Xenomorph
Across the night sky comets race, stars twinkle, and the moons float peacefully. Dark, empty, and cold; space stretches endlessly in every direction beyond the horizon, and lurking in the deepest corners of this black expanse sleeps the perfect parasite, the xenomorph. Possessing a rudimentary hive mind, a reproductive process that takes the strongest aspects of its host, and a physical form seemingly constructed to kill, the xenomorph could threaten all life if it ever found its way across the expanse of empty space.
Alien Origins. No one living knows the true origins of the xenomorph, only suspected rumors and hearsay can shed light on the origins of these destructive entities. Some believe that the xenomorph is the product of a mad alchemists experiments, an insane attempt to blend the strongest attributes of many different organisms into one creature. Others believe that the xenomorphs are a species born on a distant planet who escaped the bonds of that planet to roam the universe, consuming any living being they come across. More still believe the xenomorph to be the devote followers of some alien deity, devoted to hunting and consuming all life. Across all theories lays one common thread, that the xenomorph is solely devoted to hunting and growing their numbers.
The Perfect Parasite. A xenomorph reproduces by implanting an embryo in a host, holding no preference for any one species, rumors tell of creatures ranging from humans to dogs to even an angel being used as an unwilling host. As the embryo grows and matures it absorbs and adapts elements of its host into its own biology, combining the base traits of a xenomorph with whatever deadly or dangerous combination of features the host can call their own.
Xenomorph Life Cycle. A xenomorph starts as an egg, lain by the matriarch of a hive, which is fully developed at the moment of its laying. The egg stays in a state of stasis, sometimes for decades, silently waiting for a viable host to wander by.
When a host is discovered, a small crab-like organism referred to as a "facehugger" ejects itself from the egg towards the host before wrapping its bony legs around the hosts head and forcing a proboscis down the host’s throat, where it begins laying the egg it carries within the host. This process can take anywhere from a few minutes to a few hours with no inclination as to what causes this disparity.
From this point the embryo begins absorbing nutrients from the host and adapting their genetic code to its own purposes, this process can take anywhere from several hours to several days, again with no inclination as to what causes this disparity. Once the embryo has reached full maturity the now juvenile xenomorph bursts forth from the chest cavity of the host creature, more often than not killing the host in the process.
Initially small and vulnerable, the xenomorph quickly grows in size and ferocity until it has reached full maturity after approximately two to three days. Through a process assumed to originate from the species psuedo-hive mind, a "facehugger" can instead deposit a queen embryo if it is determined a new queen is needed.
If no queen is present, and no eggs are to be located, a single xenomorph can, using an unknown process, convert captured potential hosts into a viable queen producing egg. This process is arduous and time consuming, leaving the xenomorph vulnerable and weak for many days.
Xenomorphology. Xenomorphs are complex creatures with forms varying across the various host species they claim, though they have a few noticeable similarities. Xenomorphs possess a tough chitinous carapace that primarily functions to protect them from the cold vacuum of space, but also functions as an organic suit of armor. If something were to pierce the tough carapace, they would then have to contend with an exceedingly unique defense mechanism, the xenomorphs acidic blood which can easily eat through the sturdiest of metals.
Each observed species of xenomorph has possessed an elongated dome-like head, a long flexible tail, and a proboscis-like mouth contained inside their toothy maw. Apart from the tough carapace, domed head, tail, and inner mouth, a xenomorphs features can vary greatly across different host species, from the armored skull plate of a triceratops spawned xenomorph to the fast quadrupedal centaur spawned xenomorph, each host species has different traits cannibalized and adapted by the xenomorph.
Xenomorph Hierarchy Xenomorphs exist in a loose eusocial hive structure, with each class of xenomorph performing specific tasks. From the center of her domain the queen uses a combination of psionic and vocal communication to orchestrate and direct the various classes of drones, warriors, and praetorians within her hive. While each xenomorph is solely subservient to the queen, they are able to act and think independently should the need arise.
Alien Nature. A xenomorph does not need to breath.
Drone
At the bottom of the xenomorph hive structure sits the drone and it's various subspecies, which are responsible for the majority of the functions of the hive. Identifiable by their entirely smooth skull dome and slightly smaller stature, drones are the most numerous type of xenomorph in a given hive, often making up up to eighty percent of the hives numbers.
Each xenomorph drone will, with limited oversight from the queen, independently perform tasks ranging from scouting to terraforming to host capturing. It is not uncommon for groups of drones ranging from three to seven strong to venture out from the hive and raid caravans, cottages, or tribal groups.
Warrior
Above the drones sits the warrior and it's various subspecies. Similar in size to the drone, though slightly larger, a warrior is easy to identify by its ridged skull plate. Warriors are the foot soldier of the xenomorph hive, compromising approximately fifteen percent of the hives numbers. More agile and aggressive than the drone, a warrior or two will often escort a group of drones in more hostile regions.
Praetorian
Below only the queen sits the praetorian xenomorph and it's various subspecies. Standing several feet taller than a drone or warrior, and possessing an almost ornamentally ridged skull plate, praetorians are easily identifiable at even great distances. Praetorians very rarely leave the hive and are wholly devoted to protecting the queen, and with an agility that betrays their bulky size even a single praetorian is a considerable challenge.
Queen
At the top of the hive sits the queen. Easily standing fifteen feet and possessing a skull plate larger and more decorative still than a praetorian, a queen has been observed by only a handful of individuals that lived to tell the tale. Normally attached to a large egg sack, a queen is typically a sedentary xenomorph, spending the majority of her life producing eggs and coordinating her hive. If, however, a queen is threatened she can detach from the egg sack and engage whatever foe is foolish enough to delve too deep into a hive.
Xenomorph Template
Any creature other than constructs, elementals, oozes, plants, and undead can become a potential host for a xenomorph embryo. When a creature births a xenomorph, that xenomorph gains the creatures statistics except as noted below.
Drone
A drone inherits all base statistics from the host barring the following additions and changes.
Armor Class. A drone has a natural armor equal to the original creatures natural armor + 1.
Hit Dice. A drone gains one additional hit die.
Speed. A drone has a climbing speed equal to its walking speed.
Ability Scores. A drone inherits the hosts Strength, Dexterity, and Constitution scores and has 8 Intelligence, 12 Wisdom, and 6 Charisma.
Skills. The drone has proficiency in Dexterity(Stealth) checks.
Immunity. The drone has immunity to acid damage and the charmed condition.
Darkvision. The drone darkvision with a radius of 60 feet.
Languages. The drone knows the xenomorph language, which consists of complex hisses and clicks combined with a primitive telepathy.
Acidic Blood. Any non magical weapon made of metal that hits the drone corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the drone is destroyed after dealing damage.
Spider Climb. The drone can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
New Action: Tail Spear and Bite. A drone gains the ability to make a tail spear and bite attack.
Warrior
A warrior gains the same traits as a drone, with the following changes.
Armor Class. A warrior has a natural armor equal to the original creatures natural armor + 2.
Hit Dice. A warrior gains two additional hit die.
Ability Scores. A warrior inherits the hosts Strength, Dexterity, and Constitution scores and increases each score by 1. A warrior has 11 Intelligence, 13 Wisdom, and 8 Charisma.
Explosive Death. Whenever a warrior dies they explode, showering the surrounding area in acid. Each creature within 10 feet of the warrior must make a Dexterity Saving throw equal to the 8 + the warriors Constitution modifier + the warriors proficiency bonus. A creature that fails the saving throw takes 4d4 acid damage, or takes half as much damage on a success.
New Action: Tail Spear, Bite, and Acid Spit A warrior gains the ability to make a tail spear, bite, and acid spit attack.
Ovomorph (Egg)
Small aberration, unaligned
- Armor Class 5
- Hit Points 1 (1d4 - 1)
- Speed 0 ft.
STR DEX CON INT WIS CHA 12 (+1) 1 (-5) 9 (-1) 1 (-5) 12 (+1) 1 (-1)
- Damage Immunities acid
- Condition Immunities charmed
- Senses blindsight 20 ft. (blind beyond), passive perception 11
- Languages can understand Xenomorph but can't speak
- Challenge 0 (10 xp)
Ambusher. The Ovomorph has advantage on attacks made against surprised creatures.
Actions
Facehugger. Ranged: +3 to hit, 15 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage and the target is grappled by a Facehugger. The Ovomorph can only make this attack once.
Facehugger
Tiny aberration, unalgined
- Armor Class 12
- Hit Points 3 (1d4 + 1)
- Speed 30 ft., 30 ft. climb
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 12 (+1) 8 (-1) 11 (+0) 6 (-2)
- Damage Immunities acid
- Condition Immunities charmed
- Senses darkvision 30 ft., passive perception 10
- Languages can understand Xenomorph but can't speak
- Challenge 1/8 (25 xp)
Standing Leap. The Facehugger can leap up to 15 feet horizontally or 10 feet vertically from a standing position and can make a grapple attack if it chooses to.
Actions
Grapple. Melee: +4 to hit, 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage and grapples the creature.
Impregnate. Melee: +4 to hit, 0 ft., one creature that is grappled by the face hugger. Hit: 5 (2d4) poison damage. If this attack reduces the creature to 0 HP, they are stabilized and poisoned for 1d4 hours, the facehugger remains attached for the duration. While poisoned in this way the creature is paralyzed and can't be healed of the poison while the facehugger remains attached, additionally this poison ignores immunity to the poisoned condition. If the facehugger takes any damage, it leaks acid onto the creature it has restrained and deals 1d4 points of acid damage per point of damage it has taken. If the facehugger is able to remain attached to the creature for the duration of the poison, it falls off and dies, having impregnated the creature with a xenomorph embryo. While impregnated in this fashion, the target creature is diseased, this effect also ignores immunity to the diseased condition.
Over 2d4 days, the embryo moves to the chest cavity, gestates, and forms a xenomorph infant. In the 24-hour period before it emerges, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the infant chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process.
If the disease is cured before the embryo's emergence, the unborn xenomorph is disintegrated.
Drone
Medium aberration, chaotic evil
- Armor Class 13
- Hit Points 16 (3d8 + 3)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 8 (-1) 12 (+1) 6 (-2)
- Skills Stealth +4
- Damage Immunities acid
- Condition Immunities charmed
- Senses darkvision 60 ft., passive perception 11
- Languages Xenormorph
- Challenge 1/2 (100 xp)
Acidic Blood. Any non magical weapon made of metal that hits the drone corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the drone is destroyed after dealing damage.
Spider Climb. The drone can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The drone makes one claw and one tail attack.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.
Tail Spear. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 6 (1d8 + 2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature that is grappled by the drone. Hit: 15 (3d8 + 2) piercing damage.
Warrior
Medium aberration, chaotic evil
- Armor Class 14
- Hit Points 46 (7d8 + 14)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 11 (+0) 13 (+1) 8 (-1)
- Skills Stealth +5
- Damage Immunities acid
- Condition Immunities charmed
- Senses darkvision 60 ft., passive perception 11
- Languages Xenormorph
- Challenge 1 (200 xp)
Acidic Blood. Any non magical weapon made of metal that hits the warrior corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the warrior is destroyed after dealing damage.
Explosive Death. Whenever a warrior dies they explode, showering the surrounding area in acid. Each creature within 10 feet of the warrior must make a DC 12 Dexterity Saving throw. A creature that fails the saving throw takes 5 (2d4) acid damage, or takes half as much damage on a success.
Spider Climb. The warrior can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The warrior makes one claw and one tail attack.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 3) slashing damage.
Tail Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 9 (1d10 + 3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature that is grappled by the warrior. Hit: 20 (3d10 + 3) piercing damage.
Acid Spit. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one creature. Hit: 5 (2d4) acid damage.
Praetorian
Large aberration, chaotic evil
- Armor Class 16
- Hit Points 136 (16d10 + 48)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 13 (+1) 12 (+1) 19 (+4)
- Saving Throws Str +7, Dex +5
- Skills Perception +4
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities acid
- Condition Immunities charmed
- Senses darkvision 60 ft., blindsight 10 ft., passive perception 14
- Languages Xenomorph
- Challenge 7 (2,900 XP)
Acidic Blood. Any non magical weapon made of metal that hits the praetorian corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the praetorian is destroyed after dealing damage.
Grappler. When the Praetorian hits a Large or smaller creature with a claw attack, they can choose to grapple the creature (escape DC 15). They can only grapple one creature at a time.
Actions
Multiattack. The Praetorian makes three claw and one tail attack, or one claw attack and one bite attack, or makes three acid spit attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 4) slashing damage
Tail Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (1d12 + 4) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature that is grappled by the praetorian. Hit: 30 (4d12 + 4) piercing damage.
Acid Spit. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one creature. Hit: 10 (4d4) acid damage.
Xenomorph Hive
A xenomorph hive can appear in any environment and local, with little regard to the natural surroundings, though a warm and humid environment is ideal for the eggs. Additionally xenomorphs tend to prefer sprawling locations with confined spaces, such as a cave system near a volcano, or an abandon temple. A Xenomorph Queen encountered in her lair has a challenge rating of 23 (50,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the Queen can take a lair action to cause one of the following lair effects; the Queen can't use the same effect two rounds in a row:
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The Queen shrieks into the air, calling out for reinforcements. 4 (1d6 + 1) drones, 3 (1d4 + 1) warriors, or 1 praetorian crawl out of the walls to defend the queen.
-
A section of floor 20 ft. in radius begins accumulating a viscous slime like substance. Any none-xenomorph creature that starts its turn in the area or enters the area for the first time on their turn must make a DC 15 Dexterity saving throw or fall prone. This area is considered difficult terrain while the effect lasts. This slime disappears if this lair action is used again.
-
A jet of boiling steam shoots from a spot on the floor, wall, or ceiling in a 15 ft. cone. Any creature in the cone must make a DC 15 Dexterity saving throw or take 10 (3d6) fire damage. While the jet of steam persists it heavily obscures the area.
Regional Effects
The region containing a Xenomorph Queen and hive is drastically changed by the ongoing efforts of the drones to terraform their surroundings, which causes one or more of the following effects.
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Wildlife within 6 miles of the hive is exceptionally sparse, having been picked clean by the drones and facehuggers. Adventurers may come across the occasional rotting corpse of a previous xenomorph host or may happen upon occasional patches of viscous slime.
-
The area within 1 mile of the hive has been completely terraformed. All structures (natural and unnatural) and vegetation have been completely encased in a hard chitinous material with frequent patches of viscous slime.
-
Thick layers of fog cling to the ground within 6 miles of the hive.
If the queen dies and the hive is cleared the chitinous material remains, but the fog fades and wild life returns over 1d10 days.
Xenomorph Queen
Huge aberration, chaotic evil
- Armor Class 19 (Natural Armor)
- Hit Points 322 (28d12 + 140)
- Speed 50 ft.
STR DEX CON INT WIS CHA 24 (+7) 16 (+3) 21 (+5) 16 (+3) 13 (+1) 18 (+4)
- Saving Throws Str +14, Dex +10, Con +12
- Skills Perception +8
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities acid
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft., blindsight 30 ft., passive perception 18
- Languages Xenomorph
- Challenge 22 (41,000 XP)
Acidic Blood. Any non magical weapon made of metal that hits the queen corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the queen is destroyed after dealing damage.
Grappler. When the Xenomorph Queen hits a Large or smaller creature with a claw attack, she can choose to grapple the creature (escape DC 22). She can only grapple one creature at a time.
Legendary Resistance (3/day). If the Queen fails a saving throw, she can choose to succeed instead.
Magic Resistance. The Queen has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The Xenomorph Queen use her Frightful Presence and makes four claw attacks and two tail attack, or makes two claw attacks and two bite attack, or makes four acid spit attacks.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 18 (2d10 + 7) slashing damage.
Tail Spear. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 20 (2d12 + 7) piercing damage.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature that is grappled by the queen. Hit: 33 (4d12 + 7) piercing damage.
Acid Spit. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one creature. Hit: 20 (8d4) acid damage.
Frightful Presence. Each creature of the Queen's choice that is within 120 feet of the queen and are aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Queen's Frightful Presence for the next 24 hours.
Legendary Actions
The Xenormorph Queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Queen regains spent legendary actions at the start of her turn.
Claw. The Queen makes a single claw attack at a creature within range.
Charge. The Queen moves up to half her movement speed in one direction, any creatures whose space she moves through must make a DC 22 Strength saving throw or be knocked prone and pushed 15 feet in a direction of her choosing.
Fury (Costs 2 Actions). The Queen empowers a xenomorph drone or warrior within 60 ft. of her. During that xenomorphs next turn all attacks deal an additional damage die.
Forced Evolution (Costs 3 Actions). The Queen forces a xenomorph drone or warrior within 60 ft. of her to undergo forced evolution. The xenomorph uses its reaction to enter a cocoon like state where it is immune to all damage and at the end of its next turn it emerges as any xenomorph drone or warrior variant up to CR 6.
Xenomorph Variants
Xenomorph Arachniform
Large aberration, chaotic evil
- Armor Class 14
- Hit Points 32 (5d10 + 5)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 6 (-2)
- Skills Stealth +5
- Damage Immunities acid
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 11
- Languages Xenomorph
- Challenge 1 (200 XP)
Acidic Blood. Any non magical weapon made of metal that hits the arachniform corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the arachniform is destroyed after dealing damage.
Spider Climb. The arachniform can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the arachniform knows the exact location of any other creature in contact with the same web.
Web Walker. The arachniform ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage and 9 (2d8) acid damage.
Tail Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: 3 (1d6) acid damage and the target is restrained by the webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to acid, bludgeoning, poison, and psychic damage). A creature restrained by the webbing takes 3 (1d6) acid damage at the end of each of their turns that they remain restrained.
Variant: Phase Spider Host
Some arachniforms are produced from the capture of a phase spider. Such a xenomorph loses its Web action and gains the Ethereal Jaunt ability and deals an additional 9 (2d8) acid damage with its Bite attack.
Ethereal Jaunt. As a bonus action, the arachniform can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Parasitic Variation
The xenomorphs described previously assume a standard humanoid host, however sometimes a facehugger (through luck or design) is able to latch on to a non-humanoid creature. If the embryo is allowed to mature to gestation, adventurers may encounter one of the following xenomorphs. The xenomorphs listed below are not an exhaustive list, as there are far too many applicable creatures to detail every xenomorph variant, instead a template for the Drone and Warrior has been provided at the beginning of this document and can be used to create a drone or warrior variant from any applicable creature.
Xenomorph Displacer
Large aberration, chaotic evil
- Armor Class 14 (natural armor)
- Hit Points 93 (11d10+33)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 8 (-1) 12 (+1) 6 (-2)
- Skills Stealth +4
- Damage Immunities acid
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 11
- Languages Xenomorph
- Challenge 3 (700 XP)
Acidic Blood. Any non magical weapon made of metal that hits the displacer corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the displacer is destroyed after dealing damage.
Spider Climb. The displacer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Avoidance. If the displacer is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails .
Displacement. The displacer projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer is incapacitated or has a speed of 0.
Actions
Multiattack. The displacer makes two Tail Spear attacks.
Tail Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage
Xenomorph Knight
Huge aberration, chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 102 (12d10 + 36)
- Speed 50 ft.
STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 17 (+3) 11 (+0) 13 (+1) 8 (-1)
- Damage Immunities acid
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive perception 11
- Languages Xenomorph
- Challenge 5 (1,800 XP)
Acidic Blood. Any non magical weapon made of metal that hits the praetorian corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the knight is destroyed after dealing damage.
Explosive Death. Whenever a knight dies they explode, showering the surrounding area in acid. Each creature within 10 feet of the knight must make a DC 14 Dexterity saving throw. A creature that fails the saving throw takes 10 (4d4) acid damage, or takes half as much damage on a success.
Thick Skull. The knight has resistance to bludgeoning, piercing, and slashing damage from nonmagical sources when attacked from the front.
Trampling Charge. If the knight moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that creature must succeed on a DC 13 Strength saving throw or be knocked prone. If the creature is prone, the knight can make one stomp attack against it as a bonus action .
Actions
Ram Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit 24 (4d8 + 6) bludgeoning damage.
Stomp Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit 22 (3d10 + 6) bludgeoning damage.
Tail Spear Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit 19 (2d12 + 6) piercing damage.
Swarm of Facehuggers
Medium swarm of Tiny aberrations, unaligned
- Armor Class 12
- Hit Points 38 (7d8 + 7)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 17 (+3) 12 (+1) 8 (-1) 11 (+0) 6 (-2)
- Damage Resistances bludgeoning, piercing, and slashing
- Damage Immunities acid
- Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 30 ft., passive Perception 10
- Languages can understand Xenomorph but can't speak
- Challenge 2 (450 XP)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a facehugger. The swarm can't regain hit points or gain temporary hit points.
Actions
Grapple. Melee Wapon Attack: +5 to hit, reach 0 ft., one target. Hit: 10 (4d4) bludgeoning damage or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Strength saving throw or be grappled by one of the facehuggers. Whenever a creature is grappled by the swarm a single facehugger separates from the swarm and the swarm loses 5 (1d8 + 1) hit points. This facehugger then becomes a single creature using the regular facehugger statistics and is considered to be the creature grappling the target rather than the swarm.
Xenomorph Serpent
Large aberration, chaotic evil
- Armor Class 13
- Hit Points 75 (10d12 + 10)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 12 (+1) 8 (-1) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +4
- Damage Immunities acid
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., blindsight 10 ft., passive Perception 13
- Languages Xenomorph
- Challenge 2 (700 XP)
Acidic Blood. Any non magical weapon made of metal that hits the rex corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rex is destroyed after dealing damage.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 7 (2d6) acid damage
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 +4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the xenomorph can't constrict another target.
Tail Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Xenomorph Rex
Huge aberration, chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 158 (15d12 + 60)
- Speed 50 ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 19 (+4) 11 (+0) 13 (+1) 8 (-1)
- Skills perception +4
- Damage Immunities acid
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 14
- Languages Xenomorph
- Challenge 8 (3,900 XP)
Acidic Blood. Any non magical weapon made of metal that hits the rex corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rex is destroyed after dealing damage.
Explosive Death. Whenever a rex dies they explode, showering the surrounding area in acid. Each creature within 10 feet of the rex must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 10 (4d4) acid damage, or takes half as much damage on a success.
Actions
Multiattack. The rex makes two attacks; one with its bite and one with its Tail Spear. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the rex can't bite another target.
Tail Spear. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
Weremorph
Medium humanoid (human/abberation, shapechanger), chaotic evil
- Armor Class 11 in humanoid form, 13 (natural armor) in xeno or hybrid form
- Hit Points 71 (11d8 + 22)
- Speed 30 ft., (climb 30 ft. in xeno or hybrid form)
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
- Skills Perception +4, Stealth +3
- Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
- Damage Immunities acid
- Condition Immunities charmed, frightened
- Senses Darkvision 60 ft.
- Languages Common (can't speak in Xeno form), Xenomorph
- Challenge 4 (1,100 XP)
Acidic Blood. Any non magical weapon made of metal that hits the weremorph corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the weremorph is destroyed after dealing damage.
Shapechanger. The weremorph can use its action to polymorph into a xeno-humanoid hybrid or into a xenomorph, or back into its true form, which is a humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Multiattack (Humanoid or Hybrid Form Only). The Weremorph makes three attacks: two with its spear or claws and one with its tail spear or bite.
Multiattack (Xeno Form Only). The Weremorph makes three attacks: two with its claws and one with its bite or tail spear.
Bite (Hybrid or Xeno Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 2) piercing damage.
Claws (Hybrid or Xeno Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Spear (Human or Hybrid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Tail Spear (Hybrid or Xeno Form Only). Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 10 (2d8 + 2) piercing damage.
ARTWORK TO USE IF/WHEN I LEARN PHOTOSHOP
https://i.pinimg.com/originals/d2/48/d6/d248d6e8780e97fc136d95b73dd5157b.jpg
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https://i2.wp.com/www.scified.com/u/FB_IMG_1497285932428.jpg
https://i.pinimg.com/736x/f9/08/1f/f9081f63266a027ff1bee0a3ea65f5cf.jpg
https://www.gmbinder.com/images/PIQ6RjB.jpg
http://vignette2.wikia.nocookie.net/avp/images/f/f3/Tumblr_mi9hv1pMv01r2p31ho1_1280.jpg/revision/latest?cb=20130713223258
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