Monsters

XENOMORPH WARRIOR

x3.jpg
x3.jpg

XENOMORPH WARRIOR

$6.00

Medium semi-sentient insectoid (6d6)

Dog-like xenomorphs which hunt in packs.

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6)

MELEE DEFENCE 24
RANGED DEFENCE 18
MENTAL DEFENCE 12
VITAL DEFENCE 18

HEALTH 36
SOAK 6 (chitinous hide); VULN none
IMMUNE acid, poison

INITIATIVE 6d6
PERCEPTION 5d6
SPEED 10; CLIMB+ 10; JUMP 20'/6'

REACH 5-ft
ACTIONS 2

Bite 6d6 (3d6+3 piercing damage)

Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 10 (4d6), reactions 6 (3d6), stealth 4 (2d6)

Climber. Climbing is a natural movement mode for a xenomorph warrior. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. The creature can move on walls and ceilings normally.

Acid Blood. Any injury which penetrates the xenomorph warrior's hide causes a splash of acid blood, which does 1d6 damage to anybody within 5-feet of the creature.  Additionally, the blood itself, should it come into contact with other materials, is able to eat through metal, doing 5d6 acid damage per round.

Pack Attack. Xenomorph warriors work well in groups. Any victim who starts its turn adjacent to three or more dog xenos gains the Fatigued condition.

Pounce. A xenomorph warrior can pounce on a target up to 20 feet away; on a successful hit, the xeno does 3d6+3 piercing damage and the victim is knocked prone.

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