Xenomorph Queen (5e Creature)

Xenomorph Queen

Gargantuan monstrosity, unaligned


Armor Class 16 (natural armour)
Hit Points 148 (11d20 + 33)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 16 (+3) 11 (+0) 9 (-1)

Saving Throws Str +9, Con +8, Int +8
Skills Athletics +9, Perception +5
Damage Resistances fire
Condition Immunities blinded, charmed, frightened
Senses blindsight 120 ft., passive Perception 15
Languages Common
Challenge 9 (5,000 XP)


Acidic Saliva The target has to make a Dexterity save (dc 15)if failed, the Xenomorph with bite the blade, allowing the corrosive saliva to corrode the sword. The weapon will only do 3/4 damage on first contact with saliva, then 1/2 on the second, then 1/4 before needing to be fixed, on a failure. The weapon can be fixed if you roll Wisdom, spending 1 turn fixing it.

Hive Mind The Xenomorph Queen can control the creatures it has spawned, drones and facehuggers. This has an unlimited range.

Grapple When the Xenomorph makes an attack with it's claws it can grapple the target as a bonus action. If the target is grappled they must meet a Strength saving throw (DC 15) to escape.

Lair Actions On initiative count 20, the Queen can take a lair action to cause one of these things happening, it can spawn a facehugger or drone, or cover the area in a 15 ft. radius of slime, any target on this slimy area must make a Dexterity saving throw (DC 15) or be halved in speed. The Queen can't use the same effects two turns in a row.

ACTIONS

Multiattack The Queen can make two claw attacks, one claw and one tail attack or one claw and one tiny mouth attack.


Claw Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 7) slashing damage.

Tail Spear Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 7) piercing damage.

Little Mouth Melee Weapon Attack: +5 to hit, can only be used on grappled creatures, Hit: 6 (1d6+7) piercing and 3 (1d6) acid.

Frightful Presence The Queen shrieks into the air, any creature of her choice within 120 ft. must succeed on a Wisdom saving throw or be frightened for 1 minute, the frightened targets may repeat their saving throw each time on their turn. If they succeed, or the spell ends, they are immune for the next 24 hours.

LEGENDARY ACTIONS

The Xenomorph Queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Xenomorph Queen regains spent legendary actions at the start of its turn.

Claw: 1 action. The Xenomorph Queen makes a claw attack at a target within range.

Xenomorph fury: 2 actions The Queen sends out a mental shriek to one minion of her choosing within 60 ft. During that minions next turn all attacks made by it, include an extra damage die.

Reposition: 1 actions As an extra action, the Queen can now move up to half it's speed, without dashing.


Back to Main Page 5e Homebrew 5e Creatures

gollark: --remind 4s 4s test 5
gollark: --magic reload_ext reminders
gollark: --remind 4s 4s test 4
gollark: --remind 4s 4s test 3
gollark: --magic reload_ext reminders
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.