The Xenomorphs could be an interesting encounter or you could create an entire campaign around them. Imagine an adventurer bringing an alien egg back to a wizard who gets unwittingly infected. Now his tower, full of fantastical arcane items, is abandoned. But none that have ventured there have ever returned.
Or perhaps a face huger has infected a dragon and given birth to a Alien Xenomorph/Dragon hybrid that is terrorizing a village and giving birth too an army of Aliens.
However you choose to use a Xenomorph monster in D&D, you can use these Xenomorph stats for your DnD 5e or One DnD campaign.
Xenomorph Stats for DnD 5e | One DnD
Medium monstrosity, neutral
Armor Class: 15 (natural armor)
Hit Points: 60 (8d8 + 24)
Speed: 30 ft., climb 30 ft.
STR: 16 (+3)
DEX: 15 (+2)
CON: 16 (+3)
INT: 6 (-2)
WIS: 12 (+1)
CHA: 6 (-2)
Skills: Perception +3, Stealth +4
Damage Immunities: Acid
Condition Immunities: Charmed, Frightened
Senses: Blindsight 60 ft., passive Perception 13
Languages: Understands the languages of its creator, but cannot speak
Challenge: 5 (1,800 XP)
Attacks
The Xenomorph makes two attacks per round. One attack each with either its claws, bite or tail. Alternatively, the Xenomorph can make a single ranged spit Acid attack.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) acid damage. If grappled or grappling, the Xenomorph has advantage on Bite attacks.
Tail: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) slashing damage.
Acid Blood: When the Xenomorph is reduced to zero hit points, each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Any non-magical or non-mithril weapon that hits a Xenomorph corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical/nonmithril ammunition that hits the Xenomorph is destroyed after dealing damage.
Alien Acid: Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 10 (3d6) acid damage.
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