Stat Anything – Xenomorph | New Monster for Fifth Edition

The Xenomorph XX121, better known just as Xenomorph (which literally translates to “strange form” from Greek ξενος, xenos=strange and morphe=form) or the “Alien“, is an extraterrestrial endoparasitoid species with multiple life cycles, possibly originating from the planet Proteus (also known as “Xenomorph Prime”). One of the deadliest of all known alien species, these creatures require a host organism in order to reproduce. The appearance of the Xenomorph can vary depending on the host in which the Facehugger implants. The human phenotype is generally around 7–8 feet and roughly 136.0 to 181.4 kilograms in weight, with a long, muscular tail and large, curved, oblong head. The Queen of this species is generally twice as large (although some Queens have shown to grow even larger, some surpassing 100 feet tall if given time) and possess superior speed, strength and intelligence than their offspring.

Xenomorph (Human Phenotype)

Medium aberration (xenomorph), unaligned


Armor Class 18 (natural armor)

Hit Points 76 (9d8 + 36)

Speed 40 ft., climb 40 ft., swim 40 ft.


Abilities Str 18 (+4), Dex 18 (+4), Con 18 (+4), Int 4 (-3), Wis 12 (+1), Cha 4 (-3)


Saving Throws Dex +7, Con +7

Skills Perception +7, Stealth +10

Damage Resistances bludgeoning, cold, slashing

Damage Immunities acid, poison

Condition Immunities poison

Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17

Languages

Challenge 6 (2,300 XP)


Acidic Blood. A creature that deals bludgeoning, piercing, or slashing damage to the xenomorph while standing within 5 feet of it must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage on a failed saving throw, or half as much acid damage on a successful one.

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

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

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


Actions

Multiattack. The xenomorph makes two attacks: one with its claws and one with its tail.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target is grappled (escape DC 14). While the target is grappled, the xenomorph can use its bonus action to attack the target with its proboscis.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Proboscis. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

 

Facehugger

Small aberration (xenomorph), unaligned


Armor Class 15 (natural armor)

Hit Points 22 (4d6 + 8)

Speed 30 ft., climb 30 ft.


Abilities Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 3 (-4), Wis 10 (+0), Cha 4 (-3)


Skills Stealth +6

Damage Resistances cold

Damage Immunities acid, poison

Condition Immunities poison

Senses blindsight 30 ft. (blind beyond this radius), passive Perception 17

Languages

Challenge 1/2 (100 XP)


Acidic Blood. A creature that deals bludgeoning, piercing, or slashing damage to the facehugger while standing within 5 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage on a failed saving throw, or half as much acid damage on a successful one.

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


Actions

Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage and the creature is grappled (escape DC 14). Until this grapple ends, the facehugger can’t constrict another target.

Attach. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature the facehugger is grappling. Hit: If the target is humanoid, the facehugger attaches itself to the creature’s face and the creature falls unconscious, remaining unconscious for as long as the facehugger is attached. The facehugger remains attached to the creature for 24 hours, implanting its host with a xenomorph embryo. After the 24 hour period, the facehugger detaches itself and the creature regains consciousness. The facehugger then dies in 1d4 rounds.

A humanoid host can carry only one xenomorph embryo to term at a time. Over seven days, the embryo gestates in the host’s chest cavity and forms a xenomorph 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 a lesser restoration spell or similar magic is cast on the creature before the chestburster’s emergence, the unborn xenomorph is disintegrated.

 

Xenomorph Chestburster

Tiny aberration (xenomorph), unaligned


Armor Class 12

Hit Points 10 (4d4)

Speed 25 ft.


Abilities Str 7 (-1), Dex 15 (+2), Con 10 (+0), Int 3 (-4), Wis 8 (-1), Cha 3 (-4)


Skills Stealth +4

Damage Resistances cold

Damage Immunities acid, poison

Condition Immunities poison

Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9

Languages

Challenge 1/8 (25 XP)


Acidic Blood. A creature that deals bludgeoning, piercing, or slashing damage to the xenomorph while standing within 5 feet of it must make a DC 10 Dexterity saving throw, taking 2 (1d4) acid damage on a failed saving throw, or half as much acid damage on a successful one.

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


Actions

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

 

Xenomorph Queen

Huge aberration (xenomorph), unaligned


Armor Class 21 (natural armor)

Hit Points 189 (14d12 + 98)

Speed 30 ft., climb 30 ft.


Abilities Str 25 (+7), Dex 18 (+4), Con 24 (+7), Int 9 (-1), Wis 15 (+2), Cha 10 (+0)


Saving Throws Dex +10, Con +10

Skills Perception +14, Stealth +16

Damage Resistances cold; bludgeoning, piercing, slashing

Damage Immunities acid, poison

Condition Immunities poison

Senses blindsight 120 ft. (blind beyond this radius), passive Perception 24

Languages

Challenge 18 (20,000 XP)


Acidic Blood. A creature that deals bludgeoning, piercing, or slashing damage to the queen while standing within 5 feet of her must make a DC 21 Dexterity saving throw, taking 21 (6d6) acid damage on a failed saving throw, or half as much acid damage on a successful one.

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

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

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


Actions

Multiattack. The queen makes three attacks: two with her claws and one with her tail.

Claws. Melee Weapon Attack: +13 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 queen can use her bonus action to attack the target with her proboscis.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 26 (3d12 + 7) slashing damage.

Proboscis. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage.

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Thumbnail art from Fox/Disney. Flavor text from Aliens Fandom.

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