Starfinder: Ambusher Xeno-necro

Chris Van Deelen

Ambusher Xeno-necro CR 4 XP 1,200

Neutral medium undead (Xeno-necro)

Init +7; Senses Darkvision 60 ft.; Perception +8

 

Defense                                                             HP 23

EAC 17; KAC 19

Fort +1; Ref +5; Will +3

Defensive Abilities Camouflage, feed, toughened hide; immunities Cold, undead immunities, vacuum

Weaknesses Energy vulnerability

 

Offense

Speed 30 ft.

Melee Claw, +7, (1d6+3 S, crit 1d4 bleed damage per round), head butt, +7, (1d8+3 B, Crit knocked prone)

Offensive Abilities Ambush, charge, scream, tactics

 

Statistics

Str +3; Dex +3; Con -; Int -2; Wis +2; Cha +0

Skills Acrobatics +5, athletics +5, stealth +19

Feats Cleave, improved initiative

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Small packs (2d3)

 

Special Abilities

Ambush (Ex) The Ambusher is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.

Camouflage (Su) Each creature is able to use this ability to match the surrounding’s almost perfectly. This is a full round action, and they will automatically gain an additional +10 to their stealth skill (which will stack with their ambush ability, above). As soon as they attack, the camouflage drops. They can also voluntarily drop it as a swift action.

Charge (Ex) As a full round action, the Ambusher can charge at any target in a straight line from its starting position. The head-butt gains +2 to hit, and the damage is increased to 2d6+3, and the target is automatically knocked prone if the attack hits. The downside is the creature’s EAC is reduced to 15 and its KAC to 17.

Energy Vulnerability (Ex) The Ambusher are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.

Feed (Ex) When a target has been killed in combat, the Ambusher will stop to feed. This is an automatic reaction after killing prey, and the creature will regain 1d6+3 hit points per round of feeding, if it is damaged. It will not take any other action and will continue to feed for 1d4 rounds. It can also do this even if there are still targets available, if it has been wounded. Feeding is a full round action.

Keen Senses (Ex) Even though these creatures have no visible eyes, their senses are highly tuned and they are able to spot prey relatively easily. As such, they gain a +4 racial bonus to perception checks.

Scream (Su) As a free action, when the creature attacks, it can let out a blood-chilling scream. Anyone within 30 feet of the creature must make a Will save (DC 14) or become shaken for 1d3 rounds. There is no limit to the number of times it can use this ability, but typically only one creature will do this per round.

Tactics (Ex) When there are at least one additional Ambushers within 50 feet of the creature, it will gain a +1 to hit and +1 damage to all attacks. This will stack with flanking and is automatic. The bonus cannot be increased above +1 no matter how many Ambushers are in the area.

Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.

Xeno-necro Subtype

These creatures are created through strange necromantic energies generated by an ancient artifact. The victims must be in the area of effect of the artifact for typically 7 plus 2d8 days. During this period, they suffer from strange and horrifying nightmares, and slip into depression and near the end become violent and suicidal.  The energies released by the artifact (which can vary in size from a small decoration, all the way up to a massive monolith), cause a fundamental change deep in the victim’s genetic code, causing them to mutate upon death into literal undead monster.  No one knows for certain as to the purpose of this, and why this happens, as the creators of the artifact have long since departed this plane of existence.

This subtype can be added to any humanoid corpse.  The humanoid automatically becomes Undead (gaining all the traits) and the subtype becomes Xeno-necro, likewise gaining the traits from such. All previous skills and feats are lost, and the creature retains a bare-minimum intellect, although its only desire is to hunt and kill. It cannot be reasoned with, spoken to or interacted with in any way.

It should be noted these creatures will only attack living, organic targets. They will ignore robots, androids and the like unless they come under attack from the aforementioned types.

 

Required Creature Type: Undead

Suggested Array: Combatant (although it can vary)

Traits: Ambush, energy vulnerability, toughened hide, all undead traits, immunity to cold.

Suggested Ability modifiers: Strength and Dexterity

Ambush (Ex) The Xeno-necro is perfectly aware of the environment it inhabits, and as such it is able to use it to its advantage when hunting live prey to destroy. The creature gains a +4 racial bonus to Stealth as a result.

Energy Vulnerability The Xeno-necro, like all of this subtype, are particularly susceptible to energy attacks, such as lasers, plasma weapons, and other similar weapons. They suffer an additional +1 point of damage per dice when facing this type of attack.

Toughened Hide (Ex) The flesh may appear to be heavily damaged, but it has become infused with bone shards, giving the creature a natural armor bonus of +6.

This particular type of Xeno-necro is always found in packs. They are quite reminiscent of hunting animals such as wolves, and have often been equated to the Xeno-necro version of a Velociraptor. 

The flesh of these particular types of Xeno-necros is always a dark brownish-red, but tends to go to obsidian black, depending on the surroundings, making it difficult to see at the best of times. When they stand perfectly still, they can activate natural camouflage ability, rendering them all but invisible to the naked eye. The hands grow three long talons, tipped with jagged and serrated bone. The head has no visible eyes, and it appears to have three Rhino-like horns. There is a small mouth, which it often emits a terrifying scream upon charging prey.

When encountered, one or more of the Ambushers will reveal themselves to a group, holding their attention and attacking. They do this on purpose in order to allow the other members of their pack to circle and get into better flanking positions in order to take down prey. When all but one of the pack are destroyed, the survivor always does its best to flee, never wanting to stand and fight.

Unlike many of the other types of Xeno-necros, when these creatures kill a humanoid, they will often stop and begin to feed. The main reason is this allows them to heal any damage they might have sustained, but those who have observed the creatures in action have noted even those who are undamaged will stop and feed once the target has been dispatched, although there is no apparent benefit to the creature to do so.

Starfinder Creature Index