Xenomorph
The horrifying screech of the creature forces you to cover your ears. When you recover and look up, the creature looms over at you, mouth agape. You never see the second mouth coming.
Level 8 Large Aberration
Defense Traits
AC 22 HP 116 Poise 34 (DR 2) Fort +13, Refl +11, Will +8
Thick of the Fight - Cannot be flanked
Resistance - Cold
Offense Traits (DC 20)
Claw (S) +11 (+4 MI, +2 TotF) 2d6+3 (10)
Tail (C or S or P) +11 (+4 MI, +2 TotF) 2d6+3 (10)
Multiattack - Make 2 claw attacks and a tail attack
Innate Techniques - Jaws of the Beast, Ferocious Howl 1/day - War Cry Constant - Thick of the Fight
Caustic Blood [poison] [recharge] - When a xenomorph loses more than 10 hp from an attack, or it takes bleed damage, its blood reacts explosively to open air. Creatures within 10 ft take 4d6 (14) poison damage (reflex halves). Can only happen 1/round.
Bite^2 - If a xenomorph starts its turn grappling a creature, it can use its second mouth to blast a hole in the creature as its maintain option. The creature takes 8d6 (28) pierce damage and is drained 1 (fort halves dmg and negates drain).
Weaknesses/Deep Lore
Hibernation - A xenomorph can willingly enter stasis permanently. It only leaves hibernation if it smells a creature.
Stabilizing Compound - A xenomorphs blood reacts explosively when exposed to open air, but an informed alchemist can negate that. With a DC 21 alchemy check, an alchemist can create a compound that can disable a xenomorphs caustic blood feature for 1 minute as a FRA.
You can apply it as a thrown attack, but it only functions for 1 round if you graze, and is consumed with no effect if you miss. If you poise break the xenomorph, you can apply it instead of the usual effects.
Other Traits
Ability Scores - Str +3, Dex +3, Lucc +0, Int -3, Wis +0, Cha +0
Sightless Blindsense - Scent 10 ft, Echolocation 60 ft
Speed - 40 land, 40 climb
Feats - Maneuver Initiate, Body Block, Maneuver Master, Combat Reflexes
Skills - +10 (+8) perception, +13 acrobatics, +13 stealth, +13 athletics

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