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Xenomorph XX121

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nown by a variety of names, the horrifically Stage II: Facehugger. Manumala noxhydria is a parasitic
bizarre alien Xenomorph XX121 is an form of Xenomorph designed for one task only—the
endoparasitic lifeform with a unique life cycle. implantation of Plagiarus bacteria within a living host.
The alien shifts from egg to parasitic Coming in a variety of sickly yellowish to brown flesh tones, a
Facehugger to embryonic Chestburster to Facehugger has a small body, eight spider or crab-like fingers,
adult creature and beyond before beginning two large breathing sacks, and a long and powerful tail which
the cycle anew. While it has been classified it uses to spring itself onto a startled host’s face. The
inaccurately as either Invictus raptus or Linguafaeda Facehugger clutches its fingers around the victim's head,
acheronis by the few in the scientific community to have wraps its tail around their throat, and emits an anesthetic
observed the alien and survived, recent research seems to that renders the host unconscious, before inserting its
indicate that Xenomorph XX121 is actually comprised of two proboscis down the creature’s throat. There are several
separate species—the Facehugger (Manumala noxhydria) that different Facehugger types which appear to vary only slightly
inseminates a host, and the rapidly maturing Chestburster in appearance. The major difference is the type of seed they
creature (Plagiarus praepotens) that results from that act— carry—be it for a Praetomorph, Xenomorph Drone, or Queen.
both operating together in a symbiotic relationship. Allegedly Stage III: Chestburster, Bambi-Burster, Imp. The alien
blind, the alien still has keen senses and can detect even the grows within the host animal’s chest, reaching a point of
slightest movement. These biomechanoid creatures shed maturity where it is no longer dependent on the host for
their cells and replace them with polarized silicon, essentially survival. While most hosts feel sick to their stomach as the
growing their own refractive armor. They have highly caustic parasite grows within them, some comment that they feel
concentrated acid for blood and deadly prehensile tails. better than they have in ages. As the organs of the host are
Immensely strong in their adult forms, a Plagiarus Drone or transformed into the embryonic alien, the host’s ribcage is
Soldier can easily lift a man by the head and crush his skull also softened to a point where the Chestburster can perform
in its hands. the act after which it is named. Gestation complete, the
As to their origins, no one can be certain. Some believe creature erupts from the host, killing it from a combination of
them to be biological weapons created by some bygone race, massive tissue damage, blood loss, and organ transformation.
possibly the enigmatic and godlike Engineers, while others A newly birthed alien exhibits different traits depending on
believe they are a naturally evolved species that the its type.
Engineers themselves worshipped. Some religious cults take Chestburster. Jaundiced beige in color, the snake-like
that a step further, believing the aliens were sent here by God Chestburster has a mouth full of metallic canines. Depending
or gods to exact divine retribution on humanity for leaving on the length of gestation, a Chestburster will either be born
our solar system and daring to enter the heavens. Still others with tiny arms or stubs where the arms will eventually grow
believe that humanity had a hand in the creatures’ creation, in.
and that they are a corporate experiment run amok. What is Bambi-Burster. Otherwise similar to the Chestburster, this
for certain is that they are dangerous to everyone. They are a fawn-like creature is the result of an alien embryo developing
parasitic plague that is working its way across the Frontier, within a quadrupedal host. As animals generally mature at a
and Weyland-Yutani, as well as other corporations, want to faster rate than humans, the Bambi-burster is birthed with
find a way to control and weaponize them for profit. four spindly legs that it uses to propel itself at great speeds.
Stage I: Ovomorph (Egg). Large leathery objects, The Bambi-Burster uses the Chestburster statblock but with
Ovomorphs are the beginning of the alien life cycle. They a movement speed of 35 feet.
come in various sizes from 2 to 4 feet tall. While most open Imp. The immature form of a Praetomorph, the Imp has
with four petals at the top, some only have a single slit that translucent skin, a carapace and rawboned features that
opens to reveal the Facehugger it carries within. These eggs make it look very much like a miniature version of its adult
are lifeforms in their own right, able to protect their precious form. If an Imp doesn’t feel threatened upon emergence, it
cargo from blunt trauma and forced entry, while also sensing will sometimes mimic the actions of the nearest creature.
movement and awakening the parasite within accordingly. Like all Praetomorph stages, Imps mature at a substantially
Naturally occurring alien eggs are generated in one of two faster rate than traditional Chestbursters. The Imp uses the
forms—either they are the result of a transformation Chestburster statblock but with an AC of 10 and resistance
perpetrated on a living host, causing it to metamorphose into to fire damage.
an Ovomorph, or they are simply birthed by a Queen. Queen Queenburster. An embryonic queen, the Stage III
produced eggs are hardier and healthier than those produced Xenomorph nicknamed the Queenburster gestates over days
through ovomorphing. instead of hours. When born, the creature has a partially
formed crest on its head, both sets of arms, and fully
developed legs. The Queenburster uses the Chestburster
statblock but with an AC of 14 and with 36 (8d4) hit points.

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Stage IV: Stalker, Scout, Drone. Now young adults, Stage Soldier (Warrior). Romantically referred to as a Warrior, a
IV Xenos are able to adapt a bipedal stance, even though they Soldier Xenomorph is the adult form of a Drone. As the alien
might not always make use of it. Their now fully polarized matures, the creature’s dome loses its form and melds with
skin is near black in tone; they have a bladed prehensile tail, the ridged tissues beneath it. The alien’s head begins to
six-fingered hands with enlarged nails, pronounced ribs, and polarize and harden, forming an armored carapace. Blades
translucent to opaque smooth-domed heads. In addition to will begin to grow from the Xeno’s elbows, and its hands will
their metallic, toothy mouths, they have an inner set of jaws mutate into five-fingered claws, dropping the sixth digit. Blue-
that can strike like a piston—a favored mode of attack. black in color, Soldiers are nimble and attack en masse. The
Save for the Scout, Stage IV Xenomorphs have four dorsal Soldier’s tail has a barb at the end with a toxin that can cause
tubes affixed to their backs. While some have theorized the paralysis in most known lifeforms. Once incapacitated, the
tubes are used for spinning and cocooning the resin for their Soldier will carry its prey back to the hive to be impregnated
hive, that has generally been discounted as a fallacy. The by a Facehugger.
current line of thinking is that the tubes are a type of Worker. The diminutive Workers build and maintain the
breathing apparatus, filtering out airborne toxins and hive. Also called Weavers, they produce and spin the resin of
allowing the creatures to breath underwater. However, as the hive with their long proboscis tongues, shape it with their
Aliens have been observed surviving in the vacuum of space, hands and feet, position eggs near cocooned hosts, and feed
it is possible that they do not need to breathe at all. and maintain the Queen. Physically, they are somewhat
Stalker (Praetomorph). Averaging about 9 feet tall and different than the other members of P. praepotens.
comfortable moving on two legs as well as all four, Stalkers Transformation from Drone to Worker will see an alien
are the highly aggressive adult form of the Praetomorph. shrink to between 4 and 6 feet in height. Its skin will turn a
Classified as Plagiarus linesteres, the Praetomorph is a sickly grayish white, while its tongue grows pink, elongates,
variant breed of Xenomorph XX121. The Stalker is believed and develops a funnel through which it will secrete the
to be an evolutionary dead end for the Praetomorph, as no makings of the hive. Workers ignore threats within the hive
encountered specimen has ever metamorphosed further. and will run if threatened, leaving their protection to Soldiers
Unlike its phylogenetic relative P. praepotens, the P. and Sentries.
linesteres does not appear to have a Queen stage. It also Sentry. After Scouts have secured a hive and a source of
differs in that it has no biomechanical endoskeleton, and its hosts, they mature into Sentries. Like Soldiers, their
teeth are translucent bone instead of metal. They are bigger, carapaces become ridged and armored. They are still
more powerful, resilient, and more resistant to fire than incredibly fast and dexterous, with specialized gripping
standard Xenos—they just happen to be less intelligent and hands and feet that allow them to scale walls and ceilings
more animalistic in nature. with greater efficiency than other Xenos. Attuned to their
Scout (Runner). 7 feet tall when standing upright, the Queen’s needs, they will back off or attack as she signals.
brown-black Scout or Runner is a particularly fast adaptation Also called Defenders, Sentries will not hesitate to sacrifice
of P. praepotens. Usually moving about on all fours, the themselves to keep hive invaders at bay and protect their
Scout’s job is to seek out a nearby source of hosts and alert Queen. The Sentry uses the Xenomorph Runner statblock
the hive when one is found. If no hive yet exists, the scout will but with an AC of 18.
begin capturing hosts and cocooning them for ovomorphing Stage VI: Praetorian, Charger, Queen. Stage VI P.
until a Queenburster is produced. Once the Queen is birthed praepotens are monstrous horrors. Their immense size and
and a hive location is secure, a Scout will metamorphose to crested carapaces mark them as the leaders of their hive.
its next stage. For reasons unknown, Scouts have no dorsal Stronger and smarter than those beneath them, Stage VI
tubes—they do not develop them until Stage V. Xenos command alien armies. These Stages are only reached
Drone. Sometimes called Lurkers, Drones stand 8 feet tall, when an existing Queen produces royal jelly and exposes her
and are stealthy ambush hunters. Their tails end in a deadly Soldiers and Sentries to it.
hooked blade and rudimentary barb for Ovomorph injection. Praetorian. When a hive reaches a population of over 300
In many ways, Drones are the most alien of the species. It is individuals, Workers feed the Queen’s chosen warriors with
theorized that the strange behavior often exhibited by Drones Royal Jelly until the transformation to Praetorian takes place.
is due to them reaching young adulthood without establishing The penultimate form of an alien Soldier, Praetorians grow
a connection to the alien hive mind. The stealthy creatures’ up to twice the height of their brethren. They develop a head
fluid yet awkward movements and unorthodox reactions to crest similar to a Queen’s, but maintain a more standardized
stimuli belie their methodical intelligence. As much as a bipedal form with only two arms. Lead protectors of the hive,
Stalker acts like a feral animal, a Drone plots. The ebon Praetorians are the Queen’s Royal Guards and army
Drone is a clever yet single-minded iteration of the commanders. It is theorized that if a hive loses its Queen, a
Xenomorph. Development of P. praepotens will arrest at Praetorian can molt into a new one. If this happened before
Stage IV unless a Queen’s pheromones cause it to molt into a another hive invaded, the old hive can be preserved. If not, the
Worker or Soldier—whichever form the hive is most in need invaders take advantage of the leaderless Xenos and claims
of. Until then it will eat, gather hosts for ovomorphing, and them for their own Queen.
sleep. When it evolves to the next stage, it joins the hive mind.
Stage V: Soldier, Worker, Sentry. As the hive mind takes
a hold of them at Stage V of their development, P. praepotens
molt to assume specialized roles within their community.

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Charger (Crusher). Also called the Crusher, the Charger is
the Xenomorph equivalent of a tank. After being force-fed Ovomorph
Royal Jelly and raw metals by the Queen’s workers for weeks, Hazard
a bloated Sentry will cocoon itself in resin and undergo a An ovomorph is a Small Object (AC 10; 14 hit
massive transformation. Its quadrupedal stance is bulked up points; vulnerability to fire damage; resistance to
and its head grows a massive, armored chitinous crest cold damage; immunity to acid and poison
similar to a Queen’s. Chargers grow to stand between 6 to 10 damage). When the ovomorph is destroyed, it
feet tall at the shoulder. Heavy defensive protectors of the explodes in a burst of acid. Each creature within 5
hive, the Crusher will charge an enemy like a rabid rhino, feet of it must make a DC 10 Dexterity saving
trampling personnel and plowing through even lightly throw, taking 7 (2d6) acid damage on a failed save,
armored vehicles. Essentially the Runner variant of the or half as much damage on a successful one.
Praetorian, the Charger’s mobility is limited in that it cannot A creature that isn't a Construct, Undead,
climb or jump very well. Luckily, they are relatively rare and neomorph or xenomorph that moves anywhere
only appear in long established hives. within 5 feet of an undisturbed ovomorph without
Queen. The mother of the hive, at 20 feet tall or more, the first making a DC 16 Dexterity (Stealth or Sleight
alien Queen is perhaps the strongest and most intelligent of of Hand, as determined by the GM) check to move
the species. While any adult alien is capable of initiating subtly, disturbs it.
ovomorphing in a host organism, only Queens have the ability When an ovomorph is disturbed, it opens like a
to lay eggs en masse. When her first molt is completed and flower and a facehugger immediately leaps out and
the Queen is fertile, her Workers spin a resin cradle that attempts to make a Cling attack against the
holds her suspended above the floor of the hive. The Queen creature that disturbed the ovomorph. Once an
then grows an enormous egg sac that soon becomes ovomorph releases its facehugger it becomes inert.
distended and engorged with developing eggs. As each new
Ovomorph is ready, she deposits it on the ground via
ovipositor for her Workers to spirit away to nearby cocooned
hosts.
The most astonishing thing about the Queen is her ability
to communicate with her hive. While evidence exists to
suggest she does so via a combination of pheromones and
subsonic vocalizations, there are company consultants who
believe she communicates telepathically as well, “speaking”
with her children over immeasurable distances. In fact,
corporate psychiatrists have documented that employees who
score high on their company esper tests and find themselves
within the proximity of an alien hive will have vivid dreams of
the Queen calling to them, whether they are aware of her
existence or not.
Additionally, professional dreamers seem to have a hard
time producing after being exposed to an alien Queen. Of
course, this could simply be a form of PTSD, but it bears
further investigation. An alien Queen’s distinguishing
characteristics include her size, her large crested head, set of
six dorsal spikes (instead of tubes), unique stance and a
second set of grasping arms.

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Facehugger Unusual Nature. The facehugger doesn't require air,
food, drink, or sleep.
Tiny aberration (xenomorph), unaligned
Actions
Armor Class 15 (natural armor)
Cling. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hit Points 23 (6d4 + 8)
target. Hit: 3 (1d4 + 1) bludgeoning damage, and the
Speed 30 ft., climb 30 ft.
facehugger attaches to the target. While attached, the
facehugger can’t make Cling attacks. The facehugger
STR DEX CON INT WIS CHA can detach itself by spending 5 feet of its movement.
As an action, a creature within reach of the facehugger
14 (+2) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 4 (-3) can try to detach it, doing so with a successful DC 20
Strength check. The creature the facehugger is attached
Skills Stealth +6 to takes 21 (6d6) slashing damage if it successfully
Damage Resistances cold removes the facehugger or if it tries and fails.
Damage Immunities acid, poison
Condition Immunities poisoned Impregnate. The facehugger wraps itself around the face
of a creature it is attached to, and the creature falls
Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 10 unconscious, remaining unconscious for as long as the
Languages — facehugger is attached. The facehugger remains
Challenge 1/2 (100 XP) attached to the creature for 12 hours, implanting its
host with a xenomorph embryo. After the 12 hour
period, the facehugger detaches itself and the creature
Acidic Blood. When the facehugger takes bludgeoning, regains consciousness. The facehugger then dies in
piercing or slashing damage, each creature within 5
1d4 rounds.
feet of the facehugger takes 7 (2d6) acid damage. A Humanoid or Beast host can carry only one
Biomechanical Camouflage. The facehugger has xenomorph embryo to term at a time. Over 7 hours,
advantage on Dexterity (Stealth) checks made to hide the embryo gestates in the host’s chest cavity and
in mechanical and industrial terrain. forms a chestburster. One round before giving birth, the
creature starts to seizure, coughing up blood. During
Controlled Fall. When the facehugger falls and isn't this time, the creature is incapacitated. At birth, the
incapacitated, it takes no damage from the fall. chestburster bursts through the creature’s ribcage in 1
Echolocation. The facehugger can’t use its blindsight round, killing the host in the process.
while deafened. If any effect that cures disease is used on the
creature before the chestburster’s emergence, it must
Heat Dampening. The facehugger cannot be seen or succeed on a DC 18 Constitution saving throw. On a
detected by thermalsight. successful save, the unborn xenomorph is
Spider Climb. The facehugger can climb difficult disintegrated.
surfaces, including upside down on ceilings, without
needing to make an ability check. Bonus Actions
Standing Leap. The facehugger's long jump is up to 30 Leap. The facehugger leaps up to 20 feet in any
feet and its high jump is up to 15 feet, with or without direction, provided its speed isn't 0. This movement
a running start. doesn't provoke opportunity attacks.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Variant: Xenomorph Bursters, Chestburster
Prowlers and Spitters Tiny aberration (xenomorph), unaligned
Xenomorph Bursters, Prowlers and Spitters are rare
Xenomorph Phenotypes that have so far only Armor Class 12
appeared on LV-895, respectively they are variants Hit Points 10 (4d4)
of Runners and Drones, if you wish to use a Burster Speed 25 ft.
or Prowler instead of a Runner, or a Spitter instead
of a Drone, they gain the following trait or action
options: STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 10 (+0) 3 (-4) 8 (-1) 4 (-3)
Runner Variant: Burster
The Burster gains the following trait and action Skills Stealth +4
options: Damage Resistances cold
Damage Immunities acid, poison
Death Burst. When the burster dies, it explodes in a Condition Immunities poisoned
burst of acid. Each creature within 10 feet of it Senses blindsight 30 ft. (blind beyond this radius),
must make a DC 13 Dexterity saving throw, taking passive Perception 9
14 (4d6) acid damage on a failed save, or half as Languages —
much damage on a successful one. For 1d4 rounds Challenge 1/8 (25 XP)
after the burster's death, a 10-foot radius circle
centered on the space it occupied is saturated with Acidic Blood. When the chestburster takes
acid, a creature that enters that area for the first bludgeoning, piercing or slashing damage, each
time on a turn, or starts its turn there takes 14 creature within 5 feet of the chestburster takes 5
(4d6) acid damage. (2d4) acid damage.
Burst. The burster moves up to its speed and rips Echolocation. The chestburster can’t use its
itself apart, killing it and triggering its Death Burst. blindsight while deafened.
Heat Dampening. The chestburster cannot be seen
Runner Variant: Prowler or detected by thermalsight.
The Prowler gains the following trait options: Unusual Nature. The chestburster doesn't require air,
food, drink, or sleep.
Pounce. If the prowler moves at least 20 feet
straight toward a creature and then hits it with a Actions
Claw attack on the same turn, that target must Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
succeed on a DC 13 Strength saving throw or be one target. Hit: 4 (1d4 + 2) piercing damage.
knocked prone. If the target is prone, the prowler
can make one Tail attack against it as a bonus Terrorizing Hiss. The chestburster flashes its razor
action. sharp teeth and hisses malevolently at one creature
it can see within 30 feet of it. If the target can see
Running Leap. With a 10-foot running start, the and hear it, the target must succeed on a DC 12
prowler can long jump up to 35 feet. Wisdom saving throw or be frightened of the
chestburster until the end of it's next turn.
Drone Variant: Spitter
Bonus Actions
The Spitter loses the Grappler and Hypnotizing
Gaze traits as well as the Venomous Sting and Nimble Escape. The chestburster takes the
Ovomorphic Sting attacks and gains the following Disengage or Hide action.
action option:
Acid Spit. Ranged Weapon Attack: +8 to hit, range
20/60 ft., one target. Hit: 14 (4d6) acid damage.
Hit or Miss: Each creature within 5 feet of the
target must make a DC 16 Dexterity saving throw,
taking the same damage on a failed save, or half as
much damage on a successful one. For 1d4 rounds
after the spit hits, a 5-foot radius circle centered
on the target's space is saturated with acid, a
creature that enters that area for the first time on a
turn, or starts its turn there takes 14 (4d6) acid
damage.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Juvenile Xenomorph Xenomorph Worker
Small aberration (xenomorph), unaligned Small aberration (xenomorph), unaligned

Armor Class 14 (natural armor) Armor Class 14 (natural armor)


Hit Points 33 (6d6 + 12) Hit Points 55 (10d6 + 20)
Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2) 14 (+2) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

Damage Resistances cold Damage Resistances cold


Damage Immunities acid, poison Damage Immunities acid, poison
Condition Immunities poisoned Condition Immunities poisoned
Senses blindsight 60 ft. (blind beyond this radius), Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 11 passive Perception 11
Languages — Languages —
Challenge 1 (200 XP) Challenge 4 (1,100 XP)

Acidic Blood. When the juvenile takes bludgeoning, Acidic Blood. When the worker takes bludgeoning,
piercing or slashing damage, each creature within 5 piercing or slashing damage, each creature within 5
feet of the juvenile takes 7 (2d6) acid damage. feet of the worker takes 7 (2d6) acid damage.
Biomechanical Camouflage. The juvenile has Biomechanical Camouflage. The worker has
advantage on Dexterity (Stealth) checks made to advantage on Dexterity (Stealth) checks made to
hide in mechanical and industrial terrain. hide in mechanical and industrial terrain.
Controlled Fall. When the juvenile falls and isn't Controlled Fall. When the worker falls and isn't
incapacitated, it subtracts up to 100 feet from the incapacitated, it subtracts up to 100 feet from the
fall when calculating the fall's damage. fall when calculating the fall's damage.
Echolocation. The juvenile can’t use its blindsight Echolocation. The worker can’t use its blindsight
while deafened. while deafened.
Heat Dampening. The juvenile cannot be seen or Heat Dampening. The worker cannot be seen or
detected by thermalsight. detected by thermalsight.
Spider Climb. The juvenile can climb difficult Spider Climb. The worker can climb difficult
surfaces, including upside down on ceilings, without surfaces, including upside down on ceilings, without
needing to make an ability check. needing to make an ability check.
Unusual Nature. The juvenile doesn't require air, Unusual Nature. The worker doesn't require air, food,
food, drink, or sleep. drink, or sleep.

Actions Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage, and one target. Hit: 4 (1d4 + 2) slashing damage.
the target is grappled (escape DC 12) if it is
Medium or smaller. While the target is grappled, the Tail. Melee Weapon Attack: +4 to hit, reach 10 ft.,
juvenile can make an Inner Jaw attack against it as a one target. Hit: 9 (2d6 + 2) piercing damage or
bonus action. slashing damage (worker's choice)
Resin Spit (Recharge 5-6). Ranged Weapon Attack:
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one
+4 to hit, range 30/60 ft., one target. Hit: The target
target. Hit: 5 (1d6 + 2) piercing damage or slashing
is restrained by resin. As an action, the restrained
damage (juvenile's choice)
target can make a DC 12 Strength check, bursting
Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 the resin on a success. The resin can also be
ft., one target. Hit: 7 (1d10 + 2) piercing damage. attacked and destroyed (AC 10; hp 5; vulnerability
This attack scores a critical hit on a roll of 17 to 20. to fire damage; immunity to acid, bludgeoning,
poison, and psychic damage).
Bonus Actions
Nimble Escape. The juvenile takes the Disengage or
Bonus Actions
Hide action. Nimble Escape. The worker takes the Disengage or
Hide action.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Xenomorph Drone immediately make the save. If a creature's saving throw
is successful or the effect ends for it, the creature is
Medium aberration (xenomorph), unaligned
immune to the drone's Hypnotizing Gaze for the next
24 hours.
Armor Class 18 (natural armor)
Hit Points 85 (10d8 + 40) Spider Climb. The drone can climb difficult surfaces,
Speed 40 ft., climb 40 ft., swim 40 ft. including upside down on ceilings, without needing to
make an ability check.
Unusual Nature. The drone doesn't require air, food,
STR DEX CON INT WIS CHA drink, or sleep.
18 (+4) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 4 (-3)
Actions
Saving Throws Dex +8, Con +8 Multiattack. The drone makes one Claw attack and one
Skills Perception +11, Stealth +12 Tail attack.
Damage Resistances cold
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Damage Immunities acid, poison
target. Hit: 9 (2d4 + 4) slashing damage, and the target
Condition Immunities poisoned
is grappled (escape DC 14) if it is Medium or smaller.
Senses blindsight 120 ft. (blind beyond this radius),
While the target is grappled, the drone can make an
passive Perception 21
Languages — Inner Jaw attack against it as a bonus action.
Challenge 10 (5,900 XP) Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 10 (1d12 + 4) piercing damage. This
Acidic Blood. When the drone takes bludgeoning, attack scores a critical hit on a roll of 17 to 20.
piercing or slashing damage, each creature within 5 Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
feet of the drone takes 14 (4d6) acid damage. target. Hit: 14 (3d6 + 4) piercing or slashing damage
Biomechanical Camouflage. The drone has advantage on (drone's choice).
Dexterity (Stealth) checks made to hide in mechanical Venomous Sting. Melee Weapon Attack: +8 to hit, reach
and industrial terrain. 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage,
Controlled Fall. When the drone falls and isn't and the target must succeed on a DC 16 Constitution
incapacitated, it subtracts up to 100 feet from the fall saving throw or be poisoned for 1 hour. While
when calculating the fall's damage. poisoned, the target is also unconscious. The target can
repeat the saving throw at the end of each of its turns,
Echolocation. The drone can’t use its blindsight while ending the effect on itself on a success. The target
deafened. wakes up if it takes damage or if another creature takes
Grappler. The drone has advantage on attack rolls an action to shake it awake.
against any creature grappled by it. Ovomorphic Sting (1/Day). Melee Weapon Attack: +8 to
Heat Dampening. The drone cannot be seen or detected hit, reach 10 ft., one creature that is grappled by the
by thermalsight. drone, incapacitated, or restrained. Hit: 14 (3d6 + 4)
piercing damage, and the target must succeed on a DC
Hypnotizing Gaze. When a creature that can see the 16 Constitution saving throw or be infected with a
drone's eyeless dome starts its turn within 30 feet of disease. While infected, the target slowly transforms
the drone, the drone can force it to make a DC 16 into an ovomorph and can't regain hit points, and its hit
Wisdom saving throw if the drone isn't incapacitated point maximum is reduced by 10 (3d6) every 2 hours.
and can see the creature. A creature that fails the save If the disease reduces the target's hit point maximum
is stunned until the start of its next turn. to 0, the target fully transforms into an ovomorph.
Unless surprised, a creature can avert its eyes at the
start of its turn to avoid the saving throw. If the Bonus Actions
creature does so, it can't see the drone until the start of
Nimble Escape. The drone takes the Disengage or Hide
its next turn, when it can avert its eyes again. If the
creature looks at the drone in the meantime, it must action.

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Xenomorph Warrior Grappler. The warrior has advantage on attack rolls
against any creature grappled by it.
Medium aberration (xenomorph), unaligned
Heat Dampening. The warrior cannot be seen or
Armor Class 18 (natural armor) detected by thermalsight.
Hit Points 119 (14d8 + 56) Pack Tactics. The warrior has advantage on an attack roll
Speed 40 ft., climb 40 ft., swim 40 ft. against a creature if at least one of the warrior’s allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
STR DEX CON INT WIS CHA
Spider Climb. The warrior can climb difficult surfaces,
18 (+4) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 4 (-3) including upside down on ceilings, without needing to
make an ability check.
Saving Throws Dex +8, Con +8
Unusual Nature. The warrior doesn't require air, food,
Skills Perception +11, Stealth +12 drink, or sleep.
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks Actions
Damage Immunities acid, poison
Condition Immunities poisoned Multiattack. The warrior makes one Claw attack and one
Senses blindsight 120 ft. (blind beyond this radius), Tail attack.
passive Perception 21
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Languages —
target. Hit: 9 (2d4 + 4) slashing damage, and the target
Challenge 10 (5,900 XP)
is grappled (escape DC 14) if it is Medium or smaller.
While the target is grappled, the warrior can make an
Acidic Blood. When the warrior takes bludgeoning, Inner Jaw attack against it as a bonus action.
piercing or slashing damage, each creature within 5
feet of the warrior takes 14 (4d6) acid damage. Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 10 (1d12 + 4) piercing damage. This
Biomechanical Camouflage. The warrior has advantage attack scores a critical hit on a roll of 17 to 20.
on Dexterity (Stealth) checks made to hide in
mechanical and industrial terrain. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 14 (3d6 + 4) piercing or slashing damage
Controlled Fall. When the warrior falls and isn't (warrior's choice).
incapacitated, it subtracts up to 100 feet from the fall
when calculating the fall's damage. Bonus Actions
Echolocation. The warrior can’t use its blindsight while Aggressive. The warrior moves up to its speed toward a
deafened. hostile creature that it can see.

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Xenomorph Runner Heat Dampening. The runner cannot be seen or
detected by thermalsight.
Medium aberration (xenomorph), unaligned
Pack Tactics. The runner has advantage on an attack roll
Armor Class 16 (natural armor) against a creature if at least one of the runner’s allies is
Hit Points 37 (5d8 + 15) within 5 feet of the creature and the ally isn’t
Speed 45 ft., climb 35 ft., swim 35 ft. incapacitated.
Rapid Movement. The runner doesn't provoke
opportunity attacks when it moves out of an enemy's
STR DEX CON INT WIS CHA reach.
17 (+3) 17 (+3) 16 (+3) 6 (-2) 12 (+1) 7 (-2) Spider Climb. The runner can climb difficult surfaces,
including upside down on ceilings, without needing to
Skills Perception +5, Stealth +7 make an ability check.
Damage Resistances cold Unusual Nature. The runner doesn't require air, food,
Damage Immunities acid, poison
drink, or sleep.
Condition Immunities poisoned
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 15
Actions
Languages — Multiattack. The runner makes one Claw attack and one
Challenge 4 (1,100 XP) Tail attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Acidic Blood. When the runner takes bludgeoning, target. Hit: 8 (2d4 + 3) slashing damage, and the target
piercing or slashing damage, each creature within 5 is grappled (escape DC 13) if it is Medium or smaller.
feet of the runner takes 14 (4d6) acid damage. While the target is grappled, the runner can make an
Biomechanical Camouflage. The runner has advantage on Inner Jaw attack against it as a bonus action.
Dexterity (Stealth) checks made to hide in mechanical Inner Jaw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
and industrial terrain. one target. Hit: 8 (1d10 + 3) piercing damage. This
Controlled Fall. When the runner falls and isn't attack scores a critical hit on a roll of 17 to 20.
incapacitated, it subtracts up to 100 feet from the fall Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one
when calculating the fall's damage. target. Hit: 10 (2d6 + 3) piercing or slashing damage
Echolocation. The runner can’t use its blindsight while (runner's choice).
deafened. Acid Spit. Ranged Weapon Attack: +5 to hit, range
20/60 ft., one target. Hit: 14 (4d6) acid damage.

Xenomorph Boiler Acidic Blood. When the boiler takes bludgeoning,


piercing or slashing damage, each creature within 5
Medium aberration (xenomorph), unaligned
feet of the boiler takes 14 (4d6) acid damage.

Armor Class 10 (natural armor) Biomechanical Camouflage. The boiler has advantage on
Hit Points 65 (10d8 + 20) Dexterity (Stealth) checks made to hide in mechanical
Speed 20 ft. and industrial terrain.
Echolocation. The boiler can’t use its blindsight while
deafened.
STR DEX CON INT WIS CHA
Heat Dampening. The boiler cannot be seen or detected
8 (-1) 8 (-1) 14 (+2) 4 (-3) 10 (+0) 4 (-3)
by thermalsight.
Skills Perception +4 Unusual Nature. The boiler doesn't require air, food,
Damage Vulnerabilities fire drink, or sleep.
Damage Resistances cold
Damage Immunities acid, poison Actions
Condition Immunities poisoned Suicide Bomb. The boiler moves up to its speed towards
Senses blindsight 15 ft. (blind beyond this radius), a creature and proceeds to violently tear itself apart,
passive Perception 14 spraying its acidic blood everywhere and killing itself.
Languages — Each creature within 10 feet of it must make a DC 12
Challenge 2 (450 XP) Dexterity save, taking 14 (4d6) acid damage on a failed
saving throw, or half as much damage on a successful
one.

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Xenomorph Praetorian Magic Resistance. The praetorian has advantage on
saving throws against spells and other magical effects.
Large aberration (xenomorph), unaligned
Pack Tactics. The praetorian has advantage on an attack
Armor Class 19 (natural armor) roll against a creature if at least one of the praetorian’s
Hit Points 172 (15d10 + 90) allies is within 5 feet of the creature and the ally isn’t
Speed 35 ft., climb 35 ft. incapacitated.
Siege Monster. The praetorian deals double damage to
objects and structures.
STR DEX CON INT WIS CHA
Unusual Nature. The praetorian doesn't require air, food,
23 (+6) 20 (+5) 23 (+6) 12 (+1) 15 (+2) 12 (+1) drink, or sleep.

Saving Throws Str +11, Dex +10, Con +11 Actions


Skills Perception +12, Stealth +16 Multiattack. The praetorian makes two Claw attacks and
Damage Resistances cold; bludgeoning, piercing, and one Tail attack.
slashing from nonmagical attacks
Damage Immunities acid, poison Claws. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Condition Immunities poisoned one target. Hit: 13 (2d6 + 6) slashing damage, and the
Senses blindsight 120 ft. (blind beyond this radius), target is grappled (escape DC 16) if it is Medium or
passive Perception 22 smaller. While the target is grappled, the praetorian can
Languages — make an Inner Jaw attack against it as a bonus action.
Challenge 14 (11,500 XP)
Inner Jaw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 19 (2d12 + 6) piercing damage. This
Acidic Blood. When the praetorian takes bludgeoning, attack scores a critical hit on a roll of 17 to 20 and rolls
piercing or slashing damage, each creature within 5 the damage dice of a crit three times, instead of twice.
feet of the praetorian takes 17 (5d6) acid damage.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Biomechanical Camouflage. The praetorian has target. Hit: 19 (3d8 + 6) piercing or slashing damage
advantage on Dexterity (Stealth) checks made to hide (praetorian's choice).
in mechanical and industrial terrain.
Call The Guard (1/Day). The praetorian looses a piercing
Controlled Fall. When the praetorian falls and isn't shriek calling 2 xenomorph warriors or 3 xenomorph
incapacitated, it subtracts up to 100 feet from the fall runners to its aid. The called creatures arrive in 1d4
when calculating the fall's damage. rounds, acting as allies of the praetorian and obeying its
Echolocation. The praetorian can’t use its blindsight hissed commands. The xenomorphs remain for 1 hour
while deafened. or until the praetorian dismisses them as a bonus
action.
Grappler. The praetorian has advantage on attack rolls
against any creature grappled by it. Bonus Actions
Heat Dampening. The praetorian cannot be seen or Aggressive. The praetorian moves up to its speed
detected by thermalsight. toward a hostile creature that it can see.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Xenomorph Crusher Siege Monster. The crusher deals double damage to
objects and structures.
Huge aberration (xenomorph), unaligned
Unusual Nature. The crusher doesn't require air, food,
Armor Class 22 (natural armor) drink, or sleep.
Hit Points 203 (14d12 + 112)
Speed 40 ft., climb 20 ft.
Actions
Multiattack. The crusher makes one Ram attack, one
Claw attack, and one Tail attack.
STR DEX CON INT WIS CHA
Claws. Melee Weapon Attack: +14 to hit, reach 5 ft.,
26 (+8) 18 (+4) 26 (+8) 7 (-2) 7 (-2) 9 (-1) one target. Hit: 15 (2d6 + 8) slashing damage, and the
target is grappled (escape DC 18) if it is Medium or
Saving Throws Str +14, Con +14 smaller. While the target is grappled, the crusher can
Skills Perception +4, Stealth +10 make an Inner Jaw attack against it as a bonus action.
Damage Resistances cold; bludgeoning, piercing, and
Inner Jaw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
slashing from nonmagical attacks
one target. Hit: 21 (2d12 + 8) piercing damage. This
Damage Immunities acid, poison
attack scores a critical hit on a roll of 17 to 20 and rolls
Condition Immunities poisoned
the damage dice of a crit three times, instead of twice.
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 14 Ram. Melee Weapon Attack: +14 to hit, reach 5 ft., one
Languages — target. Hit: 27 (3d12 + 8) bludgeoning damage. If the
Challenge 17 (18,000 XP) crusher moved at least 20 feet straight toward the
target immediately before the hit, the target takes an
Acidic Blood. When the crusher takes bludgeoning, extra 19 (3d12) bludgeoning damage. If the target is a
piercing or slashing damage, each creature within 5 creature, it must succeed on a DC 22 Strength saving
feet of the crusher takes 17 (5d6) acid damage. throw or be knocked prone.

Biomechanical Camouflage. The crusher has advantage Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
on Dexterity (Stealth) checks made to hide in target. Hit: 21 (3d8 + 8) piercing or slashing damage
mechanical and industrial terrain. (crusher's choice).

Controlled Fall. When the crusher falls and isn't Call The Guard (1/Day). The crusher looses a rumbling
incapacitated, it subtracts up to 100 feet from the fall roar calling 2 xenomorph warriors or 3 xenomorph
when calculating the fall's damage. runners to its aid. The called creatures arrive in 1d4
rounds, acting as allies of the crusher and obeying its
Echolocation. The crusher can’t use its blindsight while hissed commands. The xenomorphs remain for 1 hour
deafened. or until the crusher dismisses them as a bonus action.
Heat Dampening. The crusher cannot be seen or
detected by thermalsight. Bonus Actions
Aggressive. The crusher moves up to its speed toward a
Magic Resistance. The crusher has advantage on saving
hostile creature that it can see.
throws against spells and other magical effects.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Xenomorph Queen Unusual Nature. The queen doesn't require air, food,
drink, or sleep.
Huge aberration (xenomorph), unaligned
Actions
Armor Class 23 (natural armor)
Multiattack. The queen makes two Claw attacks and one
Hit Points 243 (18d12 + 126)
Tail attack.
Speed 30 ft., climb 30 ft.
Claws. Melee Weapon Attack: +14 to hit, reach 10 ft.,
one target. Hit: 20 (3d8 + 7) slashing damage, and the
STR DEX CON INT WIS CHA target is grappled (escape DC 17) if it is Medium or
25 (+7) 18 (+4) 24 (+7) 12 (+1) 18 (+4) 12 (+1) smaller. While the target is grappled, the queen can
make an Inner Jaw attack against it as a bonus action.
Saving Throws Str +14, Dex +11, Con +14, Wis +11 Inner Jaw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
Skills Perception +18, Stealth +18 one target. Hit: 23 (3d10 + 7) piercing damage. This
Damage Resistances cold; bludgeoning, piercing, attack scores a critical hit on a roll of 17 to 20.
slashing from nonmagical attacks
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
Damage Immunities acid, poison
target. Hit: 26 (3d12 + 7) piercing or slashing damage
Condition Immunities poisoned
(queen's choice).
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 28 Call The Guard (1/Day). The queen looses a piercing
Languages — shriek calling 1 xenomorph praetorian and 2 (1d4)
Challenge 23 (50,000 XP) xenomorph warriors to her aid. The called creatures
arrive in 1d4 rounds, acting as allies of the queen and
Acidic Blood. When the queen takes bludgeoning, obeying her hissed commands. The xenomorphs
piercing or slashing damage, each creature within 5 remain for 1 hour or until the queen dismisses them as
feet of the queen takes 21 (6d6) acid damage. a bonus action.

Biomechanical Camouflage. The queen has advantage on Legendary Actions


Dexterity (Stealth) checks made to hide in mechanical
The queen can take 3 legendary actions, choosing from
and industrial terrain.
the options below. Only one legendary action option
Controlled Fall. When the queen falls and isn't can be used at a time and only at the end of another
incapacitated, she subtracts up to 100 feet from the creature's turn. The queen regains spent legendary
fall when calculating the fall's damage. actions at the start of her turn.
Echolocation. The queen can’t use her blindsight while Detect. The queen makes a Wisdom (Perception) check.
deafened.
Attack. The queen makes a Claw attack.
Heat Dampening. The queen cannot be seen or detected
by thermalsight. Impale (Costs 3 Actions). Melee Weapon Attack: +14 to
hit, reach 20 ft., one target. Hit: 23 (3d12 + 7) piercing
Hivemind. The queen can communicate telepathically damage and the target is impaled. While impaled the
with all xenomorphs from her hive within 20 miles. creature is grappled (escape DC 17), and is restrained
Legendary Resistance (3/Day). If the queen fails a saving until the grapple ends.
throw, she can choose to succeed instead. When the grapple ends, the impaled creature must
make a DC 22 Constitution saving throw, losing 42
Magic Resistance. The queen has advantage on saving (12d6) hit points due to blood loss on a failed save, or
throws against spells and other magical effects. half as many hit points on a successful one. The queen
Siege Monster. The queen deals double damage to can't attack another creature with its tail while it has a
objects and structures. target impaled.

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Xenomorph King Claws. Melee Weapon Attack: +18 to hit, reach 10 ft.,
one target. Hit: 27 (4d8 + 9) slashing damage, and the
Gargantuan aberration (xenomorph), unaligned
target is grappled (escape DC 19) if it is Large or
smaller. While the target is grappled, the king can make
Armor Class 25 (natural armor) an Inner Jaw attack against it as a bonus action.
Hit Points 409 (21d20 + 189)
Speed 40 ft., climb 40 ft. Inner Jaw. Melee Weapon Attack: +18 to hit, reach 5 ft.,
one target. Hit: 31 (4d10 + 9) piercing damage. This
attack scores a critical hit on a roll of 17 to 20.
STR DEX CON INT WIS CHA Pincer Tail. Melee Weapon Attack: +18 to hit, reach 25
28 (+9) 20 (+5) 28 (+9) 12 (+1) 18 (+4) 12 (+1) ft., one target. Hit: 48 (6d12 + 9) slashing damage, and
the target is grappled (escape DC 19). Until this
grapple ends, the target is restrained.
Saving Throws Str +18, Dex +14, Con +18
Skills Perception +13, Stealth +14 Shoulder Tendrils. Melee Weapon Attack: +18 to hit,
Damage Resistances cold; bludgeoning, and slashing reach 15 ft., one target. Hit: 35 (4d12 + 9) piercing
from magical attacks damage.
Damage Immunities acid, poison; bludgeoning, piercing, Acid Spit. Ranged Weapon Attack: +14 to hit, range
and slashing from nonmagical attacks
30/90 ft., one target. Hit: 36 (8d8) acid damage.
Condition Immunities poisoned
Senses blindsight 120 ft. (blind beyond this radius), Fling. One Large or smaller object held or creature
passive Perception 23 grappled by the king is thrown up to 60 feet in a
Languages — random direction and knocked prone. If a thrown target
Challenge 30 (155,000 XP) strikes a solid surface, the target takes 3 (1d6)
bludgeoning damage for every 10 feet it was thrown. If
Acidic Blood. When the king takes bludgeoning, the target is thrown at another creature, that creature
piercing or slashing damage, each creature within 5 must succeed on a DC 26 Dexterity saving throw or
feet of the king takes 36 (8d8) acid damage. take the same damage and be knocked prone.
Devour Foe. The king feeds on the corpse of a creature.
Biomechanical Camouflage. The king has advantage on
A Large or smaller creature is consumed whole, while
Dexterity (Stealth) checks made to hide in mechanical
and industrial terrain. the king can feed on a Huge or bigger creature for up
to 30 seconds. For each round the king feeds on a
Controlled Fall. When the kinger falls and isn't creature, it heals for an amount equal to the creatures
incapacitated, he subtracts up to 100 feet from the fall Challenge rating.
when calculating the fall's damage.
Call The Guard (1/Day). The king looses a piercing shriek
Echolocation. The king can’t use his blindsight while calling 2 xenomorph praetorians and 7 (2d6) xenomorph
deafened. warriors to his aid. The called creatures arrive in 1d4
Gargantuan Strength. The king's weapon attacks are rounds, acting as allies of the king and obeying his
considered magical. hissed commands. The xenomorphs remain for 1 hour
or until the king dismisses them as a bonus action.
Heat Dampening. The king cannot be seen or detected
by thermalsight. Legendary Actions
Hivemind. The king can communicate telepathically The king can take 3 legendary actions, choosing from
with all xenomorphs from his hive within 20 miles. the options below. Only one legendary action option
can be used at a time and only at the end of another
Legendary Resistance (3/Day). If the king fails a saving
creature's turn. The king regains spent legendary
throw, he can choose to succeed instead.
actions at the start of his turn.
Regeneration. The king regains 20 hit points at the start
of its turn. If the king takes fire damage, this trait Move. The king moves up to half his speed.
doesn't function at the start of the king's next turn. The Pincer Tail or Fling. The king makes one Pincer Tail
king dies only if it starts its turn with 0 hit points and attack or uses his Fling.
doesn't regenerate.
Acid Spit. The king makes one Acid Spit attack.
Siege Monster. The king deals double damage to objects
and structures. Terrifying Presence (Costs 2 Actions). Each creature of
the king's choice that is within 120 feet of the king and
Unusual Nature. The king doesn't require air, food, drink, aware of him must succeed on a DC 26 Wisdom saving
or sleep. throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its
Actions turns, ending the effect on itself on a success. If a
Multiattack. The king makes two Claw attacks, two creature's saving throw is successful or the effect ends
Shoulder Tendril attacks, and Pincer Tail attack. for it, the creature is immune to the king's Terrifying
Presence for the next 24 hours.

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Xenomorph Empress Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one
target. Hit: 36 (4d12 + 10) piercing or slashing
Gargantuan aberration (xenomorph), chaotic evil
damage (empress's choice). A creature reduced to 0 hit
points by this attack dies and is cut into two pieces.
Armor Class 23 (natural armor)
Hit Points 468 (24d20 + 216) Mind Melt. The empress forces one creature she is
Speed 20 ft. aware of to make a DC 24 Intelligence saving throw. On
a failed save, the target takes 51 (8d10 + 7) psychic
damage, is blinded until the end of its next turn, and is
STR DEX CON INT WIS CHA disoriented for 1 minute. A disoriented creature has
disadvantage on attack rolls, ability checks, and saving
30 (+10) 13 (+1) 28 (+9) 24 (+7) 24 (+7) 24 (+7) throws, and cannot concentrate on spells or effects. A
disoriented creature can repeat the saving throw at the
Saving Throws Str +19, Dex +10, Con +19, Wis +16 end of each of its turns, ending the effect on itself on a
Damage Immunities acid, cold, poison; bludgeoning, success. If the saving throw fails by 10 or more, the
piercing, slashing from nonmagical attacks target's Intelligence and Charisma scores become 1.
Condition Immunities charmed, frightened, poisoned The creature can't cast spells, activate magic items,
Senses blindsight 300 ft., passive Perception 17 understand language, or communicate in any intelligible
Languages — way. The creature can, however, identify its friends,
Challenge 30 (155,000 XP) follow them, and even protect them. This effect can be
ended by greater restoration, heal, or wish.
Acidic Blood. When the empress takes bludgeoning, Assemble The Legions (1/Day). The empress looses a
piercing or slashing damage, each creature within 5 piercing shriek calling 2 xenomorph praetorians and 3
feet of the empress takes 21 (6d6) acid damage. (1d6) xenomorph warriors to her aid. The called
Controlled Fall. When the empress falls and isn't creatures arrive in 1d4 rounds, acting as allies of the
incapacitated, she takes no damage from the fall. empress and obeying her hissed commands. The
xenomorphs remain for 1 hour or until the empress
Echolocation. The empress can’t use her blindsight dismisses them as a bonus action.
while deafened.
Heat Dampening. The empress cannot be seen or Bonus Actions
detected by thermalsight. Psychic Love. The empress targets one creature she is
aware of. The target must succeed on a DC 24 Wisdom
Legendary Resistance (5/Day). If the empress fails a
saving throw or be psionically charmed by the empress
saving throw, she can choose to succeed instead.
until she dies or until she is on a different plane of
Magic Resistance. The empress has advantage on saving existence from the target. The charmed target is under
throws against spells and other magical effects. the empress' control and can't take reactions, and the
empress and the target can communicate telepathically
Psychic Connection. The empress is aware of creatures
within 5 miles of her that have an Intelligence score of with each other over any distance.
4 or higher. She knows the distance and direction to The charmed target can repeat the saving throw
whenever it takes damage, ending the effect on itself
each creature, as well as each one's Intelligence score,
but can't sense anything else about it. A creature on a success. No more than once every 24 hours, the
protected by a mind blank spell, a nondetection spell, target can repeat the saving throw when it is at least 1
or similar magic can't be perceived in this manner. The mile away from the empress.
empress can communicate simple ideas, emotions, and Legendary Actions
images telepathically with any creature she perceives in
this manner that can understand a language. The empress can take 3 legendary actions, choosing
from the options below. Only one legendary action
Unusual Nature. The empress doesn't require air, food, option can be used at a time and only at the end of
drink, or sleep. another creature's turn. The empress regains spent
legendary actions at the start of her turn.
Actions
Multiattack. The empress makes two Claw attacks and Attack. The empress makes a Claw attack.
two Tail attacks. Crushing Blow (Costs 3 Actions). The empress falls
prone in a 30-foot cube next to her space. Each
Claws. Melee Weapon Attack: +19 to hit, reach 10 ft., creature in that area must make a DC 27 Dexterity
one target. Hit: 28 (4d8 + 10) slashing damage, and saving throw. On a failed save, a creature takes 54
the target is grappled (escape DC 20) if it is Medium or (8d10 + 10) bludgeoning damage is knocked prone.
smaller. While the target is grappled, the empress can Until the empress stands up, the creature is restrained.
make an Inner Jaw attack against it as a bonus action. While restrained in this way, the creature (or another
Inner Jaw. Melee Weapon Attack: +19 to hit, reach 5 ft., creature within 5 feet of it) can use its action to make a
one target. Hit: 32 (4d10 + 10) piercing damage. This DC 27 Strength check. On a success, the creature
attack scores a critical hit on a roll of 17 to 20 and rolls relocates to an unoccupied space of its choice within 5
the damage dice of a crit three times, instead of twice. feet of the empress and is no longer restrained.

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Other Documented Xenomorph
Phenotypes
Praetomorph it starts its turn with 0 hit points and doesn't
regenerate.
Medium aberration (xenomorph), unaligned
Spider Climb. The praetomorph can climb difficult
Armor Class 18 (natural armor) surfaces, including upside down on ceilings, without
Hit Points 110 (13d8 + 52) needing to make an ability check.
Speed 40 ft., climb 40 ft., swim 40 ft. Unusual Nature. The praetomorph doesn't require air,
food, drink, or sleep.
STR DEX CON INT WIS CHA Actions
18 (+4) 18 (+4) 18 (+4) 4 (-3) 12 (+1) 4 (-3) Multiattack. The praetomorph makes one Claw attack
and one Tail attack.
Saving Throws Dex +8, Con +8
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Skills Perception +9, Stealth +12
target. Hit: 9 (2d4 + 4) slashing damage, and the target
Damage Resistances fire
is grappled (escape DC 14) if it is Medium or smaller.
Damage Immunities acid, poison
Condition Immunities poisoned While the target is grappled, the praetomorph can
make an Inner Jaw attack against it as a bonus action.
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 19 Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Languages — one target. Hit: 10 (1d12 + 4) piercing damage. This
Challenge 11 (7,200 XP) attack scores a critical hit on a roll of 17 to 20 and rolls
the damage dice of a crit three times, instead of twice.
Acidic Blood. When the praetomorph takes Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
bludgeoning, piercing or slashing damage, each target. Hit: 14 (3d6 + 4) piercing damage.
creature within 5 feet of the praetomorph takes 14
(4d6) acid damage. Venomous Sting. Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 14 (3d6 + 4) piercing damage,
Biomechanical Camouflage. The praetomorph has and the target must succeed on a DC 16 Constitution
advantage on Dexterity (Stealth) checks made to hide saving throw or be poisoned for 1 hour. While
in mechanical and industrial terrain. poisoned, the target is also unconscious. The target can
Controlled Fall. When the praetomorph falls and isn't repeat the saving throw at the end of each of its turns,
incapacitated, it takes no damage from the fall. ending the effect on itself on a success. The target
wakes up if it takes damage or if another creature takes
Echolocation. The praetomorph can’t use its blindsight an action to shake it awake.
while deafened.
Ovomorphic Sting (1/Day). Melee Weapon Attack: +8 to
Heat Dampening. The praetomorph cannot be seen or hit, reach 10 ft., one creature that is grappled by the
detected by thermalsight. praetomorph, incapacitated, or restrained. Hit: 14 (3d6
Pack Tactics. The praetomorph has advantage on an + 4) piercing damage, and the target must succeed on a
attack roll against a creature if at least one of the DC 16 Constitution saving throw or be infected with a
praetomorph’s allies is within 5 feet of the creature and disease. While infected, the target slowly transforms
the ally isn’t incapacitated. into an ovomorph and can't regain hit points, and its hit
point maximum is reduced by 10 (3d6) every 2 hours.
Reckless. At the start of its turn, the praetomorph can If the disease reduces the target's hit point maximum
gain advantage on all melee weapon attack rolls during to 0, the target fully transforms into an ovomorph.
that turn, but attack rolls against it have advantage until
the start of its next turn. Bonus Actions
Regeneration. The praetomorph regains 10 hit points at Cunning Action. The praetomorph takes the Dash,
the start of its turn. If the praetomorph takes cold Disengage, or Hide action, or it gives itself advantage
damage, this trait doesn't function at the start of the on the next attack roll it makes before the end of this
praetomorph's next turn. The praetomorph dies only if turn.

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Bodyburster Standing Leap. The bodyburster's long jump is up to 40
feet and its high jump is up to 20 feet, with or without
Medium aberration (xenomorph), unaligned
a running start.

Armor Class 18 (natural armor) Unusual Nature. The bodyburster doesn't require air,
Hit Points 127 (15d8 + 60) food, drink, or sleep.
Speed 40 ft., climb 40 ft., swim 40 ft.
Actions
Multiattack. The bodyburster makes one Claw attack,
STR DEX CON INT WIS CHA one Bite attack, and one Tail attack.
20 (+5) 20 (+5) 18 (+4) 10 (+0) 18 (+4) 4 (-3) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage. The target
Saving Throws Dex +10, Con +9 must succeed on a DC 17 Constitution saving throw or
Skills Perception +9, Stealth +15 be infected with a disease called bodyburster pathogen.
Damage Resistances cold; bludgeoning, piercing, and While infected, the target becomes host to a
slashing from nonmagical attacks bodyburster and can't regain hit points, and its hit point
Damage Immunities acid, poison maximum is reduced by 10 (3d6) every 2 hours. If the
Condition Immunities poisoned disease reduces the target's hit point maximum to 0,
Senses darkvision 60 ft., passive Perception 19 the bodyburster bursts out of the host's body in 1
Languages — round, killing the host in the process and destroying
Challenge 14 (11,500 XP) their body. If any effect that cures disease is used on
the creature before the bodyburster’s emergence, it
Acidic Blood. When the bodyburster takes bludgeoning, must succeed on a DC 18 Constitution saving throw.
piercing, or slashing damage, each creature within 5 On a successful save, the disease is cured.
feet of the bodyburster takes 14 (4d6) acid damage. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Biomechanical Camouflage. The bodyburster has one target. Hit: 10 (2d4 + 5) slashing damage, and the
advantage on Dexterity (Stealth) checks made to hide target is grappled (escape DC 15) if it is Medium or
in mechanical and industrial terrain. smaller. While the target is grappled, the bodyburster
can make an Inner Jaw attack or use Skull Crush against
Controlled Fall. When the bodyburster falls and isn't it as a bonus action.
incapacitated, it takes no damage from the fall.
Inner Jaw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Enthralling Gaze. When a creature that can see the one target. Hit: 11 (1d12 + 5) piercing damage. This
bodyburster's eyes starts its turn within 30 feet of the attack scores a critical hit on a roll of 17 to 20 and rolls
bodyburster, the bodyburster can force it to make a DC the damage dice of a crit three times, instead of twice.
17 Wisdom saving throw if the bodyburster isn't
incapacitated and can see the creature. A creature that Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
fails the save is stunned until the start of its next turn. target. Hit: 15 (3d6 + 5) piercing or slashing damage
Unless surprised, a creature can avert its eyes at the (bodyburster's choice).
start of its turn to avoid the saving throw. If the Skull Crush. The bodyburster wraps both its claws
creature does so, it can't see the bodyburster until the around the head of one creature it is grappling. The
start of its next turn, when it can avert its eyes again. If target must succeed on a DC 18 Strength saving throw
the creature looks at the bodyburster in the meantime, or be restrained until the grapple ends. Until this
it must immediately make the save. If a creature's grapple ends, the bodyburster can't make Claw attacks,
saving throw is successful or the effect ends for it, the and the target takes 26 (6d6 + 5) bludgeoning damage
creature is immune to the bodyburster's Enthralling at the start of each of its turns. A creature reduced to 0
Gaze for the next 24 hours. hit points by this damage dies and its head is crushed
Grappler. The bodyburster has advantage on attack rolls into a pulp. A creature is immune to this effect if it
against any creature grappled by it. doesn’t have or need a head, or has legendary actions
Heat Dampening. The bodyburster cannot be seen or Bonus Actions
detected by thermalsight.
Cunning Action. The bodyburster takes the Dash,
Spider Climb. The bodyburster can climb difficult Disengage, or Hide action, or it gives itself advantage
surfaces, including upside down on ceilings, without on the next attack roll it makes before the end of this
needing to make an ability check. turn.

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Goreburster the saving throw, reducing its hit point maximum by
11 (2d1O) on a failure. This reduction lasts until the
Small aberration (xenomorph), unaligned
disease is cured. If the disease reduces the target's hit
point maximum to 0, its body violently explodes in a
Armor Class 16 (natural armor) shower of gore, each non-xenomorph creature within
Hit Points 75 (10d6 + 40) 10 feet of an exploding creature must succeed a DC 17
Speed 25 ft., climb 25 ft. Constitution saving throw or also be infected. The
disease can only be cured by gaining a level of
irradiated while infected.
STR DEX CON INT WIS CHA If the saving throw is successful, the target takes half
18 (+4) 17 (+3) 18 (+4) 3 (-4) 8 (-1) 4 (-3) as much damage and isn't infected.
Heat Dampening. The goreburster cannot be seen or
Skills Stealth +9 detected by thermalsight.
Damage Resistances cold
Unusual Nature. The goreburster doesn't require air,
Damage Immunities acid, poison
food, drink, or sleep.
Condition Immunities poisoned
Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 9
Actions
Languages — Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Challenge 7 (2,900 XP) target. Hit: 9 (2d4 + 4) piercing damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Acidic Blood. When the goreburster takes bludgeoning, one creature. Hit: 9 (1d10 + 4) bludgeoning damage,
piercing or slashing damage, each creature within 5 and the target is grappled (escape DC 14) if it is
feet of the goreburster takes 9 (2d8) acid damage. Medium or smaller. Until this grapple ends, the creature
Biomechanical Camouflage. The goreburster has is restrained and can't breathe or speak or speak, and
advantage on Dexterity (Stealth) checks made to hide the goreburster can't constrict another target.
in mechanical and industrial terrain. Disembowelment. Melee Weapon Attack: +7 to hit,
Controlled Fall. When the goreburster falls and isn't reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing
incapacitated, it subtracts up to 100 feet from the fall damage. If the target is a creature, it must succeed on a
when calculating the fall's damage. DC 15 Constitution saving throw or lose 10 (3d6) hit
points at the start of each of its turns due to a gut
Echolocation. The goreburster can’t use its blindsight wound. Each time the goreburster hits the wounded
while deafened. target with this attack, the damage dealt by the wound
Goreburster Slime. The goreburster is coated with and increases by 10 (3d6). Any creature can take an action
leaves a trail of pink slime as it moves. The trail is a 1- to stanch the wound with a successful DC 12 Wisdom
foot wide line that lasts for 1 minute. Any non- (Medicine) check. The wound also closes if the target
xenomorph creature that enters the trail, starts its turn receives magical healing.
there, touches the goreburster, hits it with a melee Terrorizing Hiss. The goreburster flashes its razor sharp
attack while within 5 feet of it, or is hit by an attack teeth and hisses malevolently at one creature it can see
from it must make a DC 17 Constitution saving throw within 30 feet of it. If the target can see and hear it, the
against disease. On a failure, the target takes 9 (2d8) target must succeed on a DC 14 Wisdom saving throw
necrotic damage and is infected with goreburster slime. or be frightened of the goreburster until the end of it's
Every 10 minutes that elapse, the creature must repeat next turn.

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Predalien Siege Monster. The predalien deals double damage to
objects and structures.
Large aberration (xenomorph), unaligned
Standing Leap. The predalien's long jump is up to 40
Armor Class 19 (natural armor) feet and its high jump is up to 20 feet, with or without
Hit Points 230 (20d10 + 120) a running start.
Speed 40 ft., climb 40 ft. Unusual Nature. The predalien doesn't require air, food,
drink, or sleep.
STR DEX CON INT WIS CHA Actions
23 (+6) 20 (+5) 23 (+6) 16 (+3) 19 (+4) 18 (+4) Multiattack. The predalien makes two Claw attacks and
one Tail attack.
Saving Throws Str +12, Dex +11, Con +12
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Skills Deception +10, Intimidation +10, Perception
+16, Stealth +17 one target. Hit: 13 (2d6 + 6) slashing damage, and the
target is grappled (escape DC 16) if it is Medium or
Damage Resistances cold, radiant; bludgeoning,
smaller. While the target is grappled, the predalien can
piercing, and slashing from nonmagical attacks
make an Inner Jaw attack or use Impregnate against it as
Damage Immunities acid, poison
a bonus action.
Condition Immunities poisoned
Senses blindsight 120 ft. (blind beyond this radius), Inner Jaw. Melee Weapon Attack: +12 to hit, reach 5 ft.,
passive Perception 26 one target. Hit: 19 (2d12 + 6) piercing damage. This
Languages — attack scores a critical hit on a roll of 17 to 20 and rolls
Challenge 17 (18,000 XP) the damage dice of a crit three times, instead of twice.
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Acidic Blood. When the predalien takes bludgeoning, target. Hit: 19 (3d8 + 6) piercing or slashing damage
piercing or slashing damage, each creature within 5 (predalien's choice).
feet of the predalien takes 17 (5d6) acid damage.
Impregnate. The predalien inserts its innerjaw into the
Biomechanical Camouflage. The predalien has advantage mouth of a creature it is grappling. If the target is a
on Dexterity (Stealth) checks made to hide in humanoid or beast, it must succeed on a DC 20
mechanical and industrial terrain. Constitution saving throw or the predalien implants the
Controlled Fall. When the predalien falls and isn't creature with 3 (1d4 + 1) xenomorph embryos.
incapacitated, it subtracts up to 100 feet from the fall Over 7 hours, the embryos gestate in the host’s
when calculating the fall's damage. chest cavity and form xenomorph chestbursters. One
round before giving birth, the creature starts to seizure,
Echolocation. The predalien can’t use its blindsight coughing up blood. During this time, the creature is
while deafened. incapacitated. At birth, the chestbursters burst through
Grappler. The predalien has advantage on attack rolls the creature’s ribcage and stomach in 1 round, killing
against any creature grappled by it. the host in the process.
If any effect that cures disease is used on the
Heat Dampening. The predalien cannot be seen or creature before the emergence of the chestbursters, it
detected by thermalsight. must succeed on a DC 18 Constitution saving throw.
Legendary Resistance (1/Day). If the predalien fails a On a successful save, the unborn xenomorphs are
saving throw, it can choose to succeed instead. disintegrated.
Magic Resistance. The predalien has advantage on Call The Guard (1/Day). The predalien looses a guttural
saving throws against spells and other magical effects. roar calling 2 xenomorph warriors or 3 xenomorph
runners to its aid. The called creatures arrive in 1d4
Mimicry. The predalien can mimic any sound it has rounds, acting as allies of the predalien and obeying its
heard, including voices. A creature that hears the growled commands. The xenomorphs remain for 1
sounds can tell they are imitations with a successful DC hour or until the predalien dismisses them as a bonus
18 Wisdom (Insight) check. action.
Pack Tactics. The predalien has advantage on an attack
roll against a creature if at least one of the predalien’s Bonus Actions
allies is within 5 feet of the creature and the ally isn’t Aggressive. The predalien moves up to its speed toward
incapacitated. a hostile creature that it can see.

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Cryomorph Irradiated. A creature that spends a total of 1 minute
within 30 feet of the cryomorph must succeed on a DC
Medium aberration (xenomorph), unaligned
16 Constitution saving throw or gain 1 level of
irradiated.
Armor Class 18 (natural armor)
Hit Points 119 (14d8 + 56) Pack Tactics. The cryomorph has advantage on an attack
Speed 40 ft., climb 40 ft., swim 40 ft. roll against a creature if at least one of the cryomorph’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
STR DEX CON INT WIS CHA Spider Climb. The cryomorph can climb difficult
18 (+4) 18 (+4) 18 (+4) 4 (-3) 12 (+1) 4 (-3) surfaces, including upside down on ceilings, without
needing to make an ability check.
Saving Throws Dex +8, Con +8 Unusual Nature. The cryomorph doesn't require air,
Skills Perception +9, Stealth +8 food, drink, or sleep.
Damage Vulnerabilities fire
Volatile Blood. When the cryomorph is reduced to 0 hit
Damage Immunities acid, cold, poison
points by fire damage or dies while ignited, it explodes
Condition Immunities irradiated, poisoned in a burst of cryogenic blood and fire. Each creature
Senses blindsight 120 ft. (blind beyond this radius),
within 10 feet of it must make a DC 16 Dexterity
passive Perception 19 saving throw, taking 14 (4d6) cold damage plus 14
Languages —
(4d6) fire damage on a failed save, or half as much
Challenge 10 (5,900 XP)
damage on a successful one.
Bioluminescence. The cryomorph sheds bright light in a Actions
10-foot radius and dim light for an additional 10 feet.
Multiattack. The cryomorph makes one Claw attack and
Biomechanical Camouflage. The cryomorph has one Tail attack.
advantage on Dexterity (Stealth) checks made to hide
in mechanical and industrial terrain. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) slashing damage, and the target
Controlled Fall. When the cryomorph falls and isn't is grappled (escape DC 14) if it is Medium or smaller.
incapacitated, it subtracts up to 100 feet from the fall While the target is grappled, the cryomorph can make
when calculating the fall's damage. an Inner Jaw attack against it as a bonus action.
Cryogenic Blood. When the cryomorph takes Inner Jaw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
bludgeoning, piercing or slashing damage, each one target. Hit: 10 (1d12 + 4) piercing damage. This
creature within 5 feet of the cryomorph takes 14 (4d6) attack scores a critical hit on a roll of 17 to 20 and rolls
cold damage. the damage dice of a crit three times, instead of twice.
Echolocation. The cryomorph can’t use its blindsight Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
while deafened. target. Hit: 14 (3d6 + 4) piercing or slashing damage
Grappler. The cryomorph has advantage on attack rolls (cryomorph's choice).
against any creature grappled by it. Cryogenic Spit. Ranged Weapon Attack: +8 to hit, range
Heat Dampening. The cryomorph cannot be seen or 20/60 ft., one target. Hit: 14 (4d6) cold damage, and
detected by thermalsight. the target's speed is halved until the start of the
cryomorph's next turn.

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Necromorph minute passes while infected the creature becomes
sickened. A sickened creature spends its action each
Medium aberration (xenomorph), unaligned
turn retching, vomiting and coughing and drops any
items it is holding. A creature dies if reduced to 0 hit
Armor Class 19 (natural armor) points by this disease.
Hit Points 136 (16d8 + 64)
Speed 40 ft., climb 40 ft., swim 40 ft. Actions
Multiattack. The necromorph makes one Claw attack
STR DEX CON INT WIS CHA and one Tail attack.

18 (+4) 18 (+4) 18 (+4) 4 (-3) 12 (+1) 4 (-3) Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) slashing damage, and the target
Saving Throws Dex +9, Con +9 is grappled (escape DC 14) if it is Medium or smaller.
Skills Perception +11, Stealth +14 While the target is grappled, the necromorph can make
Damage Resistances bludgeoning, piercing, and slashing an Inner Jaw attack against it as a bonus action.
from nonmagical attacks Inner Jaw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Damage Immunities acid, poison one target. Hit: 10 (1d12 + 4) piercing damage. This
Condition Immunities poisoned attack scores a critical hit on a roll of 17 to 20 and rolls
Senses blindsight 120 ft. (blind beyond this radius), the damage dice of a crit three times, instead of twice.
passive Perception 21
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Languages —
target. Hit: 14 (3d6 + 4) piercing or slashing damage
Challenge 14 (11,500 XP)
(necromorph's choice).
Biomechanical Camouflage. The necromorph has Venomous Sting. Melee Weapon Attack: +9 to hit, reach
advantage on Dexterity (Stealth) checks made to hide 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage,
in mechanical and industrial terrain. and the target must succeed on a DC 17 Constitution
saving throw or be poisoned for 1 hour. While
Controlled Fall. When the necromorph falls and isn't poisoned, the target is also unconscious. The target can
incapacitated, it subtracts up to 100 feet from the fall repeat the saving throw at the end of each of its turns,
when calculating the fall's damage. ending the effect on itself on a success. The target
Echolocation. The necromorph can’t use its blindsight wakes up if it takes damage or if another creature takes
while deafened. an action to shake it awake.
Grappler. The necromorph has advantage on attack rolls Ovomorphic Sting (1/Day). Melee Weapon Attack: +9 to
against any creature grappled by it. hit, reach 10 ft., one creature that is grappled by the
necromorph, incapacitated, or restrained. Hit: 14 (3d6
Heat Dampening. The necromorph cannot be seen or + 4) piercing damage, and the target must succeed on a
detected by thermalsight. DC 17 Constitution saving throw or be infected with a
Pack Tactics. The necromorph has advantage on an disease. While infected, the target slowly transforms
attack roll against a creature if at least one of the into an ovomorph and can't regain hit points, and its hit
necromorph’s allies is within 5 feet of the creature and point maximum is reduced by 10 (3d6) every 2 hours.
the ally isn’t incapacitated. If the disease reduces the target's hit point maximum
to 0, the target fully transforms into an ovomorph.
Spider Climb. The necromorph can climb difficult
surfaces, including upside down on ceilings, without Necrotic Cough (Recharge 6). The necromorph coughs
needing to make an ability check. up a black cloud of infectious virus in a 30-foot cone.
Each creature in that area must make a DC 17
Unusual Nature. The necromorph doesn't require air, Constitution saving throw, taking 28 (8d6) necrotic
food, drink, or sleep. damage and is infected with a disease—cellular
Virulent Blood. When the necromorph takes necrosis on a failed save, or half as much damage and is
bludgeoning, piercing or slashing damage, each not infected with cellular necrosis on a successful one.
creature within 5 feet of the necromorph takes 14 A creature infected with cellular necrosis has
(4d6) acid damage plus 14 (4d6) necrotic damage. A disadvantage on Charisma checks, vulnerability to all
creature that takes any of the necrotic damage must damage except necrotic, and takes 14 (4d6) necrotic
succeed on a DC 17 Constitution saving throw or be damage at the start of each of its turns and after 1
infected with a disease—cellular necrosis. minute passes while infected the creature becomes
A creature infected with cellular necrosis has sickened. A sickened creature spends its action each
disadvantage on Charisma checks, vulnerability to all turn retching, vomiting and coughing and drops any
damage except necrotic, and takes 14 (4d6) necrotic items it is holding. A creature dies if reduced to 0 hit
damage at the start of each of its turns and after 1 points by this disease.

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Necromorph Variant: Viral Cough
Rarely a necromorph's Necrotic Cough creates a
lingering cloud of cellular necrosis. If a
necromorph has a lingering cough, it replaces its
Necrotic Cough with the following additional
action option:
Viral Cough (Recharge 6). The necromorph
coughs up a black cloud of infectious virus in a 60-
foot radius sphere centered on it. The cloud
spreads around corners and is heavily obscured. It
lasts for 1 minute or until a wind of moderate or
greater speed (at least 10 miles per hour)
disperses it. When the cloud appears, each creature
in it must make a DC 17 Constitution saving throw,
taking 28 (8d6) necrotic damage and is infected
with a disease—cellular necrosis on a failed save,
or half as much damage and is not infected with
cellular necrosis on a successful one. A creature
must also make this saving throw when it enters
the cloud’s area for the first time on a turn or starts
its turn there.
A creature infected with cellular necrosis has
disadvantage on Charisma checks, vulnerability to
all damage except necrotic, and takes 14 (4d6)
necrotic damage at the start of each of its turns
and after 1 minute passes while infected the
creature becomes sickened. A sickened creature
spends its action each turn retching, vomiting and
coughing and drops any items it is holding. A
creature dies if reduced to 0 hit points by this
disease.
The cloud moves 10 feet directly away from the
necromorph in a direction that it chooses at the
start of each of its turns.

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Xenomorph Squirmer by spending 5 feet of its movement on its turn. As an
action, a creature within reach of the squirmer can try
Tiny aberration (xenomorph), unaligned
to detach it, doing so with a successful DC 17 Strength
check. The creature the squirmer is attached to takes
Armor Class 12 10 (3d6) slashing damage if it successfully removes
Hit Points 10 (4d4) the squirmer or if it tries and fails.
Speed 25 ft., burrow 25 ft., climb 25 ft.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
STR DEX CON INT WIS CHA Terrorizing Hiss. The squirmer flashes its razor sharp
7 (-2) 15 (+2) 10 (+0) 3 (-4) 8 (-1) 4 (-3) teeth and hisses malevolently at a creature it can see
within 30 feet of it. If the target can see and hear it, the
target must succeed on a DC 12 Wisdom saving throw
Skills Stealth +4
or be frightened of the squirmer until the end of it's
Damage Resistances cold
next turn.
Damage Immunities acid, poison
Condition Immunities poisoned Unholy Reproduction (Inside Creature Only; Recharge 6).
Senses blindsight 30 ft. (blind beyond this radius), The squirmer excretes a pathogen from its body and its
passive Perception 9 host must succeed on a DC 18 Constitution saving
Languages — throw against disease or another squirmer begins to
Challenge 1/2 (100 XP) form inside its body. The host's hit point maximum is
reduced by an amount equal to twice the number of
Acidic Blood. When the squirmer takes bludgeoning, squirmers infesting it. The reduction lasts until the host
piercing or slashing damage, each creature within 5 is no longer infested. If the number of squirmers
feet of the squirmer takes 5 (2d4) acid damage. infesting it equals half its Constitution score, it starts to
feel unwell, its speed is halved, and it has disadvantage
Echolocation. The squirmer can’t use its blindsight on attack rolls, ability checks, and saving throws. The
while deafened. target dies if this effect reduces its hit point maximum
Heat Dampening. The squirmer cannot be seen or to 0, or if the amount of squirmers infesting it meets or
detected by thermalsight. exceeds its Constitution score. The squirmers then
violently burst from the host's corpse, destroying the
Unusual Nature. The squirmer doesn't require air, food, body, and appearing in the nearest unoccupied space.
drink, or sleep.
Bonus Actions
Actions Burrow. The squirmer burrows into the flesh of a
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature it is attached to. The creature takes 13 (3d8)
target. Hit: 4 (1d4 + 2) piercing damage, and the piercing damage and the squirmer moves inside the
squirmer attaches to the target. While attached, the creature's body. While inside a creature, the squirmer
squirmer can't attack, and at the start of each of the has total cover against attacks and other effects
squirmer's turns, the target takes 4 (1d4 + 2) piercing originating outside its host. If any effect that cures
damage. disease is used on the host, it must succeed on a DC
The attached squirmer moves with the target 18 Constitution saving throw. On a successful save, all
whenever the target moves, requiring none of the squirmers infesting the target are disintegrated.
squirmer's movement. The squirmer can detach itself

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Xenomorph Thrasher Claws. Melee Weapon Attack: +16 to hit, reach 5 ft.,
one target. Hit: 21 (3d8 + 8) slashing damage.
Gargantuan aberration (xenomorph), unaligned
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one
Armor Class 22 (natural armor), 15 (inside) target. Hit: 22 (4d6 + 8) bludgeoning damage. If the
Hit Points 333 (18d20 + 144) target is a creature, it must succeed on a DC 18
Speed 40 ft., swim 40 ft. Strength saving throw or be knocked prone.
Breach. If the thrasher begins its turn swimming, it can
use its movement to emerge, using this action when it
STR DEX CON INT WIS CHA does so to violently erupt in a space that contains one
26 (+8) 18 (+4) 26 (+8) 7 (-2) 7 (-2) 9 (-1) or more other creatures. Each of those creatures must
succeed on a DC 24 Strength or Dexterity saving throw
(target's choice) or be knocked prone and take 34
Saving Throws Str +16, Con +16, Wis +6
(4d12 + 8) bludgeoning damage. On a successful save,
Skills Perception +6, Stealth +14
the creature takes only half the damage, isn't knocked
Damage Vulnerabilities damage from swallowed
prone, and is pushed 5 feet out of the thrasher's space
creatures
into an unoccupied space of the creature's choice. If no
Damage Resistances cold; bludgeoning, piercing, and
unoccupied space is within range, the creature instead
slashing from nonmagical attacks
falls prone in the thrasher's space.
Damage Immunities acid, poison
Condition Immunities poisoned Swallow. The thrasher makes one Bite attack against a
Senses blindsight 120 ft. (blind beyond this radius), Large or smaller creature it is grappling. If the attack
passive Perception 16 hits, the target takes the bite’s damage, the target is
Languages — swallowed, and the grapple ends. While swallowed, the
Challenge 26 (90,000 XP) creature is blinded and restrained, it has total cover
against attacks and other effects outside the thrasher,
Acidic Blood. When the thrasher takes bludgeoning, and it takes 56 (16d6) acid damage at the start of each
piercing or slashing damage, each creature within 5 of the thrasher’s turns.
feet of the thrasher takes 21 (6d6) acid damage. If the thrasher takes 60 damage or more on a single
turn from a creature inside it, the thrasher must
Biomechanical Camouflage. The thrasher has advantage succeed on a DC 18 Constitution saving throw at the
on Dexterity (Stealth) checks made to hide in end of that turn or regurgitate all swallowed creatures,
mechanical and industrial terrain. which fall prone in a space within 10 feet of the
Echolocation. The thrasher can’t use its blindsight while thrasher. If the thrasher dies, a swallowed creature is no
deafened. longer restrained by it and can escape from the corpse
by using 30 feet of movement, exiting prone.
Heat Dampening. The thrasher cannot be seen or
detected by thermalsight. Bonus Actions
Magic Resistance. The thrasher has advantage on saving Aggressive. The thrasher moves up to its speed toward
throws against spells and other magical effects. a hostile creature that it can see.
Siege Monster. The thrasher deals double damage to Legendary Actions
objects and structures.
The thrasher can take 3 legendary actions, choosing
Swimming Leap. While emerging from water, the from the options below. Only one legendary action
thrasher's long jump is up to 30 feet and its high jump option can be used at a time and only at the end of
is up to 15 feet, with or without a running start. another creature's turn. The thrasher regains spent
Unusual Nature. The thrasher doesn't require air, food, legendary actions at the start of its turn.
drink, or sleep. Attack. The thrasher makes one Claw attack or Tail
attack.
Actions
Move. The thrasher moves up to half its speed.
Multiattack. The thrasher makes one Bite attack, two
Claw attacks, and one Tail attack. It can use its Swallow Chomp (Costs 2 Actions). The thrasher makes one Bite
instead of its Bite. It can't make the Tail attack against attack or uses its Swallow.
the same target as its Bite.
Trample (Costs 3 Actions). The thrasher moves up to its
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one speed in a straight line and can move through the
target. Hit: 34 (4d12 + 8) piercing damage. This attack space of any creature smaller than Huge. The first time
scores a critical hit on a roll of 17 to 20. If the target is it enters a creature's space during this move, that
a creature, it is grappled (escape DC 18). Until this creature must succeed on a DC 24 Dexterity saving
grapple ends, the target is restrained, and the thrasher throw or take 24 (3d10 + 8) bludgeoning damage and
can’t Bite another target. be pushed up to 30 feet and knocked prone.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Xenowing Spider Climb. The xenowing can climb difficult surfaces,
including upside down on ceilings, without needing to
Medium aberration (xenomorph), unaligned
make an ability check.

Armor Class 18 (natural armor) Unusual Nature. The xenowing doesn't require air, food,
Hit Points 153 (18d8 + 72) drink, or sleep.
Speed 40 ft., climb 40 ft., fly 60 ft.
Actions
Multiattack. The xenowing makes one Claw attack and
STR DEX CON INT WIS CHA one Tail attack.
18 (+4) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 4 (-3) Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) slashing damage, and the target
Saving Throws Dex +9, Con +9 is grappled (escape DC 17) if it is Medium or smaller.
Skills Perception +13, Stealth +14 Until this grapple ends, the xenowing can't use its Claw
Damage Resistances cold; bludgeoning, piercing, and attack on another target, and when it moves, it can drag
slashing from nonmagical attacks the grappled creature with it, without the xenowing's
Damage Immunities acid, poison speed being halved. While the target is grappled, the
Condition Immunities poisoned xenowing can make an Inner Jaw attack against it as a
Senses blindsight 120 ft. (blind beyond this radius), bonus action.
passive Perception 23
Inner Jaw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Languages —
one target. Hit: 10 (1d12 + 4) piercing damage. This
Challenge 13 (10,000 XP)
attack scores a critical hit on a roll of 17 to 20 and rolls
the damage dice of a crit three times, instead of twice.
Acidic Blood. When the xenowing takes bludgeoning,
piercing or slashing damage, each creature within 5 Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one
feet of the xenowing takes 14 (4d6) acid damage. target. Hit: 14 (3d6 + 4) piercing damage.

Biomechanical Camouflage. The xenowing has advantage Impregnating Sting (1/Day). Melee Weapon Attack: +9 to
on Dexterity (Stealth) checks made to hide in hit, reach 10 ft., one creature that is grappled by the
mechanical and industrial terrain. xenowing, incapacitated, or restrained.. Hit: 14 (3d6 +
4) piercing damage. If the target is a Humanoid or
Echolocation. The xenowing can’t use its blindsight Beast, it must succeed on a DC 17 Constitution saving
while deafened. throw or be infected with a disease—a minuscule
Glide. When the xenowing falls and isn't incapacitated, xenowing egg.
it can subtract up to 100 feet from the fall when A host can carry only one xenowing egg to term at a
calculating falling damage, and it can move up to 2 feet time. Over six hours, the egg moves to the chest cavity,
horizontally for every 1 foot it descends. gestates, and forms a chestburster (with a 30 foot flying
speed). In the 12-hour period before giving birth, the
Grappler. The xenowing has advantage on attack rolls host starts to feel unwell, its speed is halved, and it has
against any creature grappled by it. disadvantage on attack rolls, ability checks, and saving
Heat Dampening. The xenowing cannot be seen or throws. At birth, the chestburster chews its way
detected by thermalsight. through vital organs and out of the host's chest in 1
round, killing the host in the process.
Pack Tactics. The xenowing has advantage on an attack If any effect that cures disease is used on the
roll against a creature if at least one of the warrior’s creature before the chestburster’s emergence, it must
allies is within 5 feet of the creature and the ally isn’t succeed on a DC 18 Constitution saving throw. On a
incapacitated. successful save, the unborn chestburster is
Razor Wings. When it beats its wings, the xenowing disintegrated.
emits a loud droning sound that can be heard out to a
range of 120 feet. Additionally, at the start of each of Bonus Actions
its turns, the xenowing deals 5 (1d10) slashing damage Nimble Escape. The xenowing takes the Disengage or
to any creature grappling it while it is flying. Hide action.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Rogue Unusual Nature. The Rogue doesn't require air, food,
drink, or sleep.
Huge aberration (human, xenomorph), unaligned
Usurper. Xenomorphs of challenge rating 12 or lower
Armor Class 23 (natural armor) consider the Rogue an ally and are charmed by him
Hit Points 243 (18d12 + 126) unless there is a Xenomorph Queen within 300 feet of
Speed 40 ft., climb 30 ft. them.

Actions
STR DEX CON INT WIS CHA Multiattack. The Rogue makes two Claw attacks and one
25 (+7) 18 (+4) 24 (+7) 12 (+1) 18 (+4) 12 (+1) Tail attack.
Claws. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Saving Throws Str +14, Dex +11, Con +14, Wis +11 one target. Hit: 20 (3d8 + 7) slashing damage, and the
Skills Athletics +14, Perception +18 target is grappled (escape DC 17). While the target is
Damage Resistances cold; bludgeoning, piercing, grappled, the Rogue can use his bonus action to make
slashing from nonmagical attacks an Inner Jaw attack against the target.
Damage Immunities acid, poison
Inner Jaw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
Condition Immunities frightened, poisoned
one target. Hit: 23 (3d10 + 7) piercing damage. This
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 28 attack scores a critical hit on a roll of 17 to 20.
Languages — Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
Challenge 23 (50,000 XP) target. Hit: 26 (3d12 + 7) piercing or slashing damage
(Rogue's choice).
Acidic Blood. When the Rogue takes bludgeoning,
piercing or slashing damage, each creature within 5 Bonus Actions
feet of the Rogue takes 21 (6d6) acid damage. Aggressive. The Rogue moves up to his speed toward a
hostile creature that he can see.
Biomechanical Camouflage. The Rogue has advantage on
Dexterity (Stealth) checks made to hide in mechanical Legendary Actions
and industrial terrain.
The Rogue can take 3 legendary actions, choosing from
Controlled Fall. When the Rogue falls and isn't the options below. Only one legendary action option
incapacitated, he subtracts up to 100 feet from the fall can be used at a time and only at the end of another
when calculating the fall's damage. creature's turn. The Rogue regains spent legendary
Echolocation. The Rogue can’t use his blindsight while actions at the start of his turn.
deafened. Move. The Rogue moves up to his speed.
Half-Human. Humans have advantage on Wisdom Attack. The Rogue makes one Claw attack.
(Animal Handling) checks made against the Rogue.
When the Rogue makes an attack against a human, it Impale (Costs 3 Actions). Melee Weapon Attack: +14 to
must make a DC 18 Wisdom saving throw. On a failed hit, reach 20 ft., one target. Hit: 23 (3d12 + 7) piercing
save, he must choose a new target or lose the attack. damage and the target is impaled. While impaled the
On a successful save, the Rogue is immune to the creature is grappled (escape DC 17), and is restrained
effects of Half-Human against the human it succeeded until the grapple ends.
against for 1 hour. When the grapple ends, the impaled creature must
make a DC 22 Constitution saving throw, losing 42
Heat Dampening. The Rogue cannot be seen or (12d6) hit points due to blood loss on a failed save, or
detected by thermalsight. half as many hit points on a successful one. The Rogue
Legendary Resistance (3/Day). If the Rogue fails a saving can't attack another creature with his Tail while he has a
throw, he can choose to succeed instead. target impaled.
Magic Resistance. The Rogue has advantage on saving Reckless Charge (Costs 3 Actions). The Rogue moves up
throws against spells and other magical effects. to his speed in a straight line and can move through the
space of any creature smaller than Huge. The first time
Reckless. At the start of his turn, the Rogue can gain he enters a creature's space during this move, that
advantage on all melee weapon attack rolls during that creature must succeed on a DC 22 Dexterity saving
turn, but attack rolls against him have advantage until throw or take 23 (3d10 + 7) bludgeoning damage and
the start of his next turn. be pushed up to 30 feet and knocked prone. Any
Siege Monster. The Rogue deals double damage to object or structure in his path takes 55 (10d10)
objects and structures. bludgeoning damage if it isn't being worn or carried.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ultramorph Actions
Huge aberration (xenomorph), unaligned Multiattack. The ultramorph makes two Claw attacks and
one Tail attack.
Armor Class 23 (natural armor)
Hit Points 243 (18d12 + 126) Claws. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Speed 40 ft., climb 30 ft. one target. Hit: 20 (3d8 + 7) slashing damage, and the
target is grappled (escape DC 17). While the target is
grappled, the ultramorph can use its bonus action to
STR DEX CON INT WIS CHA make one Inner Jaw attack against the target.
25 (+7) 18 (+4) 24 (+7) 12 (+1) 18 (+4) 12 (+1) Inner Jaw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
one target. Hit: 23 (3d10 + 7) piercing damage. This
Saving Throws Str +14, Dex +11, Con +14, Wis +11 attack scores a critical hit on a roll of 17 to 20.
Skills Athletics +14, Perception +18 Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
Damage Resistances cold; bludgeoning, piercing, target. Hit: 26 (3d12 + 7) piercing or slashing damage
slashing from nonmagical attacks (ultramorph's choice).
Damage Immunities acid, poison
Hideous Rend. The ultramorph uses both of its claws to
Condition Immunities frightened, poisoned
target one Large or smaller creature it can see within
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 28 10 feet of itself. The target must succeed on a DC 22
Dexterity saving throw or be grappled (escape DC 22).
Languages —
Until this grapple ends, the ultramorph can't make Claw
Challenge 23 (50,000 XP)
attacks, and the target takes 51 (8d10 + 7)
bludgeoning damage at the start of each of its turns. A
Acidic Blood. When the ultramorph takes bludgeoning, creature reduced to 0 hit points by this damage is
piercing or slashing damage, each creature within 5 ripped into two pieces.
feet of the ultramorph takes 21 (6d6) acid damage.
Biomechanical Camouflage. The ultramorph has Bonus Actions
advantage on Dexterity (Stealth) checks made to hide Aggressive. The ultramorph moves up to its speed
in mechanical and industrial terrain. toward a hostile creature that it can see.
Controlled Fall. When the ultramorph falls and isn't Legendary Actions
incapacitated, it takes no damage from the fall.
The ultramorph can take 3 legendary actions, choosing
Echolocation. The ultramorph can’t use its blindsight from the options below. Only one legendary action
while deafened. option can be used at a time and only at the end of
Heat Dampening. The ultramorph cannot be seen or another creature's turn. The ultramorph regains spent
detected by thermalsight. legendary actions at the start of its turn.
Legendary Resistance (3/Day). If the ultramorph fails a Move. The ultramorph moves up to its speed.
saving throw, it can choose to succeed instead. Attack. The ultramorph makes one Claw attack.
Magic Resistance. The ultramorph has advantage on Impale (Costs 3 Actions). Melee Weapon Attack: +14 to
saving throws against spells and other magical effects. hit, reach 20 ft., one target. Hit: 23 (3d12 + 7) piercing
Reckless. At the start of its turn, the ultramorph can damage and the target is impaled. While impaled the
gain advantage on all melee weapon attack rolls during creature is grappled (escape DC 17), and is restrained
that turn, but attack rolls against it have advantage until until the grapple ends.
the start of its next turn. When the grapple ends, the impaled creature must
make a DC 22 Constitution saving throw, losing 42
Siege Monster. The ultramorph deals double damage to (12d6) hit points due to blood loss on a failed save, or
objects and structures. half as many hit points on a successful one. The
Unusual Nature. The ultramorph doesn't require air, ultramorph can't attack another creature with its Tail
food, drink, or sleep. while it has a target impaled.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Biomorph reduced to 0 hit points by this damage dies as the
biomorph tears its head off. Additionally, while the
Medium aberration (xenomorph), unaligned
target is grappled, the biomorph can make a Vampire
Spike attack against it as a bonus action.
Armor Class 18 (natural armor)
Hit Points 119 (14d8 + 56) Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Speed 40 ft., climb 40 ft., swim 60 ft. target. Hit: 14 (3d6 + 4) piercing or slashing damage
(biomorph's choice).
Vampire Spike. Melee Weapon Attack: +8 to hit, reach 5
STR DEX CON INT WIS CHA ft., one creature grappled by the biomorph. Hit: 10
18 (+4) 18 (+4) 18 (+4) 10 (+0) 12 (+1) 4 (-3) (1d12 + 4) piercing damage plus 10 (3d6) necrotic
damage and the biomorph's spike latches onto the
target. As long as the biomorph is latched on, the target
Saving Throws Dex +8, Con +8
takes 22 (4d8 + 4) necrotic damage at the start of each
Skills Perception +9, Stealth +8
of the biomorph's turns. The target’s hit point
Damage Resistances cold; bludgeoning, piercing, and
maximum is reduced by an amount equal to the
slashing from nonmagical attacks
necrotic damage taken, and the biomorph regains hit
Damage Immunities acid, cold, poison
points equal to that amount. The reduction lasts until
Condition Immunities irradiated, poisoned
the target finishes a long rest. The target dies if this
Senses blindsight 120 ft. (blind beyond this radius),
effect reduces its hit point maximum to 0. The
passive Perception 19
biomorph can't make attacks while latched onto a
Languages —
creature in this way. The biomorph can unlatch itself at
Challenge 12 (8,400 XP)
any time (no action required). As an action, a creature
within reach of the biomorph can try to unlatch it,
Acidic Blood. When the biomorph takes bludgeoning, doing so with a successful DC 17 Strength check.
piercing, or slashing damage, each creature within 5
feet of the biomorph takes 14 (4d6) acid damage. Acid Spit. Ranged Weapon Attack: +6 to hit, range
20/60 ft., one target. Hit: 18 (4d8) acid damage. If the
Bioluminescence. The biomorph sheds bright light in a target is a creature, it is covered in acid. A creature
10-foot radius and dim light for an additional 10 feet. If covered in acid takes 14 (4d6) acid damage at the start
the biomorph uses Decompress, this trait is disrupted of each of its turns until it or another creature uses its
for 1 minute. While this trait is disrupted, the biomorph action to scrape or wash off the acid that covers it.
has advantage on Dexterity (Stealth) checks made to
hide in mechanical and industrial terrain. Decompress (Recharge 5-6). The biomorph contracts its
muscles and releases all liquid within them. Each
Controlled Fall. When the biomorph falls and isn't creature in a 10-foot-radius sphere centered on the
incapacitated, it takes no damage from the fall. biomorph must make a DC 16 Dexterity saving throw.
Echolocation. The biomorph can’t use its blindsight On a failed save, a creature takes 28 (8d6) acid damage
while deafened. and it is covered in acid. A creature covered in acid
takes 14 (4d6) acid damage at the start of each of its
Irradiated. A creature that spends a total of 1 minute turns until it or another creature uses its action to
within 30 feet of the biomorph must succeed on a DC scrape or wash off the acid that covers it. On a
16 Constitution saving throw or gain 1 level of successful save, a creature takes half as much damage
irradiated. Additionally, a creature that touches the and isn't covered in acid. Additionally, the biomorph's
biomorph takes 9 (2d8) radiant damage. size becomes Small for 1 minute, and it immediately
Spider Climb. The biomorph can climb difficult surfaces, takes the Disengage action and moves up to its speed.
including upside down on ceilings, without needing to While it is Small, the biomorph can move through any
make an ability check. opening at least 1 foot wide without squeezing. It can
also squeeze to fit into a space that a Tiny creature
Unusual Nature. The biomorph doesn't require air, food, could fit in. Additionally, the biomorph doesn't provoke
drink, or sleep. opportunity attacks when it moves out of an enemy's
reach.
Actions
Blinding Magnificence. The biomorph glows brighter and
Multiattack. The biomorph can use its Blinding pulses rhythmically. Each creature within 30 feet of the
Magnificence. It then makes two Claw attacks and one biomorph that can see it must succeed on a DC 16
Tail attack. Constitution saving throw or be blinded for 1 minute. A
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature can repeat the saving throw at the end of each
target. Hit: 9 (2d4 + 4) slashing damage plus 9 (2d8) of its turns, ending the effect on itself on a success.
radiant damage. Instead of dealing damage, the
biomorph can grapple the target (escape DC 14) if it is
Bonus Actions
Medium or smaller. Until this grapple ends, the Cunning Action. The biomorph takes the Dash,
biomorph can't make Claw attacks, and the target takes Disengage, or Hide action, or it gives itself advantage
17 (3d8 + 4) bludgeoning damage plus 9 (2d8) radiant on the next attack roll it makes before the end of this
damage at the start of each of its turns. A creature turn.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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