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XENOMORPH

“You still don't understand what you're This infection alters the host’s internal organs, using
dealing with, do you? Perfect. Organism. Its them to grow the young xenomorph like a cancerous
structural perfection is matched only by its tumor, which then violently erupts from the host’s chest,
hostility.” killing them instantly. The newborn chestburster rapidly
“You admire it.” matures to the adult stage in a matter of hours, ready to
“I admire its purity. A survivor... join the hive and continue the cycle.
unclouded by conscience, remorse, or Hive Mind. Like wasps or bees, xenomorphs follow a
delusions of morality.” similar social structure, with a queen who breeds many
—Ash and Lambert, Alien lower castes that make up the hive, each performing
distinct jobs within the species. While it is unclear what
Xenomorphs are a highly aggressive insect-like species
sort of social hierarchy the castes follow, the larger
of unknown origin. They are vicious, predatory creatures
xenomorphs such as the queen and praetorian exercise
with no higher goals than the continuation of their
some degree of control over the more common varieties.
species and the destruction of anything that could pose
They are also able to communicate soundlessly with
a threat to them.
each other, even over vast distances.
Deadly Purity. What sets them apart from other
creatures is their unique biology and unusual life cycle.
They have a skeletal, biomechanical appearance and
THE XENOMORPH HIVE
are usually colored in muted shades of black and blue. The xenomorph hive is an immense nest made from the
Dorsal tubes protrude from their backs and their long secreted resin of its workers. Hives are most often
tails are often tipped with blades. They lack any eyes, constructed around pre-existing structures, such as
their skull smooth and elongated, but yet they can still caves, mines, sewer systems, or even small villages, but
somehow perceive their surroundings. sometimes they are built free standing if no suitable
Their blood is a dull yellowish-green color and highly location is available.
acidic, able to melt through almost anything, and their Labyrinthine structures full of twisting biomechanical
carapace is incredibly resilient, able to shrug off blows tunnels, confusing corridors, and chambers of unknown
that might harm other softer creatures. Possessing purpose, the walls are a dark, muted grey-green that
incredible strength, their claws can rip a creature to makes it easy for xenomorphs to climb and maneuver.
shreds and their inner jaw can strike with enough force They are also full of pockets and ridges which make
to punch through a skull with ease. excellent hiding places for soldiers.
Gruesome Parasites. The xenomorph life cycle is a The sticky and creviced walls of a hive also serve
complex process that relies on host creatures and has another purpose. Captured hosts are cocooned and
several distinct stages. Eggs laid by the queen, or placed within to be impregnated. After birthing their
ovomorphs, release facehuggers which latch on to living chestburster, the deceased host's bodies become part of
hosts to impregnate them with the Xenophage. the hive, serving as a food source for its inhabitants.

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Within the hive, the atmosphere is hot, dank, and humid, The traits taken from a host creature take time to
the putrid smell of decay and resin hangs heavy in the manifest in the xenomorph. Chestbursters do not gain
air. While not actively seeking new hosts or defending any traits or changes based on their host, but their
the hive, soldiers lay dormant, hibernating within the appearance is affected, taking on prevalent visual cues.
walls and ceiling until called upon by their queen. When the chestburster becomes a drone, apply the
And deep within the nest’s maze of tunnels lies a changes below to its stat block, as well as any stat block
single large chamber at its center. The most heavily the xenomorph later molts into.
guarded of all, this chamber is where the hive’s queen Body Shape. The body shape of the resulting
produces her eggs. Rendered immobile by her massive xenomorph is influenced by its host creature, retaining
ovipositor, her workers tend to her every need and her the host's movement style and body plan. For example,
royal guard defend her with their lives. a humanoid host would produce a more upright bipedal
xenomorph while a wolf host would produce a smaller
REGIONAL EFFECTS quadrupedal xenomorph with canine features. Races
The area in which a xenomorph hive resides has been and creatures that are smaller, such as gnomes and
heavily altered to make the space more habitable. The goblins, will produce smaller xenomorphs for their size
following effects are active in the area within and but will not change their size class.
surrounding a hive: Playable Races. If the host creature is a playable
race, apply the ability score improvements to the
People within 2 miles of the hive sometimes
xenomorph and give it up to two of the race’s traits.
experience vivid dreams of the xenomorph queen
Focus on traits that are biological in nature rather than
calling out to them.
something that would be taught in the race’s society.
The area within the hive is coated in a thick, tar-like
Some racial traits, such as Dwarven Toughness or
resin that makes navigation difficult. It is considered
Infernal Legacy, are level-dependent, granting additional
difficult terrain for all non-xenomorph creatures.
features or bonuses as the character levels. In these
Within 1 mile of the hive there is an absence of
instances, treat the xenomorph’s CR as its level.
animals, giving the area an eerie silence.
If the race grants the ability to cast spells, the
If the queen is killed, the dreams cease but the other xenomorph uses Constitution as its spellcasting ability
effects persist for as long as the hive remains. After its for them.
extermination, the effects will eventually fade on their Other Creatures. For all other creatures, use the
own as the remains of the hive are no longer being following template:
maintained.
Compare the Intelligence, Strength, Dexterity, and
Constitution scores of the host creature and the
HIVE INTERACTION xenomorph. For every two points the host creature’s
Xenomorphs of different hives have a natural hatred score is above or below the xenomorph’s, increase or
for one another, and when they clash they do so with decrease the xenomorph’s ability score by 1.
the intention of killing each other’s queen. When the If the host creature has a special form of movement,
queen of one hive is killed by another, the leaderless such as flight or the ability to burrow, the xenomorph
hive is absorbed by the victor. gains it at either the host’s speed or the xenomorph’s
Any eggs and praetorians of the previous queen are speed, whichever is lower.
Compare the base speed of the host and the
destroyed, while the remaining workers and drones
xenomorph. For every 10 feet the host’s speed is
are assimilated into the new hive. The soldiers, above or below the xenomorph's speed, increase or
however, may be bound by pheromones to the new decrease its speed by 5 feet.
queen but she will often simply have them executed If the body type of the host would logically negate the
instead. use of one of the xenomorph’s traits, remove it. For
example, a xenomorph born from a wolf would lose
its climbing speed and Spider Climb traits.
GENETIC ADOPTION The xenomorph gains up to two unique traits, actions,
Being parasitic in nature, the xenomorph species or attacks from the host.
propagates using host creatures. As part of their The xenomorph gains a single resistance from the
development, the growing xenomorph takes on some of host.
the traits of its host. Any chestburster that comes to term If the host can naturally cast spells, either as a
within a host takes on some of its traits, which it keeps magical creature or if the host had sorcerer levels,
throughout its entire lifecycle. the xenomorph gains the ability to cast one cantrip
from the host’s spell list.

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It also can cast one 1st-level spell from the same list, GENETIC ADOPTION SAMPLES
which it can cast once per long rest. The xenomorph Here both the player race template and creature
does not require components and uses Constitution as template have been applied to the drone stat block,
its spellcasting ability for these spells. creating two drones with unique traits taken from their
Special Cases. Sometimes traits may come into hosts. The first drone came from a tiefling, while the
conflict with each other or otherwise be incompatible. In second came from a black dragon wyrmling.
these instances, use your best judgment and make The tiefling host produced a drone with a red-tinted
adjustments as needed. carapace and protrusions from the head that resemble
For example, if the race or creature would grant a horns. Its infernal blood grants it limited spellcasting and
resistance or immunity to a form of damage the greater resistance to flame than its brethren.
xenomorph is vulnerable to, you can change the The black dragon host produced a drone with large,
elements that affect them. Remove their vulnerability to powerful wings and a webbed fin that runs the length of
the damage if they are given resistance and make them the spine. Its draconic blood makes it an adept swimmer
resistant to the damage if they are given immunity. and allows it to spew forth acid at its foes.

( Infernal Legacy. The drone’s spellcasting ability is


Constitution (spell save DC 12). It can innately cast
) the following spells, requiring no components:
Medium aberration (xenomorph), chaotic evil At Will: Thaumaturgy
Armor Class 16 1/day: Hellish Rebuke
Hit Points 52 (8d8 + 16) Night Stalker. The drone has advantage on Stealth
Speed 30 ft., 30 ft. climb checks in dim lighting and total darkness.
Spider Climb. The drone can climb difficult surfaces,
STR DEX CON INT WIS CHA including upside down on ceilings, without needing
16 (+3) 18 (+4) 15 (+2) 10 (+0) 11 (+0) 7 (-2) to make an ability check.

Saving Throws Dex +6 ACTIONS


Skills Perception +2, Stealth +6 Multiattack. The drone makes two attacks, two with
Damage Resistances bludgeoning, piercing, and slashing its claws or one with its claws and one with its tail.
from nonmagical weapons
Damage Immunities acid, cold Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Condition Immunities blinded target. Hit: 7 (1d6 + 4) slashing damage.
Sense blindsight 120 ft. (blind beyond), passive Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Perception 12 target. Hit: 8 (1d8 + 4) piercing damage.
Languages -
Challenge 3 (700 XP) Inner Mouth. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) piercing damage. If
the attack was made against a creature the drone
Acid Splash. Whenever the drone takes damage from
has grappled, the attack is considered a critical if it
an attack that deals piercing or slashing damage,
hits.
all creatures within 5 feet of it suffer acid damage
equal to 3 (1d6) plus half the damage dealt. The Paralyzing Sting. The drone makes a melee attack
creature then suffers half of this damage at the with its tail against a target within range. On hit, the
start of their turn. target must succeed on a DC 12 Constitution
saving throw or fall unconscious for 10 (3d6) hours.
Corrosive Blood. Any nonmagical weapon that deals This effect can be removed by any that would
piercing or slashing damage to the drone corrodes. remove paralysis.
After dealing damage, the weapon takes a
permanent and cumulative -1 penalty to damage Resin Cocoon. The drone can take 1 hour to excrete
rolls. If the penalty drops to -5, the weapon is a thick, tar-like resin to encase a Medium or
destroyed. Nonmagical ammunition is destroyed smaller creature. Within 1 hour, the resin dries to
after dealing damage. become much more sturdy.
A creature can attempt to escape the resin as its
Grappler. When the drone hits a foe with its claws, it action by making a DC 12 Strength check. If the
can attempt a grapple as a bonus action. If the resin has hardened, the DC increases to 15 but it
target is grappled, the escape DC is 13. can be broken. Dried resin has an AC of 14, 10 hit
points, and vulnerability to bludgeoning damage.

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( Night Stalker. The drone has advantage on Stealth
checks in dim lighting and total darkness.
Spider Climb. The drone can climb difficult surfaces,
) including upside down on ceilings, without needing
to make an ability check.
Medium aberration (xenomorph), chaotic evil

Armor Class 16
ACTIONS
Hit Points 52 (8d8 + 16) Multiattack. The drone makes two attacks, two with
Speed 30 ft., 30 ft. climb, 30 ft. fly, 30 ft. swim its claws or one with its claws and one with its tail.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 6 (1d6 + 3) slashing damage.
16 (+3) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 5 (-3) Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Saving Throws Dex +5 Inner Mouth. Melee Weapon Attack: +5 to hit, reach 5
Skills Perception +2, Stealth +5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If
Damage Vulnerabilities fire the attack was made against a creature the drone
Damage Resistances bludgeoning, piercing, and slashing has grappled, the attack is considered a critical if it
from nonmagical weapons hits.
Damage Immunities acid, cold
Condition Immunities blinded Paralyzing Sting. The drone makes a melee attack
Sense blindsight 120 ft. (blind beyond), passive with its tail against a target within range. On hit, the
Perception 12 target must succeed on a DC 12 Constitution
Languages - saving throw or fall unconscious for 10 (3d6) hours.
Challenge 4 (1,100 XP) This effect can be removed by any that would
remove paralysis.
Acid Splash. Whenever the drone takes damage from Resin Cocoon. The drone can take 1 hour to excrete
an attack that deals piercing or slashing damage, a thick, tar-like resin to encase a Medium or
all creatures within 5 feet of it suffer acid damage smaller creature. Within 1 hour, the resin dries to
equal to 3 (1d6) plus half the damage dealt. The become much more sturdy.
creature then suffers half of this damage at the A creature can attempt to escape the resin as its
start of their turn. action by making a DC 12 Strength check. If the
resin has hardened, the DC increases to 15 but it
Corrosive Blood. Any nonmagical weapon that deals can be broken. Dried resin has an AC of 14, 10 hit
piercing or slashing damage to the drone corrodes. points, and vulnerability to bludgeoning damage.
After dealing damage, the weapon takes a
permanent and cumulative -1 penalty to damage Acid Breath (Recharge 5–6). The drone exhales acid in
rolls. If the penalty drops to -5, the weapon is a 15-foot line that is 5 feet wide. Each creature in
destroyed. Nonmagical ammunition is destroyed that line must make a DC 12 Dexterity saving
after dealing damage. throw, taking 22 (5d8) acid damage on a failed
save, or half as much damage on a successful one.
Grappler. When the drone hits a foe with its claws, it
can attempt a grapple as a bonus action. If the
target is grappled, the escape DC is 13.

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STAGE I: OVOMORPH (EGG) IMPREGNATION
Ovomorphs are large, leathery objects with four petals at Once the impregnation process has begun, little can
the top that open to reveal a facehugger it carries within.
be done to stop it. Any attempts to remove the
The beginning of the xenomorph life cycle, ovomorphs
facehugger will cause it to tighten its grip on the host,
are lifeforms in their own right, able to protect their
precious cargo, sensing movement, and awakening the and any damage to the facehugger will likely release
parasite within. its acidic blood onto the host.
While primarily laid by a queen xenomorph, Over the next hour, the facehugger infects the host
ovomorphs can also be created from a living host in with a disease known as the Xenophage. After the
times of need. Though rare, special queen eggs are hour has elapsed, the facehugger releases its host
sometimes laid, which are stronger and contain a royal and dies. The host awakens naturally shortly after.
facehugger.
When the host awakens, they will be very hungry as
the growing xenomorph draws nutrients from them.
OVOMORPHING
Over the course of 3d4 hours, the Xenophage
When a drone is isolated from a hive, it will begin
mutates the internal organs of the host, transforming
gathering hosts, incapacitating them, and encasing
them into what will become a chestburster.
them in secreted resin. The drone then injects them
If the impregnation was performed by a royal
with a series of mutagens, transforming their bodies
facehugger, the gestation takes 3d4 days instead of
into xenomorph eggs in a process known as
hours and produces a queenburster as well as a
ovomorphing. The newly ovomorphed creatures then
second normal chestburster. In the final minute before
go on to produce facehuggers, continuing the
birth, the host becomes incapacitated as they begin
xenomorph’s life cycle.
coughing violently, are unable to breathe, and are
The ovomorphing process typically takes around 24
racked with incredible chest pains as the chestburster
hours to complete but can be halted within the first 8
chews through their organs. At birth, the chestburster
hours by casting a spell that removes diseases on the
erupts from the host’s chest in a shower of blood and
target. Eggs that are produced by ovomorphing are
gore, killing the host instantly.
weaker than those from a queen; their hit points are
At the discretion of the DM, creatures of
reduced by 5 and their AC is reduced by 2.
significance, such as player characters or important
There is also a greatly increased chance that an
NPCs, can be allowed a reduced number of death
ovomorphed egg will be a queen egg. When a
saving throws to give them a chance at survival.
creature is ovomorphed, roll a d20. On a 15 or higher,
If the disease is cured before the chestburster
the ovomorph is a queen egg. Only one queen egg
emerges, the unborn xenomorph dies.
can be produced at a time.

STAGE II: FACEHUGGER STAGE III: CHESTBURSTER


Named for the way it erupts from the chest of its host,
Facehuggers are a form of parasitic xenomorph that
the chestburster is a snake-like creature with a mouth
serve a singular purpose, to infect a living host with the
full of metallic canines and a lack of eyes. It makes a
Xenophage disease. They have a small body, eight
shocking display when born as a defense mechanism,
spider-like legs, two breathing sacs, and a long,
snarling and hissing while spraying the blood of its host
powerful tail that it uses to leap at its victims. It then
in all directions.
wraps its legs around their head, its tail around their
A xenomorph at its most vulnerable stage, the
throat, renders them unconscious, then infects them with
chestburster flees the scene, seeking out a place to hide
the Xenophage. After serving its purpose, it falls away
and a source of raw metals and organic food. Once
from its victim and dies.
sufficiently fed, it will shed its skin and cocoon itself in
resin before evolving into the next stage in 8 hours.
ROYAL FACEHUGGER
Similar to the normal variety, royal facehuggers have
webbed legs and are much larger. They also are better
QUEENBURSTER
A young xenomorph queen, the queenburster gestates
armored and have a bladed tail it uses to defend itself.
over days instead of hours. When born, it has a partially
Royal facehuggers specifically produce queens but also
formed head crest, two sets of arms, and a fully
a second xenomorph to act as a protector for the
developed pair of legs.
newborn royalty.

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STAGE IV: DRONE STAGE VI: PRAETORIAN &
Now young adults, the xenomorph adopts a more QUEEN
bipedal stance, though it may not always use it. Drones Stage VI xenomorphs are monstrous horrors. Their
typically have black skin, a bladed prehensile tail, six- immense size and crested carapace mark them as
fingered hands with large claws, pronounced ribs, dorsal leaders of their hive. Much stronger and smarter than
tubes, and a smooth domed head. They also have a set those beneath them, xenomorphs of stage VI command
of inner jaws that strike like a piston, which is a favored the armies of the hive and sometimes even lead them.
method of attack. These forms are only ever created when an existing
Sometimes known as lurkers, drones are stealthy queen exposes her royal jelly to chosen soldiers.
ambush predators. The most alien of the species,
drones exhibit strange behaviors not known in other PRAETORIAN
members, possibly because they enter young adulthood When a hive reaches a large population, around 300
without establishing a connection to the hive. They move members, workers will feed the queen’s chosen soldiers
in a fluid yet awkward manner and react to their royal jelly which causes them to molt into a praetorian.
surroundings in unexpected ways. Intelligent and The ultimate form of a soldier, praetorians grow to twice
methodical, drones are clever but single-minded, plotting the size of their brethren. They have a large head crest,
their every move. similar to their queen, and have a more bipedal form.
Drones are independent creatures and operate Lead protectors of the hive, praetorians are the
outside of the xenomorph hive mind. Most xenomorphs queen’s royal guard and commanders of the hive’s army.
will remain drones until a queen’s pheromones tell them It has been speculated that should a hive lose its queen,
to molt into either a soldier or worker, whichever the hive a praetorian can molt into a new one in order to preserve
needs most. Until then, it eats, gathers hosts for the the hive.
hive, and sleeps, joining the hive only when it evolves to
the next stage. QUEEN
The mother of the hive, the queen is the strongest and
STAGE V: WORKER & SOLDIER most intelligent of the species. Towering above her
subjects, the queen has a much larger head crest, a set
It is at this stage of their development that a xenomorph
of six dorsal spines instead of tubes, and a second set
becomes a member of the hive. As such, they molt into a
of smaller arms.
new specialized form to better serve their community.
While any drone can initiate the ovomorphing process
WORKER in a host creature, only the queen can lay eggs en mass.
Also known as weavers, workers build and maintain the When her first molt is complete and she is fertile, her
hive. These diminutive xenomorphs produce resin from workers spin a resin cradle to suspend her above the
their long proboscis tongues, shaping it with their hands ground. She then grows an enormous egg sac that soon
and feet. They are also in charge of moving eggs near becomes distended with developing eggs. As each new
cocooned hosts and tending to the needs of the queen. ovomorph is ready, she deposits them on the ground for
Much smaller than drones, their skin is a sickly greyish her workers to whisk away to nearby cocooned hosts.
white. Unsuited for combat, workers will ignore threats to Communicating with her children through pheromones
the hive and will flee when threatened, leaving their and vocalizations, there are some who believe queens
protection to the soldiers. can do so telepathically as well, “speaking” to them over
vast distances. There have even been reports of people
SOLDIER within close proximity to a hive having vivid dreams of a
Romantically referred to as warriors, soldiers are the queen calling out to them, whether they are aware of her
adult form of the drone. Their domed head becomes existence or not.
more rigid, forming an armored carapace, and their
hands lose a digit to become five-fingered claws. THE QUEEN’S LAIR
Soldiers are nimble and attack in large groups, Located deep within the hive in a centralized location,
forming the bulk of a hive’s population. When not the xenomorph queen dwells within a large chamber,
defending the hive, they seek out potential hosts, surrounded by her eggs and guarded at all times by
paralyzing them with their barbed tails and carrying them praetorian and soldiers. She sits atop her bloated
back to the hive for impregnation. ovipositor and is supported by a biomechanical throne, a
lattice of resin struts that resemble massive insect legs.

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While in her lair, the queen is immobile and must be
tended to by her workers, relying on them for everything. The queen targets a creature it can sense within 120
In times of danger, she can detach from her ovipositor in feet of it and floods its mind with visions. The target
order to fight or flee, though it causes her great pain. It must succeed on a DC 16 Wisdom saving throw to be
will grow back given enough time. stunned. It can repeat the saving throw at the end of
The queen in her lair has a challenge rating of 12 each of its turns, ending the effect on itself on a
(8,400 XP). success.
The queen targets one friendly creature it can sense
ROYAL JELLY within 120 feet of it, sending it into a rage. All attacks
Secreted by a xenomorph queen, royal jelly is a made by the creature on it’s next turn are made with
gelatinous substance that a queen uses to shape the advantage, but attacks made against it are made with
members of her hive. It contains a chemical that advantage until its next turn.
induces an accelerated metamorphosis in any STAGE VII AND BEYOND
xenomorph who ingests it.
Not everything is known about the xenomorph species
The jelly is unique to every queen and its effects on
and its strange lifecycle. While there has been no
other creatures can be just as varied. In most cases it evidence of such an occurrence, it has been theorized
is an incredibly addictive substance and is often used by some that they continue to develop as a hive grows,
as a drug. Some strains offer their users a sense of yielding larger and more monstrous forms. It has also
bliss and euphoria but can cause heavy mutations been suggested that perhaps a queen could come to
after too much exposure, while others cause an rule over multiple hives, becoming an empress to many
increase in strength, stamina, and aggression which queens.
can border on the supernatural and homicidal after a IMAGE CREDITS
high enough dose. Alien Hive Nest, Hive Concept A & B, and Hive Predator
by Adam Milicevic, Alien Queen Concept by James
LAIR ACTIONS Cameron, Sulaco Hive from Aliens: Colonial Marines,
When fighting inside her lair, the queen can use lair Alien Facehugger by Joseph Oland, Ovomorph by
actions. On initiative count 20 (losing initiative ties), the Sergio Mengual, Queen Facehugger by Martin Beyer,
queen can take one lair action to cause one of the Silence is Gold by Sharandula on DeviantArt,
following effects; the queen can't use the same lair Chestburster by Malsemmenart, Xenomorph by Unique
action two rounds in a row: Litani Soparie, Resineer from Aliens Tribute by Rodrigo
Vega on DeviantArt, Xenomorph Alien Extended by Sal
1d4 ovomorphs within the lair release their Vador TheDarkCloak, Praetorian from Aliens: Fireteam,
facehuggers. and Alien Queen by Joao Sergio.
1d4 soldiers enter combat. Initiative is rolled for each.

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OVOMORPH THE QUEEN'S EGG
Small aberration, unaligned Small aberration, unaligned

Armor Class 14 Armor Class 16


Hit Points 10 Hit Points 15
Speed 0ft. Speed 0ft.

Damage Vulnerabilities fire Damage Vulnerabilities fire


Damage Resistances bludgeoning, piercing, and Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons slashing from nonmagical weapons
Damage Immunities acid, cold Damage Immunities acid, cold
Senses blindsight 10 ft. (blind beyond), passive Senses blindsight 10 ft. (blind beyond), passive
Perception 16 Perception 16

Acid Splash. Whenever the ovomorph takes Acid Splash. Whenever the queen's egg takes
damage from an attack that deals piercing or damage from an attack that deals piercing or
slashing damage, all creatures within 5 feet of it slashing damage, all creatures within 5 feet of it
suffer acid damage equal to 4 (1d8) plus half the suffer acid damage equal to 4 (1d8) plus half the
damage dealt. The creature then suffers half of damage dealt. The creature then suffers half of
this damage at the start of their turn. this damage at the start of their turn.
Corrosive Blood. Any nonmagical weapon that Corrosive Blood. Any nonmagical weapon that
deals piercing or slashing damage to the deals piercing or slashing damage to the queen's
ovomorph corrodes. After dealing damage, the egg corrodes. After dealing damage, the weapon
weapon takes a permanent and cumulative -1 takes a permanent and cumulative -1 penalty to
penalty to damage rolls. If the penalty drops to damage rolls. If the penalty drops to -5, the
-5, the weapon is destroyed. Nonmagical weapon is destroyed. Nonmagical ammunition is
ammunition is destroyed after dealing damage. destroyed after dealing damage.

ACTIONS ACTIONS
Facehugger Release. As an action, the ovomorph Facehugger Release. As an action, the queen's egg
can open its petals to reveal the facehugger can open its petals to reveal the royal facehugger
within. The facehugger can then immediately use within. The royal facehugger can then
its reaction to make a Leap attack at the nearest immediately use its reaction to make a Leap
creature within range. After the facehugger is attack at the nearest creature within range. After
released, the ovomorph dies within 1 hour. the royal facehugger is released, the queen's egg
dies within 1 hour.

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Corrosive Blood. Any nonmagical weapon that deals
Tiny aberration (xenomorph), chaotic evil piercing or slashing damage to the facehugger
corrodes. After dealing damage, the weapon takes
Armor Class 13 a permanent and cumulative -1 penalty to damage
Hit Points 1 (1d4 - 1) rolls. If the penalty drops to -5, the weapon is
Speed 30 ft., climb 30 ft. destroyed. Nonmagical ammunition is destroyed
after dealing damage.
Final Embrace. The facehugger wraps its tail around
STR DEX CON INT WIS CHA the creature’s throat and they are blinded and
14 (+2) 16 (+3) 8 (-1) 1 (-5) 10 (+0) 2 (-4) begin choking. A creature can survive a number of
rounds equal to its Constitution modifier, minimum
Skills Stealth +5 of 1 round. The creature also can make a DC 12
Damage Vulnerabilities fire Strength saving throw at disadvantage to remove
Damage Resistances bludgeoning, piercing, and slashing the facehugger.
from nonmagical weapons If the facehugger is not removed before the
Damage Immunities acid, cold creature chokes, they fall unconscious and the
Condition Immunities blinded facehugger begins the impregnation process (see
Sense blindsight 120 ft. (blind beyond), passive the Impregnation sidebar).
Perception 10 Hostage Taker. Attacks made against the facehugger
Languages - while it is embracing a creature have a chance to
Challenge 1/8 (25 XP) hit the creature instead. The facehugger gains half
cover from the attacks and if the attack misses and
Spider Climb. The facehugger can climb difficult would hit the creature it's embracing, it hits them
surfaces, including upside down on ceilings, instead.
without needing to make an ability check.
Acid Splash. Whenever the facehugger takes
ACTIONS
damage from an attack that deals piercing or Leap. The facehugger leaps at a target within 10
slashing damage, all creatures within 5 feet of it feet of it. Make a melee attack against the target.
suffer acid damage equal to 2 (1d4) plus half the On hit, the target takes 1 bludgeoning damage and
damage dealt. The creature then suffers half of this must make a DC 12 Strength saving throw or fall
damage at the start of their turn. victim to its Final Embrace (see above).

9
Corrosive Blood. Any nonmagical weapon that deals
piercing or slashing damage the to facehugger
corrodes. After dealing damage, the weapon takes
Small aberration (xenomorph), chaotic evil a permanent and cumulative -1 penalty to damage
rolls. If the penalty drops to -5, the weapon is
Armor Class 15 destroyed. Nonmagical ammunition is destroyed
Hit Points 3 (2d4 - 2) after dealing damage.
Speed 30 ft., climb 30 ft. Final Embrace. The facehugger wraps its tail around
the creature’s throat and they are blinded and
begin choking. A creature can survive a number of
STR DEX CON INT WIS CHA
rounds equal to its Constitution modifier, minimum
16 (+3) 18 (+4) 8 (-1) 1 (-5) 10 (+0) 2 (-4) of 1 round. The creature also can make a DC 12
Strength saving throw at disadvantage to remove
Skills Stealth +6 the facehugger.
Damage Vulnerabilities fire If the facehugger is not removed before the
Damage Resistances bludgeoning, piercing, and slashing creature chokes, they fall unconscious and the
from nonmagical weapons facehugger begins the impregnation process (see
Damage Immunities acid, cold the Impregnation sidebar).
Condition Immunities blinded
Sense blindsight 120 ft. (blind beyond), passive Hostage Taker. Attacks made against the facehugger
Perception 10 while it is embracing a creature have a chance to
Languages - hit the creature instead. The facehugger gains half
Challenge 1/4 (50 XP) cover from the attacks and if the attack misses and
would hit the creature it's embracing, it hits them
instead.
Spider Climb. The facehugger can climb difficult
surfaces, including upside down on ceilings, ACTIONS
without needing to make an ability check.
Tail Slash. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Acid Splash. Whenever the facehugger takes one target. Hit: 6 (1d6 + 3) slashing damage.
damage from an attack that deals piercing or
slashing damage, all creatures within 5 feet of it Leap. The facehugger leaps at a target within 10
suffer acid damage equal to 3 (1d6) plus half the feet of it. Make a melee attack against the target.
damage dealt. The creature then suffers half of this On hit, the target takes 1 bludgeoning damage and
damage at the start of their turn. must make a DC 13 Strength saving throw or fall
victim to its Final Embrace (see above).

10
Tiny aberration (xenomorph), chaotic evil Tiny aberration (xenomorph), chaotic evil
Armor Class 14 Armor Class 15
Hit Points 5 (2d4) Hit Points 7 (2d4 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 10 (+0) 3 (-4) 5 (-3) 3 (-4) 7 (-2) 16 (+3) 12 (+1) 3 (-4) 5 (-3) 3 (-4)

Skills Stealth +5 Skills Stealth +5


Damage Vulnerabilities fire Damage Vulnerabilities fire
Damage Immunities acid, cold Damage Immunities acid, cold
Condition Immunities blinded Condition Immunities blinded
Sense blindsight 120 ft. (blind beyond), passive Sense blindsight 120 ft. (blind beyond), passive
Perception 7 Perception 7
Languages - Languages -
Challenge 1/8 (25 XP) Challenge 1/4 (50 XP)

Acid Splash. Whenever the chestburster takes Acid Splash. Whenever the queenburster takes
damage from an attack that deals piercing or damage from an attack that deals piercing or
slashing damage, all creatures within 5 feet of it slashing damage, all creatures within 5 feet of it
suffer acid damage equal to 2 (1d4) plus half the suffer acid damage equal to 2 (1d4) plus half the
damage dealt. The creature then suffers half of damage dealt. The creature then suffers half of
this damage at the start of their turn. this damage at the start of their turn.
Corrosive Blood. Any nonmagical weapon that Corrosive Blood. Any nonmagical weapon that
deals piercing or slashing damage to the deals piercing or slashing damage to the
chestburster corrodes. After dealing damage, the queenburster corrodes. After dealing damage,
weapon takes a permanent and cumulative -1 the weapon takes a permanent and cumulative -1
penalty to damage rolls. If the penalty drops to penalty to damage rolls. If the penalty drops to
-5, the weapon is destroyed. Nonmagical -5, the weapon is destroyed. Nonmagical
ammunition is destroyed after dealing damage. ammunition is destroyed after dealing damage.

ACTIONS ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage. one target. Hit: 8 (2d4 + 3) piercing damage.

11
Grappler. When the drone hits a foe with its claws, it
Medium aberration (xenomorph), chaotic evil can attempt a grapple as a bonus action. If the
target is grappled, the escape DC is 13.
Armor Class 16 Night Stalker. The drone has advantage on Stealth
Hit Points 52 (8d8 + 16) checks in dim lighting and total darkness.
Speed 30 ft., 30 ft. climb
Spider Climb. The drone can climb difficult surfaces,
including upside down on ceilings, without needing
STR DEX CON INT WIS CHA to make an ability check.
16 (+3) 18 (+4) 15 (+2) 9 (-1) 11 (+0) 5 (-3)
ACTIONS
Saving Throws Dex +6 Multiattack. The drone makes two attacks, two with
Skills Perception +2, Stealth +6 its claws or one with its claws and one with its tail.
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
from nonmagical weapons target. Hit: 7 (1d6 + 4) slashing damage.
Damage Immunities acid, cold Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Condition Immunities blinded target. Hit: 8 (1d8 + 4) piercing damage.
Sense blindsight 120 ft. (blind beyond), passive
Perception 12 Inner Mouth. Melee Weapon Attack: +6 to hit, reach 5
Languages - ft., one target. Hit: 11 (2d6 + 4) piercing damage. If
Challenge 3 (700 XP) the attack was made against a creature the drone
has grappled, the attack is considered a critical if it
hits.
Acid Splash. Whenever the drone takes damage from
an attack that deals piercing or slashing damage, Paralyzing Sting. The drone makes a melee attack
all creatures within 5 feet of it suffer acid damage with its tail against a target within range. On hit, the
equal to 3 (1d6) plus half the damage dealt. The target must succeed on a DC 12 Constitution
creature then suffers half of this damage at the saving throw or fall unconscious for 10 (3d6) hours.
start of their turn. This effect can be removed by any that would
remove paralysis.
Corrosive Blood. Any nonmagical weapon that deals
piercing or slashing damage to the drone corrodes. Resin Cocoon. The drone can take 1 hour to excrete
After dealing damage, the weapon takes a a thick, tar-like resin to encase a Medium or
permanent and cumulative -1 penalty to damage smaller creature. Within 1 hour, the resin dries to
rolls. If the penalty drops to -5, the weapon is become much more sturdy.
destroyed. Nonmagical ammunition is destroyed A creature can attempt to escape the resin as its
after dealing damage. action by making a DC 12 Strength check. If the
resin has hardened, the DC increases to 15 but it
can be broken. Dried resin has an AC of 14, 10 hit
points, and vulnerability to bludgeoning damage.

12
Corrosive Blood. Any nonmagical weapon that deals
Medium aberration (xenomorph), unaligned piercing or slashing damage to the drone corrodes.
After dealing damage, the weapon takes a
Armor Class 12 permanent and cumulative -1 penalty to damage
Hit Points 36 (8d8) rolls. If the penalty drops to -5, the weapon is
Speed 25 ft., 25 ft. climb destroyed. Nonmagical ammunition is destroyed
after dealing damage.
Hive Mind. All workers are telepathically linked to
STR DEX CON INT WIS CHA their respective queen.
9 (-1) 16 (+3) 11 (+0) 7 (-2) 11 (+0) 5 (-3)
Spider Climb. The drone can climb difficult surfaces,
including upside down on ceilings, without needing
Damage Vulnerabilities fire to make an ability check.
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Immunities acid, cold
ACTIONS
Condition Immunities blinded Resin Cocoon. As an action, the worker can excrete a
Sense blindsight 120 ft. (blind beyond), passive thick, tar-like resin to coat an object or part of an
Perception 10 object no larger than 5 feet in any dimension or
Languages - encase a Medium or smaller creature. Within 1
Challenge 1/8 (25 XP) hour, the resin dries to become much more sturdy.
A creature can attempt to escape the resin as its
Acid Splash. Whenever the drone takes damage from action by making a DC 14 Strength check. If the
an attack that deals piercing or slashing damage, resin has hardened, the DC increases to 17 but it
all creatures within 5 feet of it suffer acid damage can be broken. Dried resin has an AC of 16, 15 hit
equal to 3 (1d6) plus half the damage dealt. The points per 5-foot area, and vulnerability to
creature then suffers half of this damage at the bludgeoning damage.
start of their turn.

13
Night Stalker. The soldier has advantage on Stealth
Medium aberration (xenomorph), chaotic evil checks in dim lighting and total darkness.
Pack Tactics. The soldier has advantage on an attack
Armor Class 18 roll against a creature if at least one of the soldier’s
Hit Points 67 (9d8 + 27) allies is within 5 feet of the creature and the ally
Speed 30 ft., 30 ft. climb isn't incapacitated.
Spider Climb. The soldier can climb difficult surfaces,
STR DEX CON INT WIS CHA including upside down on ceilings, without needing
16 (+3) 18 (+4) 16 (+3) 7 (-2) 11 (+0) 5 (-3)
to make an ability check.

Saving Throws Dex +6


ACTIONS
Skills Perception +2, Stealth +6 Multiattack. The soldier makes two attacks, two with
Damage Vulnerabilities fire its claws or one with its claws and one with its tail.
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Immunities acid, cold target. Hit: 8 (1d8 + 4) slashing damage.
Condition Immunities blinded Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Sense blindsight 120 ft. (blind beyond), passive target. Hit: 9 (1d10 + 4) piercing damage.
Perception 12
Languages - Inner Mouth. Melee Weapon Attack: +5 to hit, reach 5
Challenge 4 (1100 XP) ft., one target. Hit: 13 (2d8 + 4) piercing damage. If
the attack was made against a creature the soldier
has grappled, the attack is considered a critical if it
Acid Splash. Whenever the soldier takes damage hits.
from an attack that deals piercing or slashing
damage, all creatures within 5 feet of it suffer acid Die for the Queen. The soldier rends itself, showering
damage equal to 4 (1d8) plus half the damage all creatures within 10 feet of it with its acid blood.
dealt. The creature then suffers half of this damage They take acid damage equal to the soldiers
at the start of their turn. remaining hit points and half of that damage at the
start of their next turn. The soldier dies from this
Corrosive Blood. Any nonmagical weapon that deals action.
piercing or slashing damage to the soldier
corrodes. After dealing damage, the weapon takes Paralyzing Sting. The soldier makes a melee attack
a permanent and cumulative -1 penalty to damage with its tail against a target within range. On hit, the
rolls. If the penalty drops to -5, the weapon is target must succeed on a DC 13 Constitution
destroyed. Nonmagical ammunition is destroyed saving throw or fall unconscious for 10 (3d6) hours.
after dealing damage. This effect can be removed by any that would
remove paralysis.
Grappler. When the soldier hits a foe with its claws, it
can attempt a grapple as a bonus action. If the One for All. All creatures within 10 feet of the soldier
target is grappled, the escape DC is 15. must succeed on a DC 15 Dexterity saving throw or
suffer 15 (2d10 + 4) damage and be knocked
Hive Mind. All soldiers are telepathically linked to prone. On a success, they only suffer half damage
their respective queen. and are not knocked prone.

14
Grappler. When the praetorian hits a foe with its
Large aberration (xenomorph), chaotic evil claws, it can attempt a grapple as a bonus action. If
the target is grappled, the escape DC is 16.
Armor Class 19 Hive Mind. All praetorians are telepathically linked to
Hit Points 95 (10d10 + 40) their respective queen.
Speed 30 ft., 30 ft. climb
Night Stalker. The praetorian has advantage on
Stealth checks in dim lighting and total darkness.
STR DEX CON INT WIS CHA Spider Climb. The praetorian can climb difficult
20 (+5) 15 (+2) 18 (+4) 7 (-2) 12 (+1) 5 (-3) surfaces, including upside down on ceilings,
without needing to make an ability check.
Saving Throws Dex +5, Str +8
Skills Perception +4, Stealth +5 ACTIONS
Damage Vulnerabilities fire Multiattack. The praetorian makes two attacks, two
Damage Resistances bludgeoning, piercing, and slashing with its claws or one with its claws and one with its
from nonmagical weapons tail.
Damage Immunities acid, cold
Condition Immunities blinded Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Sense blindsight 120 ft. (blind beyond), passive target. Hit: 14 (2d8 + 5) slashing damage.
Perception 14
Languages - Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Challenge 5 (1800 XP) target. Hit: 16 (2d10 + 5) piercing damage.
Inner Mouth. Melee Weapon Attack: +8 to hit, reach 5
Acid Splash. Whenever the praetorian takes damage ft., one target. Hit: 18 (3d8 + 5) piercing damage. If
from an attack that deals piercing or slashing the attack was made against a creature the
damage, all creatures within 5 feet of it suffer acid praetorian has grappled, the attack is considered a
damage equal to 5 (1d10) plus half the damage critical if it hits.
dealt. The creature then suffers half of this damage Call the Guard (Recharge 5-6). As an action, the
at the start of their turn. praetorian lets out a shrill cry for aid, summoning 3
Corrosive Blood. Any nonmagical weapon that deals (1d6) soldiers which appear at the start of its next
piercing or slashing damage the to praetorian turn. Initiative is rolled for each soldier that
corrodes. After dealing damage, the weapon takes appears.
a permanent and cumulative -1 penalty to damage Tail Spike (Recharge 5-6). As an action, the praetorian
rolls. If the penalty drops to -5, the weapon is impales a target within 10 feet with its tail. Make a
destroyed. Nonmagical ammunition is destroyed melee attack against the target and on a hit the
after dealing damage. target takes 27 (4d10 + 5) piercing damage and is
considered grappled.

15
Multiattack. The queen makes three attacks: two
Huge aberration (xenomorph), chaotic evil with her claws and one with her tail.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Armor Class 19 target. Hit: 17 (2d10 + 6) slashing damage.
Hit Points 133 (14d12 + 42)
Speed 40 ft., climb 20 ft. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 19 (2d12 + 6) piercing damage.
STR DEX CON INT WIS CHA Inner Mouth. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 22 (3d10 + 6) piercing damage.
23 (+6) 13 (+1) 19 (+4) 15 (+2) 12 (+1) 8 (-1) If the attack was made against a creature the
queen has grappled, the attack is considered a
Saving Throws Dex +5, Str +10 critical if it hits.
Skills Perception +4
Damage Vulnerabilities fire Call the Guard (Recharge 5-6). As an action, the queen
Damage Resistances bludgeoning, piercing, and slashing lets out a shrill cry for aid, summoning 2 (1d4)
from nonmagical weapons praetorians which appear at the start of her next
Damage Immunities acid, cold turn. Initiative is rolled for each praetorian that
Condition Immunities blinded appears.
Sense blindsight 120 ft. (blind beyond), passive Tail Spike (Recharge 5-6). As an action, the queen
Perception 15 impales a target within 10 feet with her tail. Make a
Languages - melee attack and on hit the target takes 32 (4d12 +
Challenge 10 (5900 XP) 6) piercing damage and is considered grappled.
Frightful Presence. Each creature of the queen’s
Acid Splash. Whenever the queen takes damage choice that is within 120 feet of the queen and
from an attack that deals piercing or slashing aware of it must succeed on a DC 16 Wisdom
damage, all creatures within 5 feet of her suffer saving throw or become frightened for 1 minute. A
acid damage equal to 6 (1d12) plus half the creature can repeat the saving throw at the end of
damage dealt. The creature then suffers half of this each of its turns, ending the effect on itself on a
damage at the start of their turn. success. If a creature's saving throw is successful
Corrosive Blood. Any nonmagical weapon that deals or the effect ends for it, the creature is immune to
piercing or slashing damage to the queen corrodes. the queen’s Frightful Presence for the next 24
After dealing damage, the weapon takes a hours.
permanent and cumulative -1 penalty to damage
rolls. If the penalty drops to -5, the weapon is LEGENDARY ACTIONS
destroyed. Nonmagical ammunition is destroyed The queen can take 3 legendary actions, choosing
after dealing damage. from the options below. Only one legendary action
Grappler. When the queen hits a foe with her claws, can be used at a time and only at the end of
she can attempt a grapple as a bonus action. If the another creature's turn. The queen regains spent
target is grappled, the escape DC is 18. legendary actions at the start of her turn.
Hive Mind. The queen can telepathically Move. The queen moves up to her speed.
communicate and coordinate with all xenomorphs Attack. The queen makes an attack with either her
that are part of her hive. claws or her tail.
Legendary Resistance (2/Day). If the queen fails a Command (Costs 2 Actions). The queen commands a
saving throw, she can choose to succeed instead. xenomorph to move up to half of its movement
speed and make an attack against a creature
ACTIONS within range.

16

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