Xenomorph Monster Manual

by Valdier

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Valdier

Art credit: arvalis

Xenomorphs

Xenomorph Queen Prime

Huge abberation, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 345 (30d12 + 150)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 20 (+5) 8 (-1) 15 (+2) 17 (+3)

  • Saving Throws Con +12, Wis +9
  • Skills Athletics +12, Intimidation +10, Perception +9, Survival +9
  • Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons
  • Damage Immunities acid
  • Senses darkvision 120 ft., passive perception 19
  • Languages telepathy with xenomorphs within 1 mile
  • Challenge 21 (33000 XP)

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

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

Actions

Multiattack. The Xenomorph Queen Prime makes four attacks, two with Claw, one with Striking Jaw Bite and one with Tail Impale.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) slashing damage.

Striking Jaw Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (5d4 + 5) piercing damage plus 9 (2d8) acid damage

Tail Impale. Melee Weapon Attack: +12 to hit, reach 15 ft. Hit: 19 (4d6 + 5) piercing damage and if the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target takes 18 (4d8) piercing damage at the start of each of its turns. The alien can grapple only one creature at a time.

Reactions

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


Legendary Actions

The xenomorph queen can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Xenomorph Queen Prime regains spent legendary actions at the start of its turn.

Detect. The Xenomorph Queen Prime makes a Wisdom (Perception) check.

Tail Swipe. The Xenomorph Queen Prime makes one tail impale.

Regroup (Costs 2 Actions). The Xenomorph Queen Prime immediately makes a move action that does not provoke opportunity attacks. All Xenomorphs that the queen ends her turn next to gain temporary hit points equal to their CR rating.

Valdier

Art credit: d17rules



Xenomorph Shadow Dragon

Gargantuan dragon, unaligned


  • Armor Class 23 (natural armor)
  • Hit Points 345 (30d12 + 150)
  • Speed 40ft., burrow 40ft., fly 80ft.

STR DEX CON INT WIS CHA
31 (+10) 12 (+1) 28 (+9) 13 (+1) 19 (+3) 21 (+5)

  • Saving Throws Dex +9, Con +17, Wis +11
  • Skills Perception +19, Stealth +9
  • Damage Immunities necrotic
  • Senses blindsight 60ft., darkvision 120 ft., passive perception 29
  • Languages telepathy with queen within 1 mile
  • Challenge 25 (75000 XP)

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

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

Actions

Multiattack. The xenomorph can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit: 16 (2d6 + 10) slashing damage.

Bite. Melee Weapon Attack: +18 to hit,reach 15 ft., one target. Hit: 20 (2d10 + 10) piercing damage plus 11 (2d10) necrotic damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20ft., one target. Hit: 18 (2d8 + 10) bludgeoning damage.

Shadow Breath (Recharge 5-6}. The dragon exhales shadowy acid in a 120-foot line, 10 feet wide. Each creature in that area must make a DC 23 Dexterity saving throw, taking 88 (16d10) acid damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.

Reactions

Acid Blood. When the xenomorph takes bludgeoning, piercing, or slashing damage, each creature within 10 feet of the alien takes 14 (3d8) acid damage.

Legendary Actions

The xenomorph can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The xenomorph regains spent legendary actions at the start of its turn.

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

Tail Attack. The xenomorph makes one tail attack.

Wing Attack (Costs 2 Actions). The xenomorph beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Valdier

Art credit: Various Claims        Open license


Xenomorph Queen

Huge abberation, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 345 (30d12 + 150)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 20 (+5) 8 (-1) 15 (+2) 17 (+3)

  • Saving Throws Con +12, Wis +9
  • Skills Athletics +10, Intimidation +8, Perception +7, Survival +7
  • Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons
  • Damage Immunities acid
  • Senses darkvision 120 ft., passive perception 17
  • Languages telepathy with queen within 1 mile
  • Challenge 25 (75000 XP)

Queens Presence All Xenomorphs that the queen ends her turn next to gain temporary hit points equal to their CR rating.

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

Actions

Multiattack. The Xenomorph Queen makes four attacks, two with Claw, one with Striking Jaw Bite and one with Tail Impale.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 4) slashing damage.

Striking Jaw Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 4) piercing damage plus 9 (2d8) acid damage

Tail Impale. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 15 (3d6 + 4) piercing damage and if the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target takes 14 (3d8) piercing damage at the start of each of its turns. The alien can grapple only one creature at a time.

Reactions

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

Valdier

Art credit: NECA



Xenomorph Rex

Huge abberation, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 173 (15d12 + 75)
  • Speed 50 ft., climb 10 ft

STR DEX CON INT WIS CHA
27 (+8) 11 (03) 20 (+5) 5 (-3) 15 (+2) 15 (+2)

  • Saving Throws Con +9, Wis +6
  • Skills Athletics +12, Intimidation +6, Perception +6, Survival +6
  • Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons
  • Damage Immunities acid
  • Senses darkvision 60 ft., passive perception 14
  • Languages telepathy with queen within 1 mile
  • Challenge 12 (8400 XP)

Actions

Multiattack. The Xenomorph Rex makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Striking Jaw Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) piercing damage plus 9 (2d8) acid damage. If the target is a Medium or smaller creature, it is grappled (escape DC 20) . Until this grapple ends, the target is restrained, and the Xenomorph Rex can't bite another target.

Tail Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., Hit: 22 (3d8 + 8) bludgeoning damage.

Reactions

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

Valdier

Art credit: Oliver Pabilona


Xenomorph Warrior

Medium abberation, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 83 (11d8 + 33)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 8 (-1) 13 (+1) 15 (+2)

  • Saving Throws Con +6, Wis +4
  • Skills Athletics +5, Intimidation +5, Perception +4, Survival +4
  • Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons
  • Damage Immunities acid
  • Senses darkvision 60 ft., passive perception 14
  • Languages telepathy with queen within 1 mile
  • Challenge 7 (2900 XP)

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


Actions

Multiattack. The Xenomorph Warrior makes four attacks, two with Claw, one with Striking Jaw Bite and one with Tail Impale.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Striking Jaw Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 5 (1d8) acid damage

Tail Impale. Melee Weapon Attack: +6 to hit, reach 10 ft. Hit: 10 (2d6 + 3) piercing damageand if the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target takes 9 (2d8) piercing damage at the start of each of its turns. The alien can grapple only one creature at a time.

Reactions

Acid Blood. When the xenomorph takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the alien takes 5 (1d8) acid damage.

Valdier

Art credit: Jude Bond, SEGA



Xenomorph Dire Canine

Medium abberation, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 65 (10d8 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 5 (-3) 13 (+1) 13 (+1)

  • Saving Throws Con +6, Wis +4
  • Skills Athletics +5, Intimidation +5, Perception +4, Survival +4
  • Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons
  • Damage Immunities acid
  • Senses darkvision 60 ft., passive perception 14
  • Languages telepathy with queen within 1 mile
  • Challenge 5 (1800 XP)

Keen Hearing and Smell. The canine has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

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


Actions

Multiattack. The Xenomorph Dire Canine makes two attacks, one with Striking Jaw Bite and one with Tail Impale.

Striking Jaw Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 5 (1d8) acid damage

Tail Impale. Melee Weapon Attack: +6 to hit, reach 10 ft. Hit: 10 (2d6 + 3) piercing damage and if the target is a creature, it is grappled (escape DC 13). Until this grapple ends, the target takes 9 (2d8) piercing damage at the start of each of its turns. The alien can grapple only one creature at a time.

Reactions

Acid Blood. When the xenomorph takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the alien takes 5 (1d8) acid damage.

Valdier

Art credit: SEGA, Obsidian Entertainment


Xenomorph Drone

Medium abberation, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 59 (9d8 + 18)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 7 (-2) 13 (+1) 14 (+2)

  • Saving Throws Dex +7, Wis +4
  • Skills Athletics +5, Perception +4, Stealth +6
  • Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons
  • Damage Immunities acid
  • Senses darkvision 60 ft., passive perception 14
  • Languages telepathy with queen within 1 mile
  • Challenge 5 (1800 XP)

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


Actions

Multiattack. The Xenomorph Drone makes three attacks, two with Claw, and one with Tail Strike.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.

Tail Strike. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 10 (2d8 + 3) slashing damage.

Reactions

Acid Blood. When the xenomorph takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the alien takes 5 (1d8) acid damage.

Valdier

Art credit: Hot Toys


Xenomorph Facehugger

Tiny abberation, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 27 (6d4 + 12)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 5 (-3) 13 (+1) 13 (+1)

  • Saving Throws Con +6, Wis +4
  • Skills Athletics +5, Intimidation +5, Perception +4, Survival +4
  • Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons
  • Damage Immunities acid
  • Senses darkvision 60 ft., passive perception 14
  • Languages telepathy with queen within 1 mile
  • Challenge 2 (450 XP)

Lay Egg. When a creature that is grappled starts its turn the facehugger can force it to make a DC 13 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly rendered unconscious for 1 minute and gains the Host trait. Otherwise, a creature that fails the save is stunned until the end of the facehuggers next turn. Stunned creatures have disadvantage on Constitution saving throws against Facehuggers grappling them. A creature that is unconscious may repeat the save at the end of each of their turns to awaken. Upon successfully implanting the host condition the facehugger dies.


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


Actions

Leaping Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) piercing damage and the target is grappled DC 13 to escape. While grappled in this way, the target is silenced.

Acid Blood. When the xenomorph takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the alien takes 5 (1d8) acid damage.

Hosts

Facehuggers spread the xenomorph population by infecting hosts with an egg. Creatures infected by an egg show no symptoms for 1d6 hours. At the conclusion of this time, the creature is reduced to 0 hit points and a Xenomorph Chest Burster emerges within 5' of the hosts position. The host then loses the host trait and begins making death saving throws. A Restoration, Greater Restoration, Heal or similar magics can end the host condition.


Valdier

Art credit: NECA


Bonus Content

Valdier

Art credit: 20th Century Fox


Predator

Medium humanoid, Neutral Evil


  • Armor Class 19 (predator armor)
  • Hit Points 153 (18d10 + 54)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 16 (+3) 13 (+1) 13 (+1) 9 (-1)

  • Saving Throws Str +8, Con +7, Dex +7
  • Skills Athletics +8, Perception +6, Stealth +7, Survival +6
  • Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons that are not made of adamantine
  • Damage Immunities acid
  • Senses darkvision 120ft., passive perception 16
  • Languages Predator, understands most written languages
  • Challenge 11 (450 XP)

Ambusher. The predator has advantage on attack rolls against any creature it has surprised.

Infravision. Within the range of its darkvision, the predator can clearly see living, warm-blooded creatures that would otherwise be heavily obscured. Additionally the predator has advantage on survival rolls to track these creatures within 15 minutes.

Invisibility Field. The predator can use a bonus action to become invisible. Any equipment the predator wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the predator makes an attack roll or is hit by an attack.

Magic Weapons. The predator's weapon attacks are magical.


Doomsday Protocol: When it is reduced to 15 hit points or fewer, the predator causes itself to explode. All other creatures within 30 feet of it must each make a DC 16 Dexterity saving throw, taking 14 (3d8) fire damage plus 14 (3d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the predator, its weapons, and armor.


Actions

Multiattack. The predator can make four attacks with it's arm blades, three with it's spear, or one with it's shoulder cannon

Arm Blades. +8 to hit, reach 5ft., one target. 13 (2d8 + 4) slashing damage.

Spear. +8 to hit, reach 10ft., one target. 15 (2d10 + 4) piercing damage.


Shoulder cannon. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 17 (2d12 + 5) force damage, plus one of the following effects: Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects:

  1. Acid. The target must make a DC 16 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one.

  2. Concussion. The target and each creature within 20 feet of it must make a DC 16 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.

  3. Entanglement. The target must make a successful DC 16 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 16 Dexterity or Strength check. Any creature other than an predator that touches the restrained creature must make a successful DC 16 Dexterity saving throw or become similarly restrained.

  4. Paralysis (1/Day). The target takes 22 (4d10) lightning damage and must make a successful DC 16 Wisdom saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\

  5. Tracking. For the next 24 hours, the predator knows the direction and distance to the target, as long as it's on the same plane

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