Xenomorph, Variant (5e Race)

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The xenomorph are a race of creatures assumed to be from another Plane. Their true origins unknown. Their intentions hostile.

Completely Alien[edit]

In the xenomorph life cycle, a xenomorph goes through three major stages of development. The first being the egg stage; In this stage, the xenomorph is not a tall black killing machine, but is instead an embryo inside of an arachnoid creature which lays dormant inside an organic egg. This egg has a flesh-like texture and acts as its own organism. This stage can last almost indefinitely, the egg and arachnoid creature inside lying dormant for many years only awakening once disturbed. When an egg is disturbed by a creature, it will open at the top and the arachnoid creature that dwells inside, commonly known as a “facehugger”, will spring from the egg. The facehugger greatly resembles a pair of skeletal hands fused together at the wrists, with a spine-like tail. It has eight long, finger-like legs which allow it to crawl rapidly, and a long tail adapted for making great leaps. The underside of the facehugger and its orifice, from which extends a proboscis used for delivering the xenomorph embryo. The facehugger will attach itself to the creature’s face, it’s tail wrapped around the creature’s neck. Then the facehugger proceeds to impregnate the creature, using natural hormones and chemicals to sedate the creature into unconsciousness and injecting the xenomorph embryo down the creature’s throat. After this act is complete the facehugger will remain attached to the victim’s face for a little over a day before dropping dead. Then begins the embryo stage. The embryo stage is short-lived, usually lasting no longer than a week. Hours after the death of the facehugger, the creature that was attacked awakes, unsure of what has passed. They then continue their lives, as per normal, until the embryo awakens. Once the xenomorph embryo awakens, it eats its way through the creature it was within. Usually bursting from their chest or back, these creatures have been given the name “chestbursters”. Chestbursters resemble large worms, beige or brown in color and with a mouth of metallic teeth as well as a tail capable of propelling the creature at considerable speeds. Some chestbursters have been seen to possess arms, with others merely having small stubs where presumably the arms will eventually develop. It is possible a longer gestation period may determine the presence of arms at birth; notably, queen chestbursters, which have a considerably longer gestation period, have been known to birth with all four of their arms present, as well as legs and a partially developed head crest. Even regular chestbursters have been known to birth fully formed, with arms and legs, essentially just a smaller version of the adult that it subsequently develops into. The reason for this is unclear, although it has been theorized that in cases where a chestburster is unable to escape its host's body at the usual time, perhaps due to greater structural integrity of the host's rib cage and chest cavity, the host may die prematurely because of the invasive organism within them. The chestburster will subsequently develop further until it is large and strong enough to emerge. Once it has emerged, an embryo will grow into a fully mature xenomorph within 24 hours.

Notably, xenomorphs will alter their physical appearance during development depending on the physiology of the host in which they gestate. Likely, this incorporation of physical traits gleaned from the host is designed to ensure the adult creature is better suited to the environment in which it will find itself. Historically, most xenomorphs encountered have typically gestated inside human hosts, and therefore adopt a basically bipedal, humanoid stance, but other variations born from a wide variety of different host organisms have been seen, and as a result feature varying physical appearances. However, regardless of any physical variation resulting from the host, xenomorphs always possess certain distinctive trademark characteristics. They have a skeletal, bio-mechanical appearance and are usually colored in muted shades of black, blue or bronze. Whatever the host organism, they invariably possess distinctive, elongated, cylindrical skulls, but possess no visible facial features other than their mouth. The carapace atop the head has been seen to vary, from smooth and vaguely translucent to ridged and opaque. Xenomorphs have segmented, blade-tipped tails. The sharp tip has been seen to vary from a small, scorpion-like barb to a larger, flat blade. Despite their seemingly flimsy physical construction, the creature's tail makes for an incredibly potent weapon, strong enough to impale and lift an orc from the floor with seemingly little effort. The tails have been used variously as stabbing, slashing and blunt force trauma weapons. Above the tails, the creature possesses several Dorsal Tubes on its back, typically consisting of two pairs — a larger upper pair and a smaller lower pair — often with a fifth, sharper spine in the center below the base of the head. The exact purpose of these tubes is unclear. A xenomorph is equipped to be the perfect killing machine. They possess an exoskeleton much like that of a lobster, extremely tough and smooth to the touch. Attached at the ends of both of their arms are a set of long fingers and shiny, black, and extremely sharp claws capable of slashing through almost anything within its grasp. On each hand they have two pairs of finger-like digits and two opposable thumbs on opposite sides of hand. As mentioned before, they have a long tail that measures to a similar length compared to their height, this can be used as a whip like weapon. They stand at around 7 feet tall, averaging in anywhere between 300 to 400lbs; although size may vary wildly depending on the host chosen. Their mouths are filled with sharp metallic teeth, but their main killing device is the inner jaw that shoots out to penetrate the victim's brain. The inner jaw, also known as an "attack tongue", is a muscular appendage on the inside of the xenomorph's mouth. All xenomorphs have this trait. It consists of a cord of muscle with a small but extremely deadly mouth-like appendage on the end.

Myths and Nightmares[edit]

For as long as parents have scared their children with stories of monsters roaming the wilderness, xenomorphs have been there to make those fears a reality. No one knows where they are from, though all who encounter them know they are too alien to have originated from the Material Plane. Xenomorphs are vicious, murderous creatures, and very few have ever met with a xenomorph and lived to tell the tale. Because of this, they have become great monsters of myth, akin to the bogeyman; Heartless creatures that attack, eat, and kill relentlessly. Areas where a xenomorph has been before are plagued with countless tales of giant black wolves that destroy all in their path, disgusting white parasites that eat you from the inside out, pale spiders that put you to sleep and devour you from your dreams. Xenomorphs insipire dread and fear wherever they go and leave the area cursed, forever to harbor the horror stories they leave in their wake.

All for one and One for none[edit]

Xenomorphs operate under a caste system with groups of specialized individuals performing distinct tasks within the species. It is not clear to what degree these castes are subject to a social hierarchy, although certain xenomorph types, notably the praetorians and the queens, clearly exercise some degree of control and superiority over other more common variations. While individual xenomorphs have been known to operate independently, owing to their tendency to reproduce rapidly and in large numbers, they are more commonly encountered in groups and often likened to an infestation owing to their tendency to spread and consume all suitable host organisms in an area. As with many other eusocial organisms, xenomorphs, particularly in larger groups, will create a central nest or hive in which they will reside, often overseen by an egg-laying queen. Raiding parties will be sent out into the surrounding area to search for and capture more hosts, which will then be brought to the hive and used to create more xenomorphs. In larger infestations, smaller "satellite" hives may be created, containing just a few xenomorphs, allowing victims to be cocooned and impregnated even far away from the queen herself. The xenomorphs have a caste system like those of bees and ants. A major difference is that their caste system is far more complex.

The basis of any xenomorph hive are drones; the drones are very much like worker bees or ants. Their main tasks are to keep the hive in good condition. Also, they seem to have the job of creating their nests with their own secretions. Drones have an organ in their body that releases a sticky fluid that they can spit out of their mouth onto any surface. It can be used to harvest hosts for the queen's facehuggers.

Warrior xenomorphs are the next in the caste system. Warrior xenomorphs - commonly known as simply 'warriors' - are the soldiers and protectors of the hive. They are all children of the hive's queen, bigger and stronger than the drones. The drones are less deadly and somewhat less intimidating. They can be promoted into praetorians, which serve as the queen's consorts. Typically, there are four of them at any given time. However, when the queen wishes to watch them battle for her attention or increase protection in preparation for an attack on the hive, she will release pheromones which cause four additional warriors to receive the rank of praetorians.

Praetorians are the biggest and strongest of the Warriors. Their primary role within the hive is to guard key locations of importance or interest, and, if nothing else, to protect the queen herself. Most praetorians can be found very close to the queen's chambers. Some speculate that praetorians evolve from the warrior caste. The queen selects a warrior to become a praetorian, and the warrior is then attacked by fellow xenomorphs from the same hive and banished. The warrior must survive on its own for a long period of time. It returns to the hive when it has proven itself worthy of guarding the queen.

The queen is the largest and most intelligent xenomorph and can grow incredibly large, up to 100 feet tall if given time. She lays many eggs that hatch to become the first stage of xenomorph. It is unclear whether the queen engages in combat outside of protecting her hive. The queen is usually nestled deep within the hive, protected by praetorian guards. She has been known to display some logic-based intelligence. She is the most dangerous of the hive, displaying extreme aggression and using her intelligence to devastating effect. When attached to her egg sac, she is immobile and vulnerable to attack. When she removes herself from it, however, she can move surprisingly fast. She attacks with her four clawed arms, as well as her long, bladed tail. She has also been shown to use her main and inner jaws in combat. Queens are created through royal facehuggers. Whereas normal embryos adopt characteristics from their host, the royal facehugger's does not. The royal facehugger carries within it the royal blood-Line, which is a genetic code passed down from the queen xenomorph to its chosen offspring. The embryo is a genetic copy of its mother and as such will not adopt the characteristics of the host but will retain the physical characteristics of the xenomorph queen.

Xenomorph Names[edit]

Xenomorph do not have names as we know them, they communicate between each other in grunts, shrieks, and squeals; They identify each other using these noises. However, if a xenomorph was to be given a name or a nickname, it would understand and respond to it.

Xenomorph Traits[edit]

The aliens from the "Alien" franchise, adapted to fit within the realms of D&D
Ability Score Increase. Your Constitution score increases by 2.
Age. No on truly knows how long a xenomorph can live, but they mature almost a full day after bursting from a host’s chest.
Alignment. Some people will argue that the xenomorph are a neutral or evil creature. One that only cares about either their own survival, or the survival of their colony/queen. Those people would be right.
Size. Depending on the host, a xenomorph can either be Small or Medium size.
Speed. Your base walking speed is 35 feet. You have a climbing speed of 20 feet.
Acidic Blood. When you are damaged by a melee attack, you may use your reaction to coat the creature in caustic blood. The affected creature must make a DC 8 + your proficiency bonus + your Constitution modifier, Dexterity saving throw to take half of the 2d6 acid damage. This effect increases in damage by 1d6 when you reach 6th level(3d6), 11th level(4d6), and 16th level(5d6). You regain use of this trait after you finish a short or long rest. Additionally, you are resistant to acid damage.
Unique Exoskeleton. Your exoskeleton, though bipedal, is not the regular shape or build of other humanoids. Armor must be created for you and costs twice as much as a regular suit of armor. You have a natural Armor Class equal to: 10 + your Constitution modifier.
Natural Weapons. You are a race bred for combat. You have three natural weapons which you can use to make unarmed strike that you are proficient in.

Bite. You have a bite attack. If you hit with it, it deals piercing damage equal to 1d6 + your Strength modifier, It also does half as much acid damage, instead of the bludgeoning damage normal for an unarmed strike.
Claws. You have a claw attack. If you hit with it, it deals slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Tail. You have a tail attack that has a reach of 10 feet. If you hit with it, it deals piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages. Xenomorph do not have a written language, however, they have a spoken one. It is a mixture of shrieks, squeals, gargles and guttural sounds. This complex primitive tongue has been coined "Xenomorph", you can speak and understand the language Xenomorph. You can also read, and understand Common and one other language of your choice. But, you can not speak in these languages.
Subrace. There are eight subraces for you to choose from Dragonborn, Dwarf, Elf, Gnome, Halfling, Half-Orc, Human and Tiefling. For all subraces that do not specify that they are Small, they are considered Medium in size.


They are almost identical to the common Drone, except their heads are much more smooth. More intelligent to the others, they can sometimes play dead to avoid detection, and they are capable of stalking without making a noise.

Ability Score Increase. Your Intelligence score increases by 2 while your Dexterity score decreases by 1.
Silent Hunters. As the lurker subrace you gain advantage on stealth checks.


A unique Alien breed that has the ability to spit acid from their mouths (similar to a dilophosaurus) to stun their prey and will let out a blinding mist when being shot, they can be recognized by their glowing pouches.

Ability Score Increase. Your Dexterity score decreases by 1.
Acid Spit. You have the ability to spit acid out of your mouth, this ability has a 30ft range and deals 2d6 acid damage + your Constitution modifier, this ability can be used by your proficiency bonus + your Constitution modifier times per long rest.
Gas Cloud. As a reaction to getting hit, you may cause an acidic cloud to burst from the glowing patches on your body. This cloud causes anyone caught in it to have disadvantages on all saving throws and 1d4 acid damage for each time they end there turn in the cloud. However it does 3d4 damage on any target who takes the dash action. This ability has a radius of 15ft, and you do not take any of the disadvantages of the cloud as you can see trough it perfectly. The cloud remains indefinitely as long as you are in it, the moment you leave the cloud it slowly starts to dissipate, and after 2 rounds it is completely gone.


A horrifying breed with a purple coloration and large, sharp claws on its fingers. It is known for its great speed, making it hard to defeat or even keep up with. It is fond of using that speed to make dashing attacks in which it uses its namesakes to cause massive damage and slice its victims in half. The birth of the Razor Claws was a result of a genetic malfunction in the cocoon process.

Ability Score Increase. Your Strength score increases by 2. While your Wisdom score decreases by 1.
Heightened speed. Your speed is now 45ft. However your climbing speed decreases to 10ft.
Razor Sharp Claws. Your claws deal 2d6 damage + your Strength modifier. However your bite decreases to 1d4 + your Strength modifier.


A grayish-green exoskeleton and a hard, tan carapace on its head, back, and forearms. It sometimes moves/attacks by rolling itself along the ground in a ball. With all of it's extra Armour it's almost completely protected from ranged attacks.

Ability Score Increase. Your Dexterity score increases by 2. While Your Charisma score decreases by 1.
Death Ball. you have the ability to compact yourself into a ball. For your movement phase only, you may compact yourself into a ball, gaining a movement speed of 60ft. If you move within 5ft of an enemy, you ram them. Dealing 1d8 bludgeoning damage per 20ft of movement that you spent in the ball gaining momentum, on a save (dc 13 + Your Dexterity modifier), it only deals half damage.
Shield Stance. You have advantage on dexterity saving throws and gain a +5 bonus to your AC, However, you no longer have a climbing speed, and your movement speed decreases to 10ft.


The Pred-Alien shares many characteristics with its host, such as long hair-like appendages, mandibles, skin color and similar vocalizations. It possesses physical and mental strength greater than that of human-spawned Aliens. Like human-born Aliens, it is also shown to be stronger than its host species.

Ability Score Increase. Your Strength and Intelligence score increases by 1.
Predator's Knowledge. You gain proficiency with the survival skill.
Primitive Tool Use. You gain a proficiency with improvised weapons and can craft weapons or small trinkets out of rock, bone, or anything else you can get your hands on. The crafted weapons are counted as improvised weapons, and the damage they do varies based upon what your DM says.


Aquatic like aliens, these Xenomorphs adapted to live in the oceans. Usually of a dark blue hue.

Ability Score Increase. Your Constitution score increases by 1.
Oceanic Adaption. You gain a swim speed of 35ft, you can breathe air and water, And you gain a Resistance to cold damage. However, you have no climb speed whatsoever.


The facehugger that laid you attached itself a human. You are exactly as described in the physical appearance segment of this race. You are also the most common type of xenomorph. You gain the following benefits.

Ability Score Increase. 2 other ability scores of your choice increases by 1.
Human Versatility. You may choose 2 skills with which you gain proficiency in.
Human Voice. You gain the ability to speak common instead of just writing and understanding it.

Random Height and Weight[edit]

4′ 8″ +6d6 inches 175 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


Reason For Adventuring[edit]

When creating a xenomorph character, you can use the following table to help flesh out your character. Use this tables in addition to or in place of your background's characteristics as the reason for your departure from the hive. Contrary to what the lore above implies, the event below changed your alignment or ideals to that which would allow for adventuring. Discuss with your DM how your character came to be an adventurer and how the event below changed their perspective.

d10 Adventuring Reason
1 You have been banished from the hive to become a praetorian when you can prove yourself to be worthy.
2 You were a member of a hunting party and have become lost.
3 You emerged from a commoner and now roam the area, searching for food and excitement.
4 You ran from the nest, not feeling connected to your race. Feeling like an outsider.
5 You were sent to discover a new home to build your queens nest.
6 An egg was transported and a victim deliberately impregnated, you burst from the victim and have been tested and experimented upon.
7 As a small xenomorph you were captured and held as a pet.
8 As a chestburster you were captured and raised as a pet.
9 You were once rescued by another adventurer, you feel indebted to them and have a compulsion to do the same for others.
10 Though magic your mind was opened to the possibilities of the multiverse, you have no compulsion to serve the hive or the queen.

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