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Xenomorph

Xenomorph

Medium monstrosity, lawful neutral

Armor Class 16 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 40 ft., Climb 30 ft.
STR
14
(+2)
DEX
18
(+4)
CON
15
(+2)
INT
7
(-2)
WIS
14
(+2)
CHA
6
(-2)
Skills Perception +4, Stealth +8
Damage Resistances Cold, Radiant
Damage Immunities Acid
Senses passive Perception 14, Darkvision 60 ft.
Languages -
Challenge 3 (700 XP)

Acidic Blood. When the xenomorph takes damage of any type except psychic, each creature within 5 feet of the xenomorph takes 7 (2d6) acid damage

Death Throes. If damage reduces a xenomorph to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the xenomorph flails around with its claws and tail; the xenomorph makes one Claw attack at disadvantage against each creature within 5 feet of it. The xenomorph then dies.

Unusual Nature. The xenomorph is immune to the vacuum of space

Actions

Multiattack. The xenomorph makes two Claw attacks. If both claw attacks hit a medium or smaller target, the target is grappled (escape DC 12), and the xenomorph can use its bonus action to make an attack against the target with its proboscis

Claw . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Proboscis. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage.

Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.