Alien Menace – A Terror from Out There for D&D 5th Edition

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Space, whether it be the outer reaches of our galaxy or Wildspace, is a cold and seemingly empty void with only a few clusters of rocks and stars to populate it.  For eons, many thought that they were the only intelligent life forms in the known universe.  More chillingly, they thought they were the top predators as well.  Recent expeditions have brought back disturbing data of strange creatures that leech off of other life forms and evolve based on their parasitism.  Following the deaths of countless crew aboard various vessels, we quickly learned that we were but prey in an uncaring and harsh cosmos.

The Alien Menace is a creature never before seen by travelers in distant space.  It can manipulate its form to based around a wide variety of host bodily structures that it took life from.  In most cases, the creature is a semi-bipedal being with sharp ridges and spines all along its anatomy.  It has very sharp claw-like hands and feet and a reptilian prehensile tail, acting as slashing weapon too.  A armor-like chitinous plating covers its bump covered hide.  The creature’s face is made of wretched proportions; some aspects are vaguely humanoid, while others are unfathomable and truly alien.  From the large shell like head extension to the harpoon-like tongue with a secondary mouth, this ghastly hunter preys on the very creatures that helped it grow.

Author’s Note: It’s a Xenomorph, more or less.  That out of the way, this was specially requested by a friend of mine.  They wanted to create a one shot inspired by the classic film that started it all, spliced with Alien Isolation.  Even though this breaks away from my Gothic theme a little bit, the original Alien followed the haunted house movie formula… RECYCLED IN SPACE!  So in a sense, it vaguely fits.  Also, Curse of Undeath coming soon, as promised.

 

Alien Menace

Large Aberration, Neutral Evil

Armor Class. 17 (Natural Armor)

Hit Points. 190 (19d10+76)

Speed. 40 ft., Climb 30 ft.

STR 19 (+4), DEX 18 (+4), CON 19 (+4), INT 9 (-1), WIS 16 (+3), CHA 10 (+0)

Skills. Acrobatics +8, Perception +7, Stealth +12

Condition Immunities.  Blinded, Frightened, Charmed, Poisoned

Damage Resistance. Cold

Damage Immunities. Acid, Poison

Damage Vulnerability. Fire

Senses.  Blindsight 60 ft., Passive perception. 17

Languages. Understands Common, Hive

Challenge 11 (7,200 XP)

Acid Blood.  Once per round, when struck with an attack, the alien menace may retaliate as a reaction by spraying some of its corrosive blood from its wound.  When it does this, all creatures within a 10 ft. cone from the creature (in the direction of the attack) must make a Dex save (DC 16) or take 9 (2d8) acid damage.

Climb Anywhere.  The Alien Menace can use its climb speed to cover any surface, wall or ceiling, as if under the effects of Spider Climb.

Death Throw.  When brought down to 0 HP (except by cold or fire damage), the Alien Menace will explode into an acidic 10 feet radius burst.  All creatures caught within the burst must make a Dexterity saving throw (DC 16) or take 21 (6d6) acid damage.

Sneaking in the Shadows.  While in dim or dark environments, the Alien Menace has advantage on Stealth (Dexterity) rolls.

Wretched Hive.  All Alien Menaces are mentally linked to their queen.

ACTIONS.

Multiattack. The Alien Menace makes 2 attacks per round.  Impale may only be done once per round.

Bite.  Melee Weapon Attack.  +8 to hit, reach 10 ft., one target.  Hit: 14 (3d6+4) piercing damage plus 9 (2d8) acid damage.

Claws.  Melee Weapon Attack.  +8 to hit, reach 10 ft., one target.  Hit: 22 (4d8+4) slashing damage.  The Alien Menace can use a bonus action to attempt to grapple the target upon hit.  To escape, the target must take the appropriate action (DC 16.)

Impale.  Melee Weapon Attack.  +8 to hit, reach 10 ft., one target.  Hit: 17 (3d8+4) piercing damage.  The target must make a Constitution saving throw (DC 16).  Failure results in taking an extra 7 (2d6) piercing damage.  The target is now restrained and must take the appropriate action to be freed.  Upon failure, they must make the same saving throw at the end of the Alien Menace’s turn.  The Alien Menace may not impale more than one creature at a time.

Slashing Tail.  Melee Weapon Attack.  +8 to hit, reach 10 ft., one target.  Hit: 22 (4d8+4) slashing damage.  The Alien Menace may not use this attack while a target is impaled.

 

VARIANT – Queen Alien Menace

Sometimes, an Alien Menace evolves beyond its already incredible state.  This creature becomes the queen for their hive.  They receive the following adjustments.

Armor Class: becomes 18

Hit Points: becomes 228 (24d10+96)

Attacks: +1 bonus to attack, add extra 2d6 Bl/Pr/Sl damage to damage. (in the case of Bite, 1d6 piercing, 1d6 acid)

Save DC: increases to 17

Hivemind: They also gain the ability to have control over their hive.

Challenge: increases to 13 (10,000 XP)

 

 

Alien Menace, Lesser

Large Aberration, Neutral Evil

Armor Class. 15 (Natural Armor)

Hit Points. 119 (13d10+39)

Speed. 30 ft., Climb 30 ft.

STR 17 (+3), DEX 16 (+3), CON 16 (+3), INT 9 (-1), WIS 16 (+3), CHA 10 (+0)

Skills. Acrobatics +6, Perception +6, Stealth +9

Condition Immunities.  Blinded, Frightened, Charmed, Poisoned

Damage Resistance. Cold

Damage Immunities. Acid, Poison

Damage Vulnerability. Fire

Senses.  Blindsight 60 ft., Passive perception. 15

Languages. Understands Common, Hive

Challenge 5 (1,800 XP)

Acid Blood.  Once per round, when struck with an attack, the alien menace may retaliate as a reaction by spraying some of its corrosive blood from its wound.  When it does this, all creatures within a 10 ft. cone from the creature (in the direction of the attack) must make a Dex save (DC 14) or take 3 (1d6) acid damage.

Climb Anywhere.  The Alien Menace can use its climb speed to cover any surface, wall or ceiling, as if under the effects of Spider Climb.

Death Throw.  When brought down to 0 HP (except by cold or fire damage), the Alien Menace will explode into an acidic 10 feet radius burst.  All creatures caught within the burst must make a Dexterity saving throw (DC 14) or take 7 (2d6) acid damage.

Extreme Growth Cycle.  After 3d10 days as a lesser menace, the creature evolves into a true alien menace.

Sneaking in the Shadows.  While in dim or dark environments, the Alien Menace has advantage on Stealth (Dexterity) rolls.

Wretched Hive.  All Alien Menaces are mentally linked to their queen.

ACTIONS.

Multiattack. The Alien Menace makes 2 attacks per round.  Impale may only be done once per round.

Bite.  Melee Weapon Attack.  +6 to hit, reach 10 ft., one target.  Hit: 9 (2d4+4) piercing damage plus 4 (1d8) acid damage.

Claws.  Melee Weapon Attack.  +6 to hit, reach 10 ft., one target.  Hit: 14 (3d6+4) slashing damage.  The Alien Menace can use a bonus action to attempt to grapple the target upon hit.  To escape, the target must take the appropriate action (DC 14.)

Impale.  Melee Weapon Attack.  +6 to hit, reach 10 ft., one target.  Hit: 11 (2d6+4) piercing damage.  The target must make a Constitution saving throw (DC 16).  Failure results in taking an extra 4 (1d8) piercing damage.  The target is now restrained and must take the appropriate action to be freed.  Upon failure, they must make the same saving throw at the end of the Alien Menace’s turn.  The Alien Menace may not impale more than one creature at a time.

Slashing Tail.  Melee Weapon Attack.  +6 to hit, reach 10 ft., one target.  Hit: 14 (3d6+4) slashing damage.  The Alien Menace may not use this attack while a target is impaled.

 

 

Alien Menace Spawn

Tiny Aberration, Neutral Evil

Armor Class 12 (Natural Armor)

Hit Points 3 (1d4+1)

Speed 30 ft.

STR 8 (-1), DEX 12 (+1), CON 13 (+1), INT 9 (-1), WIS 13 (+1), CHA 10 (+0)

Skills. Acrobatics +3, Perception +3, Stealth +5

Condition Immunities.  Blinded, Frightened, Charmed, Poisoned

Damage Resistance. Cold

Damage Immunities. Acid, Poison

Damage Vulnerability. Fire

Senses.  Blindsight 60 ft., Passive perception. 13

Languages. Understands Common, Hive

Challenge 1/8 (25 XP)

Acid Blood.  Once per round, when struck with an attack, the alien menace may retaliate as a reaction by spraying some of its corrosive blood from its wound.  When it does this, all creatures within a 10 ft. cone from the creature (in the direction of the attack) must make a Dex save (DC 11) or take 2 acid damage.

Death Throw.  When brought down to 0 HP (except by cold or fire damage), the Alien Menace will explode into an acidic 10 feet radius burst.  All creatures caught within the burst must make a Dexterity saving throw (DC 11) or take 2 (1d4) acid damage.

Extreme Growth Cycle.  1d20 hours after bursting from a victim, the Spawn rapidly grows into an adult form.  After this cycle is complete, it becomes a lesser menace.

Parasitic Incubation.  The Spawn develops inside a host from the form of a tumor-like growth.  The growth consumes the host from the inside as it samples pieces of it for the Alien Menace’s new form.  The victim suffers a level of exhaustion every 1d4 hours after incubation.  Before reaching the stage before death, a fresh Spawn bursts out of the victim’s torso.  Doing so kills the victim.  However, casting Greater Restoration or related spell of that level or higher during the incubation phase kills the Spawn.

Sneaking in the Shadows.  While in dim or dark environments, the Alien Menace has advantage on Stealth (Dexterity) rolls.

Wretched Hive.  All Alien Menaces are mentally linked to their queen.

ACTIONS.

Bite.  Melee Weapon Attack.  +3 to hit, reach 5 ft., one target.  Hit: 2 piercing damage.

 

 

Alien Head Choker

Tiny Aberration, Neutral Evil

Armor Class 14 (Natural Armor)

Hit Points 85 (19d4+28)

Speed 30 ft.

STR 10 (+0), DEX 16 (+3), CON 15 (+2), INT 9 (-1), WIS 16 (+3), CHA 10 (+0)

Skills. Acrobatics +6, Perception +6, Stealth +9

Condition Immunities.  Blinded, Frightened, Charmed, Poisoned

Damage Resistance. Cold, Bludgeoning/Piercing/Slashing damage from non-magical weapons

Damage Immunities. Acid, Poison

Damage Vulnerability. Fire

Senses.  Blindsight 60 ft., Passive perception. 13

Languages. Understands Common, Hive

Challenge 4 (1,100 XP)

Acid Blood.  Once per round, when struck with an attack, the alien menace may retaliate as a reaction by spraying some of its corrosive blood from its wound.  When it does this, all creatures within a 10 ft. cone from the creature (in the direction of the attack) must make a Dex save (DC 13) or take 3 (1d6) acid damage.

Death Throw.  When brought down to 0 HP (except by cold or fire damage), the Alien Menace will explode into an acidic 10 feet radius burst.  All creatures caught within the burst must make a Dexterity saving throw (DC 13) or take 7 (2d6) acid damage.

Incubate Spawn.  When the victim of their choke hold is brought down to 0 HP, they inject them with an undeveloped form of a Spawn.  The spawn will not develop for 24 hours after injection, in which the Head Choker falls off the host and dies if it hasn’t already.  However, casting Greater Restoration or related spell of that level or higher during the incubation phase kills the Spawn.

Wretched Hive.  All Alien Menaces are mentally linked to their queen.

ACTIONS.

Multiattack.  The Head Choker can attempt 2 attacks per round.

Darting Leap.  Melee Weapon Attack.  +5 to hit, reach 30 ft., one target.  Hit: 2The target is grappled and blinded.  If attached to a victim, it may not try this again until forcefully removed.  Otherwise, it will attempt to stay on.

Choking Grasp.  Melee Weapon Attack.  Constitution Saving Throw (DC 13), reach 5 ft., one target.  Failure: 9 (1d12+3) force damage.  Success: half damage.

 

Image Source: Xenomorph by Hodges-Art

Alien belongs to Ridley Scott and 20th Century Fox.  Made by Doctor Necrotic, for Doctor Necrotic Media.

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2 thoughts on “Alien Menace – A Terror from Out There for D&D 5th Edition

  1. Pingback: Expedition to Barrier Peaks – D&D 5th Edition Conversion (PART 4) – Pre-Existing Monsters and Custom Stuff | Daemons & Deathrays

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