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Nerdarchy > Dungeons & Dragons  > Out of the Box Encounters: Xenomorph Nest

Out of the Box Encounters: Xenomorph Nest

Strength Score: Highs and lows. What does it mean?
Dexterity: The Grace and Fumble of Movement

Introduction

What’s better than a classic dungeon crawl? How about adding a terrifying alien twist! For any DM looking to mix sci-fi horror into their D&D game, the iconic Xenomorph from Alien and its ongoing movie series is the perfect nightmare creature to throw at your players for your D&D Game. Imagine exploring a seemingly ordinary dungeon, only for the adventurers to stumble upon an eerie, pulsating nest filled with strange eggs. What hatches from these eggs? You guessed it—terrifying, acid-blooded predators that stalk the party through dark corridors, picking them off one by one. This encounter ramps up the tension, blending horror elements into your fantasy world, and provides a challenging, tactical fight for mid-level adventurers.


Encounter Setup

Encounter Level: 7-8

While exploring an old dungeon, cave system, or ruins, the party comes across a section that feels… wrong. The air grows still and thick with a strange, almost metallic smell. The walls are coated in an unnatural resin, and a constant dripping sound echoes in the distance. As they push forward, they find a nest—dark, slick, and alive with alien growth. In the center, massive eggs pulse and twitch, as though something inside is about to burst forth.


Scene Description

The nest itself is a grotesque chamber, its walls coated in organic resin and strange, black fibers. The floor is slick and sticky, making every step treacherous. At the far end, the party can see the eggs: oblong, leathery things the size of small barrels. They shift and twitch, and the air feels heavy with impending danger.

Details of the Nest:

  • Resin-coated walls: Difficult terrain, requiring a DC 13 Dexterity saving throw or characters risk getting stuck for a round.
  • Eggs: There are 4-6 eggs in the chamber. If the party doesn’t take precautions, these eggs will hatch into Facehuggers (see below) once they get close.
  • Darkness: The nest is dimly lit, with shadows obscuring the ceilings. Any perception checks to spot creatures lurking above are made with disadvantage.

As soon as the party enters the chamber, a low hissing sound echoes through the room—the Xenomorph is here, and it’s been watching from the shadows. It will stalk the party, using hit-and-run tactics, always staying just out of sight, until it’s ready to strike.


Encounter Dynamics

The players face multiple threats in this encounter:

  1. The Xenomorph itself, lurking and waiting for the right moment to strike.
  2. Facehuggers emerging from the eggs.
  3. The environment, which is difficult to navigate and filled with potential traps.

The Xenomorph’s Strategy

The Xenomorph is a deadly predator, using stealth to its advantage. It will remain hidden in the shadows, clinging to the ceiling or using cover until it spots an opportunity to ambush the party. It prefers to isolate weaker party members and attack them swiftly. Once it strikes, it will retreat into the shadows again, forcing the players to stay on edge.

If the players focus on the eggs, the Facehuggers will make their appearance, forcing the party to split their attention. The Xenomorph will use this distraction to its advantage.


Stat Block: Xenomorph

Large Aberration, Unaligned


  • Armor Class: 17 (natural armor)
  • Hit Points: 136 (16d10+48)
  • Speed: 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 6 (-2) 13 (+1) 6 (-2)

  • Saving Throws: Dex +7, Con +6, Wis +4
  • Skills: Perception +7, Stealth +10
  • Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities: Charmed, Frightened
  • Senses: Darkvision 120 ft., Passive Perception 17
  • Languages: —
  • Challenge: 7 (2,900 XP)

Acidic Blood: When the Xenomorph is hit by a melee attack, the attacker must make a DC 15 Dexterity saving throw or take 2d6 acid damage as its blood sprays out.

Spider Climb: The Xenomorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


Multiattack. The Xenomorph makes three attacks: one with its tail, one with its bite, and one with its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Acid Spray (Recharge 5-6): The Xenomorph sprays acid in a 20-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much on a successful one.


Facehuggers

Tiny Aberration, Unaligned


  • Armor Class: 13
  • Hit Points: 10 (3d4+3)
  • Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 12 (+1) 1 (-5) 10 (+0) 1 (-5)

  • Skills: Stealth +5
  • Senses: Darkvision 60 ft., Passive Perception 10
  • Languages: —
  • Challenge: 1 (200 XP)

Implant (1/Day): If the Facehugger successfully hits with its attack, the target is grappled (escape DC 13). While grappled, the Facehugger attempts to implant an egg in the host. The host must make a DC 14 Constitution saving throw at the start of each of its turns. After three failed saves, the target becomes unconscious. After 24 hours, the egg hatches into a juvenile Xenomorph.

Actions


Lunge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 13).


Aftermath

If the party defeats the Xenomorph and its brood, they may find the dungeon further corrupted by alien growths. The unsettling feeling of being watched lingers as they leave. Any players who were implanted by a Facehugger and not treated may face the horrifying prospect of a Xenomorph hatching from within them, adding a ticking clock to the party’s journey.

For the DM, the nest can lead to a larger storyline where more Xenomorphs are found, or it can be a self-contained horror moment in the campaign. Either way, this encounter blends suspense, tension, and sci-fi horror into the fantasy world of D&D, offering a terrifying challenge that players won’t soon forget.


Incorporating a Xenomorph nest into your Dungeons & Dragons campaign is a perfect way to bring spine-chilling suspense and high-stakes combat to your D&D table. The Xenomorph itself is an iconic predator, and adding it as a mysterious threat in a dungeon crawl is sure to keep your players on edge. Whether you use this as a standalone encounter or as part of a larger storyline, the combination of horror, strategy, and sci-fi elements makes for an unforgettable experience. Get ready to watch your players fight for survival as they face one of the deadliest creatures ever imagined!

Thanks for reading. Until Next Time, Stay Nerdy!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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