Xenomorphs for 5e by Whistlehunter (2024)

Known by a variety of names, the horrifically bizarre alien Xenomorph XX121 is an endoparasitic lifeform with a unique life cycle. The alien shifts from egg to parasitic Facehugger to embryonic Chestburster to adult creature and beyond before beginning the cycle anew. While it has been classified inaccurately as either Invictus raptus or Linguafaeda acheronis by the few in the scientific community to have observed the alien and survived, recent research seems to indicate that Xenomorph XX121 is actually comprised of two separate species—the Facehugger (Manumala noxhydria) that inseminates a host, and the rapidly maturing Chestburster creature (Plagiarus praepotens) that results from that act—both operating together in a symbiotic relationship. Allegedly blind, the alien still has keen senses and can detect even the slightest movement. These biomechanoid creatures shed their cells and replace them with polarized silicon, essentially growing their own refractive armor. They have highly caustic concentrated acid for blood and deadly prehensile tails. Immensely strong in their adult forms, a Plagiarus Drone or Soldier can easily lift a man by the head and crush his skull in its hands.

As to their origins, no one can be certain. Some believe them to be biological weapons created by some bygone race, possibly the enigmatic and godlike Engineers, while others believe they are a naturally evolved species that the Engineers themselves worshipped. Some religious cults take that a step further, believing the aliens were sent here by God or gods to exact divine retribution on humanity for leaving our solar system and daring to enter the heavens. Still others believe that humanity had a hand in the creatures’ creation, and that they are a corporate experiment run amok. What is for certain is that they are dangerous to everyone. They are a parasitic plague that is working its way across the Frontier, and Weyland-Yutani, as well as other corporations, want to find a way to control and weaponize them for profit.

Stage I: Ovomorph (Egg). Large leathery objects, Ovomorphs are the beginning of the alien life cycle. They come in various sizes from 2 to 4 feet tall. While most open with four petals at the top, some only have a single slit that opens to reveal the Facehugger it carries within. These eggs are lifeforms in their own right, able to protect their precious cargo from blunt trauma and forced entry, while also sensing movement and awakening the parasite within accordingly. Naturally occurring alien eggs are generated in one of two forms—either they are the result of a transformation perpetrated on a living host, causing it to metamorphose into an Ovomorph, or they are simply birthed by a Queen. Queen produced eggs are hardier and healthier than those produced through ovomorphing.

Stage II: Facehugger. Manumala noxhydria is a parasitic form of Xenomorph designed for one task only—the implantation of Plagiarus bacteria within a living host. Coming in a variety of sickly yellowish to brown flesh tones, a Facehugger has a small body, eight spider or crab-like fingers, two large breathing sacks, and a long and powerful tail which it uses to spring itself onto a startled host’s face. The Facehugger clutches its fingers around the victim's head, wraps its tail around their throat, and emits an anesthetic that renders the host unconscious, before inserting its proboscis down the creature’s throat. There are several different Facehugger types which appear to vary only slightly in appearance. The major difference is the type of seed they carry—be it for a Praetomorph, Xenomorph Drone, or Queen.

Stage III: Chestburster, Bambi-Burster, Imp. The alien grows within the host animal’s chest, reaching a point of maturity where it is no longer dependent on the host for survival. While most hosts feel sick to their stomach as the parasite grows within them, some comment that they feel better than they have in ages. As the organs of the host are transformed into the embryonic alien, the host’s ribcage is also softened to a point where the Chestburster can perform the act after which it is named. Gestation complete, the creature erupts from the host, killing it from a combination of massive tissue damage, blood loss, and organ transformation. A newly birthed alien exhibits different traits depending on its type.

Chestburster. Jaundiced beige in color, the snake-like Chestburster has a mouth full of metallic canines. Depending on the length of gestation, a Chestburster will either be born with tiny arms or stubs where the arms will eventually grow in.

Bambi-Burster. Otherwise similar to the Chestburster, this fawn-like creature is the result of an alien embryo developing within a quadrupedal host. As animals generally mature at a faster rate than humans, the Bambi-burster is birthed with four spindly legs that it uses to propel itself at great speeds. The Bambi-Burster uses the Chestburster statblock but with a movement speed of 35 feet.

Imp. The immature form of a Praetomorph, the Imp has translucent skin, a carapace and rawboned features that make it look very much like a miniature version of its adult form. If an Imp doesn’t feel threatened upon emergence, it will sometimes mimic the actions of the nearest creature. Like all Praetomorph stages, Imps mature at a substantially faster rate than traditional Chestbursters. The Imp uses the Chestburster statblock but with an AC of 10 and resistance to fire damage.

Queenburster. An embryonic queen, the Stage III Xenomorph nicknamed the Queenburster gestates over days instead of hours. When born, the creature has a partially formed crest on its head, both sets of arms, and fully developed legs. The Queenburster uses the Chestburster statblock but with an AC of 14 and with 36 (8d4) hit points.

Stage IV: Stalker, Scout, Drone. Now young adults, Stage IV Xenos are able to adapt a bipedal stance, even though they might not always make use of it. Their now fully polarized skin is near black in tone; they have a bladed prehensile tail, six-fingered hands with enlarged nails, pronounced ribs, and translucent to opaque smooth-domed heads. In addition to their metallic, toothy mouths, they have an inner set of jaws that can strike like a piston—a favored mode of attack.

Save for the Scout, Stage IV Xenomorphs have four dorsal tubes affixed to their backs. While some have theorized the tubes are used for spinning and cocooning the resin for their hive, that has generally been discounted as a fallacy. The current line of thinking is that the tubes are a type of breathing apparatus, filtering out airborne toxins and allowing the creatures to breath underwater. However, as Aliens have been observed surviving in the vacuum of space, it is possible that they do not need to breathe at all.

Stalker (Praetomorph). Averaging about 9 feet tall and comfortable moving on two legs as well as all four, Stalkers are the highly aggressive adult form of the Praetomorph. Classified as Plagiarus linesteres, the Praetomorph is a variant breed of Xenomorph XX121. The Stalker is believed to be an evolutionary dead end for the Praetomorph, as no encountered specimen has ever metamorphosed further. Unlike its phylogenetic relative P. praepotens, the P. linesteres does not appear to have a Queen stage. It also differs in that it has no biomechanical endoskeleton, and its teeth are translucent bone instead of metal. They are bigger, more powerful, resilient, and more resistant to fire than standard Xenos—they just happen to be less intelligent and more animalistic in nature.

Scout (Runner). 7 feet tall when standing upright, the brown-black Scout or Runner is a particularly fast adaptation of P. praepotens. Usually moving about on all fours, the Scout’s job is to seek out a nearby source of hosts and alert the hive when one is found. If no hive yet exists, the scout will begin capturing hosts and cocooning them for ovomorphing until a Queenburster is produced. Once the Queen is birthed and a hive location is secure, a Scout will metamorphose to its next stage. For reasons unknown, Scouts have no dorsal tubes—they do not develop them until Stage V.

Drone. Sometimes called Lurkers, Drones stand 8 feet tall, and are stealthy ambush hunters. Their tails end in a deadly hooked blade and rudimentary barb for Ovomorph injection. In many ways, Drones are the most alien of the species. It is theorized that the strange behavior often exhibited by Drones is due to them reaching young adulthood without establishing a connection to the alien hive mind. The stealthy creatures’ fluid yet awkward movements and unorthodox reactions to stimuli belie their methodical intelligence. As much as a Stalker acts like a feral animal, a Drone plots. The ebon Drone is a clever yet single-minded iteration of the Xenomorph. Development of P. praepotens will arrest at Stage IV unless a Queen’s pheromones cause it to molt into a Worker or Soldier—whichever form the hive is most in need of. Until then it will eat, gather hosts for ovomorphing, and sleep. When it evolves to the next stage, it joins the hive mind.

Stage V: Soldier, Worker, Sentry. As the hive mind takes a hold of them at Stage V of their development, P. praepotens molt to assume specialized roles within their community.

Soldier (Warrior). Romantically referred to as a Warrior, a Soldier Xenomorph is the adult form of a Drone. As the alien matures, the creature’s dome loses its form and melds with the ridged tissues beneath it. The alien’s head begins to polarize and harden, forming an armored carapace. Blades will begin to grow from the Xeno’s elbows, and its hands will mutate into five-fingered claws, dropping the sixth digit. Blue-black in color, Soldiers are nimble and attack en masse. The Soldier’s tail has a barb at the end with a toxin that can cause paralysis in most known lifeforms. Once incapacitated, the Soldier will carry its prey back to the hive to be impregnated by a Facehugger.

Worker. The diminutive Workers build and maintain the hive. Also called Weavers, they produce and spin the resin of the hive with their long proboscis tongues, shape it with their hands and feet, position eggs near cocooned hosts, and feed and maintain the Queen. Physically, they are somewhat different than the other members of P. praepotens. Transformation from Drone to Worker will see an alien shrink to between 4 and 6 feet in height. Its skin will turn a sickly grayish white, while its tongue grows pink, elongates, and develops a funnel through which it will secrete the makings of the hive. Workers ignore threats within the hive and will run if threatened, leaving their protection to Soldiers and Sentries.

Sentry. After Scouts have secured a hive and a source of hosts, they mature into Sentries. Like Soldiers, their carapaces become ridged and armored. They are still incredibly fast and dexterous, with specialized gripping hands and feet that allow them to scale walls and ceilings with greater efficiency than other Xenos. Attuned to their Queen’s needs, they will back off or attack as she signals. Also called Defenders, Sentries will not hesitate to sacrifice themselves to keep hive invaders at bay and protect their Queen. The Sentry uses the Xenomorph Runner statblock but with an AC of 18.

Stage VI: Praetorian, Charger, Queen. Stage VI P. praepotens are monstrous horrors. Their immense size and crested carapaces mark them as the leaders of their hive. Stronger and smarter than those beneath them, Stage VI Xenos command alien armies. These Stages are only reached when an existing Queen produces royal jelly and exposes her Soldiers and Sentries to it.

Praetorian. When a hive reaches a population of over 300 individuals, Workers feed the Queen’s chosen warriors with Royal Jelly until the transformation to Praetorian takes place. The penultimate form of an alien Soldier, Praetorians grow up to twice the height of their brethren. They develop a head crest similar to a Queen’s, but maintain a more standardized bipedal form with only two arms. Lead protectors of the hive, Praetorians are the Queen’s Royal Guards and army commanders. It is theorized that if a hive loses its Queen, a Praetorian can molt into a new one. If this happened before another hive invaded, the old hive can be preserved. If not, the invaders take advantage of the leaderless Xenos and claims them for their own Queen.

Charger (Crusher). Also called the Crusher, the Charger is the Xenomorph equivalent of a tank. After being force-fed Royal Jelly and raw metals by the Queen’s workers for weeks, a bloated Sentry will cocoon itself in resin and undergo a massive transformation. Its quadrupedal stance is bulked up and its head grows a massive, armored chitinous crest similar to a Queen’s. Chargers grow to stand between 6 to 10 feet tall at the shoulder. Heavy defensive protectors of the hive, the Crusher will charge an enemy like a rabid rhino, trampling personnel and plowing through even lightly armored vehicles. Essentially the Runner variant of the Praetorian, the Charger’s mobility is limited in that it cannot climb or jump very well. Luckily, they are relatively rare and only appear in long established hives.

Queen. The mother of the hive, at 20 feet tall or more, the alien Queen is perhaps the strongest and most intelligent of the species. While any adult alien is capable of initiating ovomorphing in a host organism, only Queens have the ability to lay eggs en masse. When her first molt is completed and the Queen is fertile, her Workers spin a resin cradle that holds her suspended above the floor of the hive. The Queen then grows an enormous egg sac that soon becomes distended and engorged with developing eggs. As each new Ovomorph is ready, she deposits it on the ground via ovipositor for her Workers to spirit away to nearby cocooned hosts.

The most astonishing thing about the Queen is her ability to communicate with her hive. While evidence exists to suggest she does so via a combination of pheromones and subsonic vocalizations, there are company consultants who believe she communicates telepathically as well, “speaking” with her children over immeasurable distances. In fact, corporate psychiatrists have documented that employees who score high on their company esper tests and find themselves within the proximity of an alien hive will have vivid dreams of the Queen calling to them, whether they are aware of her existence or not.

Additionally, professional dreamers seem to have a hard time producing after being exposed to an alien Queen. Of course, this could simply be a form of PTSD, but it bears further investigation. An alien Queen’s distinguishing characteristics include her size, her large crested head, set of six dorsal spikes (instead of tubes), unique stance and a second set of grasping arms.

Ovomorph

Hazard

An ovomorph is a Small Object (AC 10; 14 hit points; vulnerability to fire damage; resistance to cold damage; immunity to acid and poison damage). When the ovomorph is destroyed, it explodes in a burst of acid. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.

A creature that isn't a Construct, Undead, neomorph or xenomorph that moves anywhere within 5 feet of an undisturbed ovomorph without first making a DC 16 Dexterity (Stealth or Sleight of Hand, as determined by the GM) check to move subtly, disturbs it.

When an ovomorph is disturbed, it opens like a flower and a facehugger immediately leaps out and attempts to make a Cling attack against the creature that disturbed the ovomorph. Once an ovomorph releases its facehugger it becomes inert.

Facehugger

Tiny aberration (xenomorph), unaligned

  • Armor Class 15 (natural armor)
  • Hit Points 23 (6d4 + 8)
  • Speed 30 ft., climb 30 ft.
STRDEXCONINTWISCHA
14 (+2)16 (+3)14 (+2)3 (-4)10 (+0)4 (-3)
  • Skills Stealth +6
  • Damage Resistances cold
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Acidic Blood. When the facehugger takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the facehugger takes 7 (2d6) acid damage.

Biomechanical Camouflage. The facehugger has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the facehugger falls and isn't incapacitated, it takes no damage from the fall.

Echolocation. The facehugger can’t use its blindsight while deafened.

Heat Dampening. The facehugger cannot be seen or detected by thermalsight.

Spider Climb. The facehugger can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The facehugger's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Unusual Nature. The facehugger doesn't require air, food, drink, or sleep.

Actions

Cling. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, and the facehugger attaches to the target. While attached, the facehugger can’t make Cling attacks. The facehugger can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the facehugger can try to detach it, doing so with a successful DC 20 Strength check. The creature the facehugger is attached to takes 21 (6d6) slashing damage if it successfully removes the facehugger or if it tries and fails.

Impregnate. The facehugger wraps itself around the face of a creature it is attached to, and the creature falls unconscious, remaining unconscious for as long as the facehugger is attached. The facehugger remains attached to the creature for 12 hours, implanting its host with a xenomorph embryo. After the 12 hour period, the facehugger detaches itself and the creature regains consciousness. The facehugger then dies in 1d4 rounds.
A Humanoid or Beast host can carry only one xenomorph embryo to term at a time. Over 7 hours, the embryo gestates in the host’s chest cavity and forms a chestburster. One round before giving birth, the creature starts to seizure, coughing up blood. During this time, the creature is incapacitated. At birth, the chestburster bursts through the creature’s ribcage in 1 round, killing the host in the process.
If any effect that cures disease is used on the creature before the chestburster’s emergence, it must succeed on a DC 18 Constitution saving throw. On a successful save, the unborn xenomorph is disintegrated.

Bonus Actions

Leap. The facehugger leaps up to 20 feet in any direction, provided its speed isn't 0. This movement doesn't provoke opportunity attacks.

Variant: Xenomorph Bursters, Prowlers and Spitters

Xenomorph Bursters, Prowlers and Spitters are rare Xenomorph Phenotypes that have so far only appeared on LV-895, respectively they are variants of Runners and Drones, if you wish to use a Burster or Prowler instead of a Runner, or a Spitter instead of a Drone, they gain the following trait or action options:

Runner Variant: Burster

The Burster gains the following trait and action options:

Death Burst. When the burster dies, it explodes in a burst of acid. Each creature within 10 feet of it must make a DC 13 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. For 1d4 rounds after the burster's death, a 10-foot radius circle centered on the space it occupied is saturated with acid, a creature that enters that area for the first time on a turn, or starts its turn there takes 14 (4d6) acid damage.

Burst. The burster moves up to its speed and rips itself apart, killing it and triggering its Death Burst.

Runner Variant: Prowler

The Prowler gains the following trait options:

Pounce. If the prowler moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the prowler can make one Tail attack against it as a bonus action.

Running Leap. With a 10-foot running start, the prowler can long jump up to 35 feet.

Drone Variant: Spitter

The Spitter loses the Grappler and Hypnotizing Gaze traits as well as the Venomous Sting and Ovomorphic Sting attacks and gains the following action option:

Acid Spit. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 14 (4d6) acid damage. Hit or Miss: Each creature within 5 feet of the target must make a DC 16 Dexterity saving throw, taking the same damage on a failed save, or half as much damage on a successful one. For 1d4 rounds after the spit hits, a 5-foot radius circle centered on the target's space is saturated with acid, a creature that enters that area for the first time on a turn, or starts its turn there takes 14 (4d6) acid damage.

Chestburster

Tiny aberration (xenomorph), unaligned

  • Armor Class 12
  • Hit Points 10 (4d4)
  • Speed 25 ft.
STRDEXCONINTWISCHA
7 (-2)15 (+2)10 (+0)3 (-4)8 (-1)4 (-3)
  • Skills Stealth +4
  • Damage Resistances cold
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
  • Languages
  • Challenge 1/8 (25 XP)

Acidic Blood. When the chestburster takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the chestburster takes 5 (2d4) acid damage.

Echolocation. The chestburster can’t use its blindsight while deafened.

Heat Dampening. The chestburster cannot be seen or detected by thermalsight.

Unusual Nature. The chestburster doesn't require air, food, drink, or sleep.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Terrorizing Hiss. The chestburster flashes its razor sharp teeth and hisses malevolently at one creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 12 Wisdom saving throw or be frightened of the chestburster until the end of it's next turn.

Bonus Actions

Nimble Escape. The chestburster takes the Disengage or Hide action.

Juvenile Xenomorph

Small aberration (xenomorph), unaligned

  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d6 + 12)
  • Speed 30 ft., climb 30 ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2)14 (+2)6 (-2)12 (+1)7 (-2)
  • Damage Resistances cold
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
  • Languages
  • Challenge 1 (200 XP)

Acidic Blood. When the juvenile takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the juvenile takes 7 (2d6) acid damage.

Biomechanical Camouflage. The juvenile has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the juvenile falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The juvenile can’t use its blindsight while deafened.

Heat Dampening. The juvenile cannot be seen or detected by thermalsight.

Spider Climb. The juvenile can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The juvenile doesn't require air, food, drink, or sleep.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and the target is grappled (escape DC 12) if it is Medium or smaller. While the target is grappled, the juvenile can make an Inner Jaw attack against it as a bonus action.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage or slashing damage (juvenile's choice)

Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. This attack scores a critical hit on a roll of 17 to 20.

Bonus Actions

Nimble Escape. The juvenile takes the Disengage or Hide action.

Xenomorph Worker

Small aberration (xenomorph), unaligned

  • Armor Class 14 (natural armor)
  • Hit Points 55 (10d6 + 20)
  • Speed 30 ft., climb 30 ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2)14 (+2)6 (-2)12 (+1)7 (-2)
  • Damage Resistances cold
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
  • Languages
  • Challenge 4 (1,100 XP)

Acidic Blood. When the worker takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the worker takes 7 (2d6) acid damage.

Biomechanical Camouflage. The worker has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the worker falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The worker can’t use its blindsight while deafened.

Heat Dampening. The worker cannot be seen or detected by thermalsight.

Spider Climb. The worker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The worker doesn't require air, food, drink, or sleep.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) piercing damage or slashing damage (worker's choice)

Resin Spit (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: The target is restrained by resin. As an action, the restrained target can make a DC 12 Strength check, bursting the resin on a success. The resin can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to acid, bludgeoning, poison, and psychic damage).

Bonus Actions

Nimble Escape. The worker takes the Disengage or Hide action.

Xenomorph Drone

Medium aberration (xenomorph), unaligned

  • Armor Class 18 (natural armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 40 ft., climb 40 ft., swim 40 ft.
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)16 (+3)16 (+3)4 (-3)
  • Saving Throws Dex +8, Con +8
  • Skills Perception +11, Stealth +12
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 21
  • Languages
  • Challenge 10 (5,900 XP)

Acidic Blood. When the drone takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the drone takes 14 (4d6) acid damage.

Biomechanical Camouflage. The drone has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the drone falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The drone can’t use its blindsight while deafened.

Heat Dampening. The drone cannot be seen or detected by thermalsight.

Hypnotizing Gaze. When a creature that can see the drone's eyeless dome starts its turn within 30 feet of the drone, the drone can force it to make a DC 16 Wisdom saving throw if the drone isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the drone until the start of its next turn, when it can avert its eyes again. If the creature looks at the drone in the meantime, it must immediately make the save. If a creature's saving throw

is successful or the effect ends for it, the creature is immune to the drone's Hypnotizing Gaze for the next 24 hours.

Spider Climb. The drone can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The drone doesn't require air, food, drink, or sleep.

Actions

Multiattack. The drone makes one Claw attack and one Tail attack.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target is grappled (escape DC 14) if it is Medium or smaller. While the target is grappled, the drone can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. This attack scores a critical hit on a roll of 17 to 20.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing or slashing damage (drone's choice).

Venomous Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. While poisoned, the target is also unconscious. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Ovomorphic Sting (1/Day). Melee Weapon Attack: +8 to hit, reach 10 ft., one creature that is grappled by the drone, incapacitated, or restrained. Hit: 14 (3d6 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be infected with a disease. While infected, the target slowly transforms into an ovomorph and can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 2 hours. If the disease reduces the target's hit point maximum to 0, the target fully transforms into an ovomorph.

Bonus Actions

Cunning. The drone takes the Dash, Disengage, or Hide action, or it gives itself advantage on the next attack roll it makes before the end of this turn.

Xenomorph Warrior

Medium aberration (xenomorph), unaligned

  • Armor Class 18 (natural armor)
  • Hit Points 119 (14d8 + 56)
  • Speed 40 ft., climb 40 ft., swim 40 ft.
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)14 (+2)16 (+3)4 (-3)
  • Saving Throws Dex +8, Con +8
  • Skills Perception +11, Stealth +12
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 21
  • Languages
  • Challenge 10 (5,900 XP)

Acidic Blood. When the warrior takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the warrior takes 14 (4d6) acid damage.

Biomechanical Camouflage. The warrior has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the warrior falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The warrior can’t use its blindsight while deafened.

Grappler. The warrior has advantage on attack rolls against any creature grappled by it.

Heat Dampening. The warrior cannot be seen or detected by thermalsight.

Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Spider Climb. The warrior can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The warrior doesn't require air, food, drink, or sleep.

Actions

Multiattack. The warrior makes one Claw attack and one Tail attack.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target is grappled (escape DC 14) if it is Medium or smaller. While the target is grappled, the warrior can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. This attack scores a critical hit on a roll of 17 to 20.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing or slashing damage (warrior's choice).

Bonus Actions

Aggressive. The warrior moves up to its speed toward a hostile creature that it can see.

Xenomorph Runner

Medium aberration (xenomorph), unaligned

  • Armor Class 16 (natural armor)
  • Hit Points 37 (5d8 + 15)
  • Speed 45 ft., climb 35 ft., swim 35 ft.
STRDEXCONINTWISCHA
17 (+3)17 (+3)16 (+3)6 (-2)12 (+1)7 (-2)
  • Skills Perception +5, Stealth +7
  • Damage Resistances cold
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15
  • Languages
  • Challenge 4 (1,100 XP)

Acidic Blood. When the runner takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the runner takes 14 (4d6) acid damage.

Biomechanical Camouflage. The runner has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the runner falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The runner can’t use its blindsight while deafened.

Heat Dampening. The runner cannot be seen or detected by thermalsight.

Pack Tactics. The runner has advantage on an attack roll against a creature if at least one of the runner’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Rapid Movement. The runner doesn't provoke opportunity attacks when it moves out of an enemy's reach.

Spider Climb. The runner can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The runner doesn't require air, food, drink, or sleep.

Actions

Multiattack. The runner makes one Claw attack and one Tail attack.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, and the target is grappled (escape DC 13) if it is Medium or smaller. While the target is grappled, the runner can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. This attack scores a critical hit on a roll of 17 to 20.

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing or slashing damage (runner's choice).

Acid Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 14 (4d6) acid damage.

Xenomorph Boiler

Medium aberration (xenomorph), unaligned

  • Armor Class 10 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 20 ft.
STRDEXCONINTWISCHA
8 (-1)8 (-1)14 (+2)4 (-3)10 (+0)4 (-3)
  • Skills Perception +4
  • Damage Vulnerabilities fire
  • Damage Resistances cold
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 15 ft. (blind beyond this radius), passive Perception 14
  • Languages
  • Challenge 2 (450 XP)

Acidic Blood. When the boiler takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the boiler takes 14 (4d6) acid damage.

Biomechanical Camouflage. The boiler has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Echolocation. The boiler can’t use its blindsight while deafened.

Heat Dampening. The boiler cannot be seen or detected by thermalsight.

Unusual Nature. The boiler doesn't require air, food, drink, or sleep.

Actions

Suicide Bomb. The boiler moves up to its speed towards a creature and proceeds to violently tear itself apart, spraying its acidic blood everywhere and killing itself. Each creature within 10 feet of it must make a DC 12 Dexterity save, taking 14 (4d6) acid damage on a failed saving throw, or half as much damage on a successful one.

Xenomorph Praetorian

Large aberration (xenomorph), unaligned

  • Armor Class 19 (natural armor)
  • Hit Points 172 (15d10 + 90)
  • Speed 35 ft., climb 35 ft.
STRDEXCONINTWISCHA
23 (+6)20 (+5)23 (+6)12 (+1)15 (+2)12 (+1)
  • Saving Throws Str +11, Dex +10, Con +11
  • Skills Perception +12, Stealth +16
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 22
  • Languages
  • Challenge 14 (11,500 XP)

Acidic Blood. When the praetorian takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the praetorian takes 17 (5d6) acid damage.

Biomechanical Camouflage. The praetorian has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the praetorian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The praetorian can’t use its blindsight while deafened.

Grappler. The praetorian has advantage on attack rolls against any creature grappled by it.

Heat Dampening. The praetorian cannot be seen or detected by thermalsight.

Magic Resistance. The praetorian has advantage on saving throws against spells and other magical effects.

Pack Tactics. The praetorian has advantage on an attack roll against a creature if at least one of the praetorian’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Siege Monster. The praetorian deals double damage to objects and structures.

Unusual Nature. The praetorian doesn't require air, food, drink, or sleep.

Actions

Multiattack. The praetorian makes two Claw attacks and one Tail attack.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage, and the target is grappled (escape DC 16) if it is Medium or smaller. While the target is grappled, the praetorian can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing or slashing damage (praetorian's choice).

Call The Guard (1/Day). The praetorian looses a piercing shriek calling 2 xenomorph warriors or 3 xenomorph runners to its aid. The called creatures arrive in 1d4 rounds, acting as allies of the praetorian and obeying its hissed commands. The xenomorphs remain for 1 hour or until the praetorian dismisses them as a bonus action.

Bonus Actions

Aggressive. The praetorian moves up to its speed toward a hostile creature that it can see.

Xenomorph Crusher

Huge aberration (xenomorph), unaligned

  • Armor Class 22 (natural armor)
  • Hit Points 203 (14d12 + 112)
  • Speed 40 ft., climb 20 ft.
STRDEXCONINTWISCHA
26 (+8)18 (+4)26 (+8)7 (-2)7 (-2)9 (-1)
  • Saving Throws Str +14, Con +14
  • Skills Perception +4, Stealth +10
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
  • Languages
  • Challenge 17 (18,000 XP)

Acidic Blood. When the crusher takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the crusher takes 17 (5d6) acid damage.

Biomechanical Camouflage. The crusher has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the crusher falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The crusher can’t use its blindsight while deafened.

Heat Dampening. The crusher cannot be seen or detected by thermalsight.

Magic Resistance. The crusher has advantage on saving throws against spells and other magical effects.

Siege Monster. The crusher deals double damage to objects and structures.

Unusual Nature. The crusher doesn't require air, food, drink, or sleep.

Actions

Multiattack. The crusher makes one Ram attack, one Claw attack, and one Tail attack.

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and the target is grappled (escape DC 18) if it is Medium or smaller. While the target is grappled, the crusher can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Ram. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage. If the crusher moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 19 (3d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) piercing or slashing damage (crusher's choice).

Call The Guard (1/Day). The crusher looses a rumbling roar calling 2 xenomorph warriors or 3 xenomorph runners to its aid. The called creatures arrive in 1d4 rounds, acting as allies of the crusher and obeying its hissed commands. The xenomorphs remain for 1 hour or until the crusher dismisses them as a bonus action.

Bonus Actions

Aggressive. The crusher moves up to its speed toward a hostile creature that it can see.

Xenomorph Queen

Huge aberration (xenomorph), unaligned

  • Armor Class 23 (natural armor)
  • Hit Points 243 (18d12 + 126)
  • Speed 30 ft., climb 30 ft.
STRDEXCONINTWISCHA
25 (+7)18 (+4)24 (+7)12 (+1)18 (+4)12 (+1)
  • Saving Throws Str +14, Dex +11, Con +14, Wis +11
  • Skills Perception +18, Stealth +18
  • Damage Resistances cold; bludgeoning, piercing, slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 28
  • Languages
  • Challenge 23 (50,000 XP)

Acidic Blood. When the queen takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the queen takes 21 (6d6) acid damage.

Biomechanical Camouflage. The queen has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the queen falls and isn't incapacitated, she subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The queen can’t use her blindsight while deafened.

Heat Dampening. The queen cannot be seen or detected by thermalsight.

Hivemind. The queen can communicate telepathically with all xenomorphs from her hive within 20 miles.

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.

Siege Monster. The queen deals double damage to objects and structures.

Unusual Nature. The queen doesn't require air, food, drink, or sleep.

Actions

Multiattack. The queen makes two Claw attacks and one Tail attack.

Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage, and the target is grappled (escape DC 17) if it is Medium or smaller. While the target is grappled, the queen can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage. This attack scores a critical hit on a roll of 17 to 20.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 26 (3d12 + 7) piercing or slashing damage (queen's choice).

Call The Guard (1/Day). The queen looses a piercing shriek calling 1 xenomorph praetorian and 2 (1d4) xenomorph warriors to her aid. The called creatures arrive in 1d4 rounds, acting as allies of the queen and obeying her hissed commands. The xenomorphs remain for 1 hour or until the queen dismisses them as a bonus action.

Legendary Actions

The 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.

Detect. The queen makes a Wisdom (Perception) check.

Attack. The queen makes a Claw attack.

Impale (Costs 3 Actions). Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 23 (3d12 + 7) piercing damage and the target is impaled. While impaled the creature is grappled (escape DC 17), and is restrained until the grapple ends.
When the grapple ends, the impaled creature must make a DC 22 Constitution saving throw, losing 42 (12d6) hit points due to blood loss on a failed save, or half as many hit points on a successful one. The queen can't attack another creature with its tail while it has a target impaled.

Xenomorph King

Gargantuan aberration (xenomorph), unaligned

  • Armor Class 25 (natural armor)
  • Hit Points 409 (21d20 + 189)
  • Speed 40 ft., climb 40 ft.
STRDEXCONINTWISCHA
28 (+9)20 (+5)28 (+9)12 (+1)18 (+4)12 (+1)
  • Saving Throws Str +18, Dex +14, Con +18
  • Skills Perception +13, Stealth +14
  • Damage Resistances cold; bludgeoning, and slashing from magical attacks
  • Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 23
  • Languages
  • Challenge 30 (155,000 XP)

Acidic Blood. When the king takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the king takes 36 (8d8) acid damage.

Biomechanical Camouflage. The king has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the kinger falls and isn't incapacitated, he subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The king can’t use his blindsight while deafened.

Gargantuan Strength. The king's weapon attacks are considered magical.

Heat Dampening. The king cannot be seen or detected by thermalsight.

Hivemind. The king can communicate telepathically with all xenomorphs from his hive within 20 miles.

Legendary Resistance (3/Day). If the king fails a saving throw, he can choose to succeed instead.

Regeneration. The king regains 20 hit points at the start of its turn. If the king takes fire damage, this trait doesn't function at the start of the king's next turn. The king dies only if it starts its turn with 0 hit points and doesn't regenerate.

Siege Monster. The king deals double damage to objects and structures.

Unusual Nature. The king doesn't require air, food, drink, or sleep.

Actions

Multiattack. The king makes two Claw attacks, two Shoulder Tendril attacks, and Pincer Tail attack.

Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) slashing damage, and the target is grappled (escape DC 19) if it is Large or smaller. While the target is grappled, the king can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 31 (4d10 + 9) piercing damage. This attack scores a critical hit on a roll of 17 to 20.

Pincer Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 48 (6d12 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained.

Shoulder Tendrils. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 35 (4d12 + 9) piercing damage.

Acid Spit. Ranged Weapon Attack: +14 to hit, range 30/90 ft., one target. Hit: 36 (8d8) acid damage.

Fling. One Large or smaller object held or creature grappled by the king is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 26 Dexterity saving throw or take the same damage and be knocked prone.

Devour Foe. The king feeds on the corpse of a creature. A Large or smaller creature is consumed whole, while the king can feed on a Huge or bigger creature for up to 30 seconds. For each round the king feeds on a creature, it heals for an amount equal to the creatures Challenge rating.

Call The Guard (1/Day). The king looses a piercing shriek calling 2 xenomorph praetorians and 7 (2d6) xenomorph warriors to his aid. The called creatures arrive in 1d4 rounds, acting as allies of the king and obeying his hissed commands. The xenomorphs remain for 1 hour or until the king dismisses them as a bonus action.

Legendary Actions

The king 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 king regains spent legendary actions at the start of his turn.

Move. The king moves up to half his speed.

Pincer Tail or Fling. The king makes one Pincer Tail attack or uses his Fling.

Acid Spit. The king makes one Acid Spit attack.

Terrifying Presence (Costs 2 Actions). Each creature of the king's choice that is within 120 feet of the king and aware of him must succeed on a DC 26 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 king's Terrifying Presence for the next 24 hours.

Xenomorph Empress

Gargantuan aberration (xenomorph), chaotic evil

  • Armor Class 23 (natural armor)
  • Hit Points 468 (24d20 + 216)
  • Speed 20 ft.
STRDEXCONINTWISCHA
30 (+10)13 (+1)28 (+9)24 (+7)24 (+7)24 (+7)
  • Saving Throws Str +19, Dex +10, Con +19, Wis +16
  • Damage Immunities acid, cold, poison; bludgeoning, piercing, slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, poisoned
  • Senses blindsight 300 ft., passive Perception 17
  • Languages
  • Challenge 30 (155,000 XP)

Acidic Blood. When the empress takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the empress takes 21 (6d6) acid damage.

Controlled Fall. When the empress falls and isn't incapacitated, she takes no damage from the fall.

Echolocation. The empress can’t use her blindsight while deafened.

Heat Dampening. The empress cannot be seen or detected by thermalsight.

Legendary Resistance (5/Day). If the empress fails a saving throw, she can choose to succeed instead.

Magic Resistance. The empress has advantage on saving throws against spells and other magical effects.

Psychic Connection. The empress is aware of creatures within 5 miles of her that have an Intelligence score of 4 or higher. She knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. The empress can communicate simple ideas, emotions, and images telepathically with any creature she perceives in this manner that can understand a language.

Unusual Nature. The empress doesn't require air, food, drink, or sleep.

Actions

Multiattack. The empress makes two Claw attacks and two Tail attacks.

Claws. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage, and the target is grappled (escape DC 20) if it is Medium or smaller. While the target is grappled, the empress can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 10) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing or slashing damage (empress's choice). A creature reduced to 0 hit points by this attack dies and is cut into two pieces.

Mind Melt. The empress forces one creature she is aware of to make a DC 24 Intelligence saving throw. On a failed save, the target takes 51 (8d10 + 7) psychic damage, is blinded until the end of its next turn, and is disoriented for 1 minute. A disoriented creature has disadvantage on attack rolls, ability checks, and saving throws, and cannot concentrate on spells or effects. A disoriented creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the saving throw fails by 10 or more, the target's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. This effect can be ended by greater restoration, heal, or wish.

Assemble The Legions (1/Day). The empress looses a piercing shriek calling 2 xenomorph praetorians and 3 (1d6) xenomorph warriors to her aid. The called creatures arrive in 1d4 rounds, acting as allies of the empress and obeying her hissed commands. The xenomorphs remain for 1 hour or until the empress dismisses them as a bonus action.

Bonus Actions

Psychic Love. The empress targets one creature she is aware of. The target must succeed on a DC 24 Wisdom saving throw or be psionically charmed by the empress until she dies or until she is on a different plane of existence from the target. The charmed target is under the empress' control and can't take reactions, and the empress and the target can communicate telepathically with each other over any distance.
The charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. No more than once every 24 hours, the target can repeat the saving throw when it is at least 1 mile away from the empress.

Legendary Actions

The empress 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 empress regains spent legendary actions at the start of her turn.

Attack. The empress makes a Claw attack.

Crushing Blow (Costs 3 Actions). The empress falls prone in a 30-foot cube next to her space. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 54 (8d10 + 10) bludgeoning damage is knocked prone. Until the empress stands up, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 27 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the empress and is no longer restrained.

Praetomorph

Medium aberration (xenomorph), unaligned

  • Armor Class 18 (natural armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 40 ft., climb 40 ft., swim 40 ft.
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)4 (-3)12 (+1)4 (-3)
  • Saving Throws Dex +8, Con +8
  • Skills Perception +9, Stealth +12
  • Damage Resistances fire
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 19
  • Languages
  • Challenge 11 (7,200 XP)

Acidic Blood. When the praetomorph takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the praetomorph takes 14 (4d6) acid damage.

Biomechanical Camouflage. The praetomorph has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the praetomorph falls and isn't incapacitated, it takes no damage from the fall.

Echolocation. The praetomorph can’t use its blindsight while deafened.

Heat Dampening. The praetomorph cannot be seen or detected by thermalsight.

Pack Tactics. The praetomorph has advantage on an attack roll against a creature if at least one of the praetomorph’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Reckless. At the start of its turn, the praetomorph can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Regeneration. The praetomorph regains 10 hit points at the start of its turn. If the praetomorph takes cold damage, this trait doesn't function at the start of the praetomorph's next turn. The praetomorph dies only if

it starts its turn with 0 hit points and doesn't regenerate.

Spider Climb. The praetomorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The praetomorph doesn't require air, food, drink, or sleep.

Actions

Multiattack. The praetomorph makes one Claw attack and one Tail attack.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target is grappled (escape DC 14) if it is Medium or smaller. While the target is grappled, the praetomorph can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Venomous Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. While poisoned, the target is also unconscious. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Ovomorphic Sting (1/Day). Melee Weapon Attack: +8 to hit, reach 10 ft., one creature that is grappled by the praetomorph, incapacitated, or restrained. Hit: 14 (3d6 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be infected with a disease. While infected, the target slowly transforms into an ovomorph and can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 2 hours. If the disease reduces the target's hit point maximum to 0, the target fully transforms into an ovomorph.

Bonus Actions

Cunning Action. The praetomorph takes the Dash, Disengage, or Hide action, or it gives itself advantage on the next attack roll it makes before the end of this turn.

Bodyburster

Medium aberration (xenomorph), unaligned

  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d8 + 60)
  • Speed 40 ft., climb 40 ft., swim 40 ft.
STRDEXCONINTWISCHA
20 (+5)20 (+5)18 (+4)10 (+0)18 (+4)4 (-3)
  • Saving Throws Dex +10, Con +9
  • Skills Perception +9, Stealth +15
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 19
  • Languages
  • Challenge 14 (11,500 XP)

Acidic Blood. When the bodyburster takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the bodyburster takes 14 (4d6) acid damage.

Biomechanical Camouflage. The bodyburster has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the bodyburster falls and isn't incapacitated, it takes no damage from the fall.

Enthralling Gaze. When a creature that can see the bodyburster's eyes starts its turn within 30 feet of the bodyburster, the bodyburster can force it to make a DC 17 Wisdom saving throw if the bodyburster isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the bodyburster until the start of its next turn, when it can avert its eyes again. If the creature looks at the bodyburster in the meantime, it must immediately make the save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the bodyburster's Enthralling Gaze for the next 24 hours.

Grappler. The bodyburster has advantage on attack rolls against any creature grappled by it.

Heat Dampening. The bodyburster cannot be seen or detected by thermalsight.

Spider Climb. The bodyburster can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The bodyburster's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Unusual Nature. The bodyburster doesn't require air, food, drink, or sleep.

Actions

Multiattack. The bodyburster makes one Claw attack, one Bite attack, and one Tail attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. The target must succeed on a DC 17 Constitution saving throw or be infected with a disease called bodyburster pathogen. While infected, the target becomes host to a bodyburster and can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 2 hours. If the disease reduces the target's hit point maximum to 0, the bodyburster bursts out of the host's body in 1 round, killing the host in the process and destroying their body. If any effect that cures disease is used on the creature before the bodyburster’s emergence, it must succeed on a DC 18 Constitution saving throw. On a successful save, the disease is cured.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage, and the target is grappled (escape DC 15) if it is Medium or smaller. While the target is grappled, the bodyburster can make an Inner Jaw attack or use Skull Crush against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) piercing or slashing damage (bodyburster's choice).

Skull Crush. The bodyburster wraps both its claws around the head of one creature it is grappling. The target must succeed on a DC 18 Strength saving throw or be restrained until the grapple ends. Until this grapple ends, the bodyburster can't make Claw attacks, and the target takes 26 (6d6 + 5) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage dies and its head is crushed into a pulp. A creature is immune to this effect if it doesn’t have or need a head, or has legendary actions

Bonus Actions

Cunning Action. The bodyburster takes the Dash, Disengage, or Hide action, or it gives itself advantage on the next attack roll it makes before the end of this turn.

Goreburster

Small aberration (xenomorph), unaligned

  • Armor Class 16 (natural armor)
  • Hit Points 75 (10d6 + 40)
  • Speed 25 ft., climb 25 ft.
STRDEXCONINTWISCHA
18 (+4)17 (+3)18 (+4)3 (-4)8 (-1)4 (-3)
  • Skills Stealth +9
  • Damage Resistances cold
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
  • Languages
  • Challenge 7 (2,900 XP)

Acidic Blood. When the goreburster takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the goreburster takes 9 (2d8) acid damage.

Biomechanical Camouflage. The goreburster has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the goreburster falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The goreburster can’t use its blindsight while deafened.

Goreburster Slime. The goreburster is coated with and leaves a trail of pink slime as it moves. The trail is a 1-foot wide line that lasts for 1 minute. Any non-xenomorph creature that enters the trail, starts its turn there, touches the goreburster, hits it with a melee attack while within 5 feet of it, or is hit by an attack from it must make a DC 17 Constitution saving throw against disease. On a failure, the target takes 9 (2d8) necrotic damage and is infected with goreburster slime. Every 10 minutes that elapse, the creature must repeat

the saving throw, reducing its hit point maximum by 11 (2d1O) on a failure. This reduction lasts until the disease is cured. If the disease reduces the target's hit point maximum to 0, its body violently explodes in a shower of gore, each non-xenomorph creature within 10 feet of an exploding creature must succeed a DC 17 Constitution saving throw or also be infected. The disease can only be cured by gaining a level of irradiated while infected.
If the saving throw is successful, the target takes half as much damage and isn't infected.

Heat Dampening. The goreburster cannot be seen or detected by thermalsight.

Unusual Nature. The goreburster doesn't require air, food, drink, or sleep.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) bludgeoning damage, and the target is grappled (escape DC 14) if it is Medium or smaller. Until this grapple ends, the creature is restrained and can't breathe or speak or speak, and the goreburster can't constrict another target.

Disembowelment. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to a gut wound. Each time the goreburster hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Terrorizing Hiss. The goreburster flashes its razor sharp teeth and hisses malevolently at one creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 14 Wisdom saving throw or be frightened of the goreburster until the end of it's next turn.

Predalien

Large aberration (xenomorph), unaligned

  • Armor Class 19 (natural armor)
  • Hit Points 230 (20d10 + 120)
  • Speed 40 ft., climb 40 ft.
STRDEXCONINTWISCHA
23 (+6)20 (+5)23 (+6)16 (+3)19 (+4)18 (+4)
  • Saving Throws Str +12, Dex +11, Con +12
  • Skills Deception +10, Intimidation +10, Perception +16, Stealth +17
  • Damage Resistances cold, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 26
  • Languages
  • Challenge 17 (18,000 XP)

Acidic Blood. When the predalien takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the predalien takes 17 (5d6) acid damage.

Biomechanical Camouflage. The predalien has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the predalien falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The predalien can’t use its blindsight while deafened.

Grappler. The predalien has advantage on attack rolls against any creature grappled by it.

Heat Dampening. The predalien cannot be seen or detected by thermalsight.

Legendary Resistance (1/Day). If the predalien fails a saving throw, it can choose to succeed instead.

Magic Resistance. The predalien has advantage on saving throws against spells and other magical effects.

Mimicry. The predalien can mimic any sound it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.

Pack Tactics. The predalien has advantage on an attack roll against a creature if at least one of the predalien’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Siege Monster. The predalien deals double damage to objects and structures.

Standing Leap. The predalien's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Unusual Nature. The predalien doesn't require air, food, drink, or sleep.

Actions

Multiattack. The predalien makes two Claw attacks and one Tail attack.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage, and the target is grappled (escape DC 16) if it is Medium or smaller. While the target is grappled, the predalien can make an Inner Jaw attack or use Impregnate against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing or slashing damage (predalien's choice).

Impregnate. The predalien inserts its innerjaw into the mouth of a creature it is grappling. If the target is a Humanoid or Beast, it must succeed on a DC 20 Constitution saving throw or the predalien implants the creature with 3 (1d4 + 1) xenomorph embryos.
Over 7 hours, the embryos gestate in the host’s chest cavity and form xenomorph chestbursters. One round before giving birth, the creature starts to seizure, coughing up blood. During this time, the creature is incapacitated. At birth, the chestbursters burst through the creature’s ribcage and stomach in 1 round, killing the host in the process.
If any effect that cures disease is used on the creature before the emergence of the chestbursters, it must succeed on a DC 18 Constitution saving throw. On a successful save, the unborn xenomorphs are disintegrated.

Call The Guard (1/Day). The predalien looses a guttural roar calling 2 xenomorph warriors or 3 xenomorph runners to its aid. The called creatures arrive in 1d4 rounds, acting as allies of the predalien and obeying its growled commands. The xenomorphs remain for 1 hour or until the predalien dismisses them as a bonus action.

Bonus Actions

Aggressive. The predalien moves up to its speed toward a hostile creature that it can see.

Cryomorph

Medium aberration (xenomorph), unaligned

  • Armor Class 18 (natural armor)
  • Hit Points 119 (14d8 + 56)
  • Speed 40 ft., climb 40 ft., swim 40 ft.
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)4 (-3)12 (+1)4 (-3)
  • Saving Throws Dex +8, Con +8
  • Skills Perception +9, Stealth +8
  • Damage Vulnerabilities fire
  • Damage Immunities acid, cold, poison
  • Condition Immunities irradiated, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 19
  • Languages
  • Challenge 10 (5,900 XP)

Bioluminescence. The cryomorph sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Biomechanical Camouflage. The cryomorph has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the cryomorph falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Cryogenic Blood. When the cryomorph takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the cryomorph takes 14 (4d6) cold damage.

Echolocation. The cryomorph can’t use its blindsight while deafened.

Grappler. The cryomorph has advantage on attack rolls against any creature grappled by it.

Heat Dampening. The cryomorph cannot be seen or detected by thermalsight.

Irradiated. A creature that spends a total of 1 minute within 30 feet of the cryomorph must succeed on a DC 16 Constitution saving throw or gain 1 level of irradiated.

Pack Tactics. The cryomorph has advantage on an attack roll against a creature if at least one of the cryomorph’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Spider Climb. The cryomorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The cryomorph doesn't require air, food, drink, or sleep.

Volatile Blood. When the cryomorph is reduced to 0 hit points by fire damage or dies while ignited, it explodes in a burst of cryogenic blood and fire. Each creature within 10 feet of it must make a DC 16 Dexterity saving throw, taking 14 (4d6) cold damage plus 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The cryomorph makes one Claw attack and one Tail attack.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target is grappled (escape DC 14) if it is Medium or smaller. While the target is grappled, the cryomorph can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing or slashing damage (cryomorph's choice).

Cryogenic Spit. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 14 (4d6) cold damage, and the target's speed is halved until the start of the cryomorph's next turn.

Necromorph

Medium aberration (xenomorph), unaligned

  • Armor Class 19 (natural armor)
  • Hit Points 136 (16d8 + 64)
  • Speed 40 ft., climb 40 ft., swim 40 ft.
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)4 (-3)12 (+1)4 (-3)
  • Saving Throws Dex +8, Con +8
  • Skills Perception +9, Stealth +12
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 19
  • Languages
  • Challenge 12 (8,400 XP)

Biomechanical Camouflage. The necromorph has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the necromorph falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The necromorph can’t use its blindsight while deafened.

Grappler. The necromorph has advantage on attack rolls against any creature grappled by it.

Heat Dampening. The necromorph cannot be seen or detected by thermalsight.

Spider Climb. The necromorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The necromorph doesn't require air, food, drink, or sleep.

Virulent Blood. When the necromorph takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the necromorph takes 14 (4d6) acid damage plus 14 (4d6) necrotic damage. A creature that takes any of the necrotic damage must succeed on a DC 17 Constitution saving throw or be infected with a disease—cellular necrosis.
A creature infected with cellular necrosis has disadvantage on Charisma checks, vulnerability to all damage except necrotic, and takes 14 (4d6) necrotic damage at the start of each of its turns and after 1 minute passes while infected the creature becomes sickened. A sickened creature spends its action each turn retching, vomiting and coughing and drops any items it is holding. A creature dies if reduced to 0 hit points by this disease.

Actions

Multiattack. The necromorph makes one Claw attack and one Tail attack.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target is grappled (escape DC 14) if it is Medium or smaller. While the target is grappled, the necromorph can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing or slashing damage (necromorph's choice).

Venomous Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. While poisoned, the target is also unconscious. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Ovomorphic Sting (1/Day). Melee Weapon Attack: +8 to hit, reach 10 ft., one creature that is grappled by the necromorph, incapacitated, or restrained. Hit: 14 (3d6 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be infected with a disease. While infected, the target slowly transforms into an ovomorph and can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 2 hours. If the disease reduces the target's hit point maximum to 0, the target fully transforms into an ovomorph.

Viral Cough (Recharge 6). The necromorph coughs up a black cloud of infectious virus in a 60-foot radius sphere centered on it. The cloud spreads around corners and is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a DC 16 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the cloud’s area for the first time on a turn or starts its turn there. Creatures that fail the saving throw are infected with cellular necrosis (see the Virulent Blood trait). The cloud moves 10 feet directly away from the necromorph in a direction that it chooses at the start of each of its turns.

Bonus Actions

Cunning Action. The necromorph takes the Dash, Disengage, or Hide action, or it gives itself advantage on the next attack roll it makes before the end of this turn.

Xenomorph Squirmer

Tiny aberration (xenomorph), unaligned

  • Armor Class 12
  • Hit Points 10 (4d4)
  • Speed 25 ft., burrow 25 ft., climb 25 ft.
STRDEXCONINTWISCHA
7 (-2)15 (+2)10 (+0)3 (-4)8 (-1)4 (-3)
  • Damage Resistances cold
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
  • Languages
  • Challenge 1/2 (100 XP)

Acidic Blood. When the squirmer takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the squirmer takes 5 (2d4) acid damage.

Echolocation. The squirmer can’t use its blindsight while deafened.

Heat Dampening. The squirmer cannot be seen or detected by thermalsight.

Unusual Nature. The squirmer doesn't require air, food, drink, or sleep.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the squirmer attaches to the target. While attached, the squirmer can't attack, and at the start of each of the squirmer's turns, the target takes 4 (1d4 + 2) piercing damage.
The attached squirmer moves with the target whenever the target moves, requiring none of the squirmer's movement. The squirmer can detach itself

by spending 5 feet of its movement on its turn. As an action, a creature within reach of the squirmer can try to detach it, doing so with a successful DC 17 Strength check. The creature the squirmer is attached to takes 10 (3d6) slashing damage if it successfully removes the squirmer or if it tries and fails.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Terrorizing Hiss. The squirmer flashes its razor sharp teeth and hisses malevolently at a creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 12 Wisdom saving throw or be frightened of the squirmer until the end of it's next turn.

Unholy Reproduction (Inside Creature Only; Recharge 6). The squirmer excretes a pathogen from its body and its host must succeed on a DC 18 Constitution saving throw against disease or another squirmer begins to form inside its body. The host's hit point maximum is reduced by an amount equal to twice the number of squirmers infesting it. The reduction lasts until the host is no longer infested. If the number of squirmers infesting it equals half its Constitution score, it starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. The target dies if this effect reduces its hit point maximum to 0, or if the amount of squirmers infesting it meets or exceeds its Constitution score. The squirmers then violently burst from the host's corpse, destroying the body, and appearing in the nearest unoccupied space.

Bonus Actions

Burrow. The squirmer burrows into the flesh of a creature it is attached to. The creature takes 13 (3d8) piercing damage and the squirmer moves inside the creature's body. While inside a creature, the squirmer has total cover against attacks and other effects originating outside its host. If any effect that cures disease is used on the host, it must succeed on a DC 18 Constitution saving throw. On a successful save, all squirmers infesting the target are disintegrated.

Xenomorph Thrasher

Gargantuan aberration (xenomorph), unaligned

  • Armor Class 22 (natural armor), 15 (inside)
  • Hit Points 333 (18d20 + 144)
  • Speed 40 ft., swim 40 ft.
STRDEXCONINTWISCHA
26 (+8)18 (+4)26 (+8)7 (-2)7 (-2)9 (-1)
  • Saving Throws Str +16, Con +16, Wis +6
  • Skills Perception +6, Stealth +14
  • Damage Vulnerabilities damage from swallowed creatures
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16
  • Languages
  • Challenge 26 (90,000 XP)

Acidic Blood. When the thrasher takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the thrasher takes 21 (6d6) acid damage.

Biomechanical Camouflage. The thrasher has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Echolocation. The thrasher can’t use its blindsight while deafened.

Heat Dampening. The thrasher cannot be seen or detected by thermalsight.

Magic Resistance. The thrasher has advantage on saving throws against spells and other magical effects.

Siege Monster. The thrasher deals double damage to objects and structures.

Swimming Leap. While emerging from water, the thrasher's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Unusual Nature. The thrasher doesn't require air, food, drink, or sleep.

Actions

Multiattack. The thrasher makes one Bite attack, two Claw attacks, and one Tail attack. It can use its Swallow instead of its Bite. It can't make the Tail attack against the same target as its Bite.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage. This attack scores a critical hit on a roll of 17 to 20. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the thrasher can’t Bite another target.

Claws. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Breach. If the thrasher begins its turn swimming, it can use its movement to emerge, using this action when it does so to violently erupt in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 24 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 34 (4d12 + 8) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the thrasher's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the thrasher's space.

Swallow. The thrasher makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the thrasher, and it takes 56 (16d6) acid damage at the start of each of the thrasher’s turns.
If the thrasher takes 60 damage or more on a single turn from a creature inside it, the thrasher must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the thrasher. If the thrasher dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Bonus Actions

Aggressive. The thrasher moves up to its speed toward a hostile creature that it can see.

Legendary Actions

The thrasher 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 thrasher regains spent legendary actions at the start of its turn.

Attack. The thrasher makes one Claw attack or Tail attack.

Move. The thrasher moves up to half its speed.

Chomp (Costs 2 Actions). The thrasher makes one Bite attack or uses its Swallow.

Trample (Costs 3 Actions). The thrasher moves up to its speed in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, that creature must succeed on a DC 24 Dexterity saving throw or take 24 (3d10 + 8) bludgeoning damage and be pushed up to 30 feet and knocked prone.

Xenowing

Medium aberration (xenomorph), unaligned

  • Armor Class 18 (natural armor)
  • Hit Points 153 (18d8 + 72)
  • Speed 40 ft., climb 40 ft., fly 60 ft.
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)16 (+3)16 (+3)4 (-3)
  • Saving Throws Dex +9, Con +9
  • Skills Perception +13, Stealth +14
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 23
  • Languages
  • Challenge 13 (10,000 XP)

Acidic Blood. When the xenowing takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the xenowing takes 14 (4d6) acid damage.

Biomechanical Camouflage. The xenowing has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Echolocation. The xenowing can’t use its blindsight while deafened.

Glide. When the xenowing falls and isn't incapacitated, it can subtract up to 100 feet from the fall when calculating falling damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Grappler. The xenowing has advantage on attack rolls against any creature grappled by it.

Heat Dampening. The xenowing cannot be seen or detected by thermalsight.

Pack Tactics. The xenowing has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Razor Wings. When it beats its wings, the xenowing emits a loud droning sound that can be heard out to a range of 120 feet. Additionally, at the start of each of its turns, the xenowing deals 5 (1d10) slashing damage to any creature grappling it while it is flying.

Spider Climb. The xenowing can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The xenowing doesn't require air, food, drink, or sleep.

Actions

Multiattack. The xenowing makes one Claw attack and one Tail attack.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target is grappled (escape DC 17) if it is Medium or smaller. Until this grapple ends, the xenowing can't use its Claw attack on another target, and when it moves, it can drag the grappled creature with it, without the xenowing's speed being halved. While the target is grappled, the xenowing can make an Inner Jaw attack against it as a bonus action.

Inner Jaw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Impregnating Sting (1/Day). Melee Weapon Attack: +9 to hit, reach 10 ft., one creature that is grappled by the xenowing, incapacitated, or restrained.. Hit: 14 (3d6 + 4) piercing damage. If the target is a Humanoid or Beast, it must succeed on a DC 17 Constitution saving throw or be infected with a disease—a minuscule xenowing egg.
A host can carry only one xenowing egg to term at a time. Over six hours, the egg moves to the chest cavity, gestates, and forms a chestburster (with a 30 foot flying speed). In the 12-hour period before giving birth, 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 chestburster chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process.
If any effect that cures disease is used on the creature before the chestburster’s emergence, it must succeed on a DC 18 Constitution saving throw. On a successful save, the unborn chestburster is disintegrated.

Bonus Actions

Nimble Escape. The xenowing takes the Disengage or Hide action.

The Rogue

Huge aberration (human, xenomorph), unaligned

  • Armor Class 23 (natural armor)
  • Hit Points 243 (18d12 + 126)
  • Speed 40 ft., climb 30 ft.
STRDEXCONINTWISCHA
25 (+7)18 (+4)24 (+7)12 (+1)18 (+4)12 (+1)
  • Saving Throws Str +14, Dex +11, Con +14, Wis +11
  • Skills Athletics +14, Perception +18
  • Damage Resistances cold; bludgeoning, piercing, slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities frightened, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 28
  • Languages
  • Challenge 23 (50,000 XP)

Acidic Blood. When the Rogue takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the Rogue takes 21 (6d6) acid damage.

Biomechanical Camouflage. The Rogue has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the Rogue falls and isn't incapacitated, he subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The Rogue can’t use his blindsight while deafened.

Half-Human. Humans have advantage on Wisdom (Animal Handling) checks made against the Rogue. When the Rogue makes an attack against a human, it must make a DC 18 Wisdom saving throw. On a failed save, he must choose a new target or lose the attack. On a successful save, the Rogue is immune to the effects of Half-Human against the human it succeeded against for 1 hour.

Heat Dampening. The Rogue cannot be seen or detected by thermalsight.

Legendary Resistance (3/Day). If the Rogue fails a saving throw, he can choose to succeed instead.

Magic Resistance. The Rogue has advantage on saving throws against spells and other magical effects.

Reckless. At the start of his turn, the Rogue can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Siege Monster. The Rogue deals double damage to objects and structures.

Unusual Nature. The Rogue doesn't require air, food, drink, or sleep.

Usurper. Xenomorphs of challenge rating 12 or lower consider the Rogue an ally and are charmed by him unless there is a Xenomorph Queen within 300 feet of them.

Actions

Multiattack. The Rogue makes two Claw attacks and one Tail attack.

Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage, and the target is grappled (escape DC 17). While the target is grappled, the Rogue can use his bonus action to make an Inner Jaw attack against the target.

Inner Jaw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage. This attack scores a critical hit on a roll of 17 to 20.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 26 (3d12 + 7) piercing or slashing damage (Rogue's choice).

Bonus Actions

Aggressive. The Rogue moves up to his speed toward a hostile creature that he can see.

Legendary Actions

The Rogue 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 Rogue regains spent legendary actions at the start of his turn.

Move. The Rogue moves up to his speed.

Attack. The Rogue makes one Claw attack.

Impale (Costs 3 Actions). Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 23 (3d12 + 7) piercing damage and the target is impaled. While impaled the creature is grappled (escape DC 17), and is restrained until the grapple ends.
When the grapple ends, the impaled creature must make a DC 22 Constitution saving throw, losing 42 (12d6) hit points due to blood loss on a failed save, or half as many hit points on a successful one. The Rogue can't attack another creature with his Tail while he has a target impaled.

Reckless Charge (Costs 3 Actions). The Rogue moves up to his speed in a straight line and can move through the space of any creature smaller than Huge. The first time he enters a creature's space during this move, that creature must succeed on a DC 22 Dexterity saving throw or take 23 (3d10 + 7) bludgeoning damage and be pushed up to 30 feet and knocked prone. Any object or structure in his path takes 55 (10d10) bludgeoning damage if it isn't being worn or carried.

Ultramorph

Huge aberration (xenomorph), unaligned

  • Armor Class 23 (natural armor)
  • Hit Points 243 (18d12 + 126)
  • Speed 40 ft., climb 30 ft.
STRDEXCONINTWISCHA
25 (+7)18 (+4)24 (+7)12 (+1)18 (+4)12 (+1)
  • Saving Throws Str +14, Dex +11, Con +14, Wis +11
  • Skills Athletics +14, Perception +18
  • Damage Resistances cold; bludgeoning, piercing, slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities frightened, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 28
  • Languages
  • Challenge 23 (50,000 XP)

Acidic Blood. When the ultramorph takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the ultramorph takes 21 (6d6) acid damage.

Biomechanical Camouflage. The ultramorph has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the ultramorph falls and isn't incapacitated, it takes no damage from the fall.

Echolocation. The ultramorph can’t use its blindsight while deafened.

Heat Dampening. The ultramorph cannot be seen or detected by thermalsight.

Legendary Resistance (3/Day). If the ultramorph fails a saving throw, it can choose to succeed instead.

Magic Resistance. The ultramorph has advantage on saving throws against spells and other magical effects.

Reckless. At the start of its turn, the ultramorph can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Siege Monster. The ultramorph deals double damage to objects and structures.

Unusual Nature. The ultramorph doesn't require air, food, drink, or sleep.

Actions

Multiattack. The ultramorph makes two Claw attacks and one Tail attack.

Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage, and the target is grappled (escape DC 17). While the target is grappled, the ultramorph can use its bonus action to make one Inner Jaw attack against the target.

Inner Jaw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage. This attack scores a critical hit on a roll of 17 to 20.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 26 (3d12 + 7) piercing or slashing damage (ultramorph's choice).

Hideous Rend. The ultramorph uses both of its claws to target one Large or smaller creature it can see within 10 feet of itself. The target must succeed on a DC 22 Dexterity saving throw or be grappled (escape DC 22). Until this grapple ends, the ultramorph can't make Claw attacks, and the target takes 51 (8d10 + 7) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage is ripped into two pieces.

Bonus Actions

Aggressive. The ultramorph moves up to its speed toward a hostile creature that it can see.

Legendary Actions

The ultramorph 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 ultramorph regains spent legendary actions at the start of its turn.

Move. The ultramorph moves up to its speed.

Attack. The ultramorph makes one Claw attack.

Impale (Costs 3 Actions). Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 23 (3d12 + 7) piercing damage and the target is impaled. While impaled the creature is grappled (escape DC 17), and is restrained until the grapple ends.
When the grapple ends, the impaled creature must make a DC 22 Constitution saving throw, losing 42 (12d6) hit points due to blood loss on a failed save, or half as many hit points on a successful one. The ultramorph can't attack another creature with its Tail while it has a target impaled.

Biomorph

Medium aberration (xenomorph), unaligned

  • Armor Class 18 (natural armor)
  • Hit Points 119 (14d8 + 56)
  • Speed 40 ft., climb 40 ft., swim 60 ft.
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)10 (+0)12 (+1)4 (-3)
  • Saving Throws Dex +8, Con +8
  • Skills Perception +9, Stealth +8
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, cold, poison
  • Condition Immunities irradiated, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 19
  • Languages
  • Challenge 12 (8,400 XP)

Acidic Blood. When the biomorph takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the biomorph takes 14 (4d6) acid damage.

Bioluminescence. The biomorph sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the biomorph uses Decompress, this trait is disrupted for 1 minute. While this trait is disrupted, the biomorph has advantage on Dexterity (Stealth) checks made to hide in mechanical and industrial terrain.

Controlled Fall. When the biomorph falls and isn't incapacitated, it takes no damage from the fall.

Echolocation. The biomorph can’t use its blindsight while deafened.

Irradiated. A creature that spends a total of 1 minute within 30 feet of the biomorph must succeed on a DC 16 Constitution saving throw or gain 1 level of irradiated. Additionally, a creature that touches the biomorph takes 9 (2d8) radiant damage.

Spider Climb. The biomorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The biomorph doesn't require air, food, drink, or sleep.

Actions

Multiattack. The biomorph can use its Blinding Magnificence. It then makes two Claw attacks and one Tail attack.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 9 (2d8) radiant damage. Instead of dealing damage, the biomorph can grapple the target (escape DC 14) if it is Medium or smaller. Until this grapple ends, the biomorph can't make Claw attacks, and the target takes 17 (3d8 + 4) bludgeoning damage plus 9 (2d8) radiant damage at the start of each of its turns. A creature

reduced to 0 hit points by this damage dies as the biomorph tears its head off. Additionally, while the target is grappled, the biomorph can make a Vampire Spike attack against it as a bonus action.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing or slashing damage (biomorph's choice).

Vampire Spike. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature grappled by the biomorph. Hit: 10 (1d12 + 4) piercing damage plus 10 (3d6) necrotic damage and the biomorph's spike latches onto the target. As long as the biomorph is latched on, the target takes 22 (4d8 + 4) necrotic damage at the start of each of the biomorph's turns. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the biomorph regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The biomorph can't make attacks while latched onto a creature in this way. The biomorph can unlatch itself at any time (no action required). As an action, a creature within reach of the biomorph can try to unlatch it, doing so with a successful DC 17 Strength check.

Acid Spit. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 18 (4d8) acid damage. If the target is a creature, it is covered in acid. A creature covered in acid takes 14 (4d6) acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash off the acid that covers it.

Decompress (Recharge 5-6). The biomorph contracts its muscles and releases all liquid within them. Each creature in a 10-foot-radius sphere centered on the biomorph must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) acid damage and it is covered in acid. A creature covered in acid takes 14 (4d6) acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash off the acid that covers it. On a successful save, a creature takes half as much damage and isn't covered in acid. Additionally, the biomorph's size becomes Small for 1 minute, and it immediately takes the Disengage action and moves up to its speed. While it is Small, the biomorph can move through any opening at least 1 foot wide without squeezing. It can also squeeze to fit into a space that a Tiny creature could fit in. Additionally, the biomorph doesn't provoke opportunity attacks when it moves out of an enemy's reach.

Blinding Magnificence. The biomorph glows brighter and pulses rhythmically. Each creature within 30 feet of the biomorph that can see it must succeed on a DC 16 Constitution saving throw or be blinded 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.

Bonus Actions

Cunning Action. The biomorph takes the Dash, Disengage, or Hide action, or it gives itself advantage on the next attack roll it makes before the end of this turn.

Xenomorphs for 5e by Whistlehunter (2024)
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