Xenomorph
Read-only review

Xenomorph
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.