go and leave the area cursed, forever to harbor the horror stories they leave in their wake.
All for one and One for none
Xenomorphs operate under a caste system with groups of specialized individuals performing distinct tasks within the species. It is not clear to what degree these castes are subject to a social hierarchy, although certain xenomorph types, notably the praetorians and the queens, clearly exercise some degree of control and superiority over other more common variations. While individual xenomorphs have been known to operate independently, owing to their tendency to reproduce rapidly and in large numbers, they are more commonly encountered in groups and often likened to an infestation owing to their tendency to spread and consume all suitable host organisms in an area. As with many other eusocial organisms, xenomorphs, particularly in larger groups, will create a central nest or hive in which they will reside, often overseen by an egg-laying queen. Raiding parties will be sent out into the surrounding area to search for and capture more hosts, which will then be brought to the hive and used to create more xenomorphs. In larger infestations, smaller "satellite" hives may be created, containing just a few xenomorphs, allowing victims to be cocooned and impregnated even far away from the queen herself. The xenomorphs have a caste system like those of bees and ants. A major difference is that their caste system is far more complex.
The basis of any xenomorph hive are drones; the drones are very much like worker bees or ants. Their main tasks are to keep the hive in good condition. Also, they seem to have the job of creating their nests with their own secretions. Drones have an organ in their body that releases a sticky fluid that they can spit out of their mouth onto any surface. It can be used to harvest hosts for the queen's facehuggers.
Warrior xenomorphs are the next in the caste system. Warrior xenomorphs - commonly known as simply 'warriors' - are the soldiers and protectors of the hive. They are all children of the hive's queen, bigger and stronger than the drones. The drones are less deadly and somewhat less intimidating. They can be promoted into praetorians, which serve as the queen's consorts. Typically, there are four of them at any given time. However, when the queen wishes to watch them battle for her attention or increase protection in preparation for an attack on the hive, she will release pheromones which cause four additional warriors to receive the rank of praetorians.
Praetorians are the biggest and strongest of the Warriors. Their primary role within the hive is to guard key locations of importance or interest, and, if nothing else, to protect the queen herself. Most praetorians can be found very close to the queen's chambers. Some speculate that praetorians evolve from the warrior caste. The queen selects a warrior to become a praetorian, and the warrior is then attacked by fellow xenomorphs from the same hive and banished. The warrior must survive on its own for a long period of time. It returns to the hive when it has proven itself worthy of guarding the queen.
The queen is the largest and most intelligent xenomorph and can grow incredibly large, up to 100 feet tall if given time. She lays many eggs that hatch to become the first stage of xenomorph. It is unclear whether the queen engages in combat outside of protecting her hive. The queen is usually nestled deep within the hive, protected by praetorian guards. She has been known to display some logic-based intelligence. She is the most dangerous of the hive, displaying extreme aggression and using her intelligence to devastating effect. When attached to her egg sac, she is immobile and vulnerable to attack. When she removes herself from it, however, she can move surprisingly fast. She attacks with her four clawed arms, as well as her long, bladed tail. She has also been shown to use her main and inner jaws in combat. Queens are created through royal facehuggers. Whereas normal embryos adopt characteristics from their host, the royal facehugger's does not. The royal facehugger carries within it the royal blood-Line, which is a genetic code passed down from the queen xenomorph to its chosen offspring. The embryo is a genetic copy of its mother and as such will not adopt the characteristics of the host but will retain the physical characteristics of the xenomorph queen.
Xenomorph Names
Xenomorph do not have names as we know them, they communicate between each other in grunts, shrieks, and squeals; They identify each other using these noises. However, if a xenomorph was to be given a name or a nickname, it would understand and respond to it.
Xenomorph Traits
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(5Ability Score Increase (+2 CON)
Ability Score Increase. Your Constitution score increases by 2.
Acidic Blood
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.
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.
Unique Exoskeleton.
Unique Exoskeleton. Your exoskeleton, though bipedal, is not the regular shape or build of other humanoids. Armor must be created for you and costs twice as much as a regular suit of armor. You have a natural Armor Class equal to: 10 + your Constitution modifier.
Natural Weapons
Natural Weapons. You are a race bred for combat. You have three natural weapons which you can use to make unarmed strike that you are proficient in.
Previous Versions
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