Alien
An alien’s blood is acid. Anything that comes into contact with it takes 28 (5d10) acid damage. Hitting an alien with slashing or piercing damage requires a successful Dexterity saving throw (DC 13) or take 28 (5d10) acid damage.
An alien has advantage on Athletics checks. In addition, as a reaction an alien can reduce falling damage by 45 (5 times the number of Hit Dice).
The Alien can hear a normal conversation from 300 feet and a whisper at 80 feet.
Each non-aberration creature that can see the alien and starts its turn within 30 feet of the alien must make a DC 14 Wisdom saving throw if the alien is not incapacitated. A creature that fails the save is frightened for 1 minute. If the saving throw fails by 5 or more, the creature also gains a short-term madness. A creature frightened by this effect can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that makes the saving throw or ends the effect on itself is immune to this alien’s horrifying appearance for 24 hours.
The alien can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
The alien emits a high-pitched shriek. Each creature within 60 feet of it that can hear the noise must make a DC 14 Constitution saving throw. On a failure, the creature takes 10 (3d6) psychic damage and is deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the deafened effect on itself on a success.
Alien
Not yet described
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