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Xenomorph

An Apex hunter, near perfect by design, a highly aggressive endoparasitoid extraterrestrial species. The Xenomorphs are vicious predatory creatures with no higher goals than the propagation of their species and the destruction of any life that could pose a threat to them. Like wasps or bees, Xenomorphs are eusocial, with a fertile Queen breeding a host of subordinate castes. The creatures are known for their potent acidic blood and their pharyngeal jaws, although their biological life cycle, in which their offspring are implanted inside living hosts before erupting violently from their chests, is in many ways their signature aspect.

Flaws of the Xenomorph

Despite being an Apex hunter, the Xenomorphs primal and animalistic nature prevent it from being able to preform certain tasks and force it to react to different situations in specific and predictable ways.

Carrying Impairment

You are only able to carry one object/item at a time regardless of weight, however that item cannot exceed your carrying capacity. The Xenomorph is as well prohibited from wielding weapons or donning armour.

Fear of Flame

Whenever the Xenomorph takes Fire damage it must make a DC 18 wisdom saving throw or become frightened. At the start of each of the Xenomorphs turns while frightened by this effect it may repeat the saving throw to end this effect. Every time the saving throw is failed, the DC reduces itself by 2 (the DC resets back to 18 if the Xenomorph takes fire damage while under this effect). This effect automatically ends if the Xenomorph can no longer see the source of damage.

Xenomorph Traits

Your Xenomorph character has a number of traits in common with all other Xenomorphs.

Ability Score Increase

Your Constitution score increases by 2, and your Strength score increases by 1.

Age

Xenomorphs reach adulthood at the age of 4. they can survive between 40 and 60 years. however they may enter a dormant hibernation type state for hundreds of years at a time to live a life of up to 1,000 years, where as Xenomorph eggs can last indefinitely.

Alignment

Xenomorphs do not seek to be of a Chaotic or Evil alignment however the constant sacrifice of other creatures is required for the species to continue existing.

Size

A Xenomorph stands between six and seven feet tall, with their weight anywhere between 180 and 300 pounds. Your size is Medium.

Speed

Your base walking speed is 40 feet. You also have a climbing speed of 20 feet.

Blindsight

The Xenomorph lacks eyes and therefore is immune to the Blinded Condition, the Xenomorph also has 120 feet of blindsight.

Vulnerable to Flame

You are vulnerable to fire damage.

Acidic Resistance

You have resistance to acid damage.

Bite

You have a Bite attack that deals 1d6 piercing damage and have proficiency with it, this attack uses strength for attack and damage rolls.

Claw

You have a claw attack that deals 1d6 slashing damage and have proficiency with it, this attack uses strength for attack and damage rolls.

Tail Spear

You have a tail attack that deals 1d6 piercing damage and have proficiency with it, this attack uses strength for attack and damage rolls.

Natural Armour

Your AC equals 10 + your Strength modifier + your Constitution modifier

Languages

You seem to understand languages, but cannot talk or write, only hiss, growl and drool. You understand Common and one extra standard or exotic language of your choice however you use body language to communicate.

Class Features

As a Xenomorph you gain the following class features.

Hit Points

Hit Dice: 1d8 per Xenomorph level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Xenomorph level after 1st

Proficiencies

Armor: none
Weapons: Claws, Tails and Jaws
Tools: None
Saving Throws: Constitution and Strength
Skills: Stealth, Perception and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • None

Table: The Xenomorph

LevelProficiency
Bonus
FeaturesFury Points
1st+2Burrow0
2nd+2Last Breath,Regenerative Carapace0
3rd+2Preferred Weapon,Stamina7
4th+2Ability Score Improvement, Bloodied Weapons9
5th+3Released Rage12
6th+3Tunneling Claws16
7th+3Weapon Feature21
8th+3Ability Score Improvement, Deep Tunnel27
9th+4Hooked Claws34
10th+4Weapon Feature40
11th+4Unyielding45
12th+4Ability Score Improvement49
13th+552
14th+5Weapon Feature54
15th+5Class Feature55
16th+5Ability Score Improvement56
17th+6Weapon Feature57
18th+6Class Feature58
19th+6Ability Score Improvement59
20th+6Class Feature60

Burrow

On your turn you may use your action to burrow underground. While burrowed you cannot be targeted by spells or attacks from anyone that is not burrowed, however you cannot move, and may not attack while burrowed, you gain a Tremor-sense of 120 feet while burrowed and are impossible to see without the aid of magic or a Special sense. on any of your turns you may use your action to stop burrowing.

Last Breath

At level 2 when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.

Regenerative Carapace

At level 2 you are able to temporarily boost your regenerative abilities. On your turn, while you are burrowed you can use a bonus action to regain hit points equal to 3d4 + your Xenomorph level.

  • Once you use this feature, you must finish a short or long rest before you can use it again.

Preferred Weapon

At 3rd level, you choose a preferred weapon that you strive to emulate in your Combat styles and techniques. The weapon you choose grants you special features at different levels that drastically change your Xenomorphs playstyle.

Fury

At 3rd Level you gain a reservoir of Fury that fuels the power of your abilities and allows you to use special techniques, your Fury is represented by Fury Points. The number of Fury points you have is based on your Xenomorph level as shown in the Fury points column of the Xenomorph table. The number shown for your level is your Fury point maximum. Your Fury point total returns to its maximum when you finish a long rest. The number of Fury points you have cannot go below 0 or above your maximum.

Bloodied Weapons

At 4th level, Once on your turn your attack can deal an extra 1d6 acid damage if your current hit points are less than your maximum health.

Released Rage

Beginning at 5th level, When you make an attack roll while you have 0 movement and are not within 5 feet of the position that you were in at the start of your turn, you may roll the attack with advantage.

Tunneling Claws

At 6th level you can move while burrowed with a borrowing speed of 10 feet.

  • Your burrowing speed increases to 20 feet at 12th level and increases to 30 feet at 16th level.

Deep Tunnel

At 8th level you can use your action to create a tunnel opening at the point you are standing and another opening anywhere up to 20 feet away that you and allies can use with a bonus action to instantly travel from one opening to the other regardless of any remaining movement. upon using this ability you move to the point you create and your speed becomes 0 for the rest of your turn.

  • The distance you can place the other opening increases to 30 feet at 12th level and increases to 40 feet at 16th level.

Hooked Claws

At 9th Level your climbing speed becomes 40 feet and you can now climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unyielding

Beginning at 11th level, if you fail a saving throw you may roll a d20, if the result is 10 or higher then you instead succeed on that saving throw. once you use this feature you can't use it again until you finish a Long Rest.

  • This cannot be used for saving throws generated by your fear of flame.
  • You can use this feature twice between long rests starting at 16th level.
gollark: Oh, I don't think those are a great design either, honestly, but it would be... cool, briefly.
gollark: Still, weirdly shaped ones *do*, as far as I know, cost more to manufacture.
gollark: Or at least avoid rendering there, I guess? Still, you're right, it's probably not significant.
gollark: They have to do extra work to deal with the cutout bit.
gollark: I wonder when we'll go to the scifi "transparent glass brick with text on it" design.
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