Starfinder: Blink Xeno-necro

Chris Van Deelen

Blink Xeno-necro CR 3 XP 800

Neutral medium undead (Xeno-necro)

Init +8; Senses Darkvision 60 ft.; Perception +1

 

Defense                                                             HP 26

EAC 16; KAC 20

Fort +1; Ref +5; Will +3

Defensive Abilities Blink, toughened hide stutter jump; immunities Cold, undead immunities, vacuum

Weaknesses Energy vulnerability

 

Offense

Speed 30 ft.

Melee Two slashing arm blades , +3, (1d6+4 S, Crit 1d4 bleed per round)

Offensive Abilities Ambush

 

Statistics

Str +4; Dex +4; Con -; Int -3; Wis +0; Cha +0

Skills Acrobatics +5, stealth +10

Feats Improved initiative, strike back

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Solitary or small groups (1d4)

 

Special Abilities

Ambush (Ex) The Blink 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 Splitter gains a +4 racial bonus to Stealth as a result.

Blink (Su) The creature is constantly ‘blinking’ when it is moving and attacking. Each time this happens, time speeds up around the Blink. This gives the creature Total Concealment. This ability is constantly on.

Energy Vulnerability (Ex) The Blink 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.

Stutter Jump (Su) As a move action, the creature can use a version of the blink ability. This allows the creature to move out of a threatened space without taking an attack of opportunity. The drawback is this ability will randomly put the Blink 1d6 x 5 feet away in a random direction. This ability will never put the creature in harm’s way, however, and if it appears next to an enemy, the enemy will not gain an attack of opportunity.

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.

There are several different types of Slicer variations which have been encountered. This particular type is one of the rarest types seen to date, and in some ways they are much more dangerous than the typical Slicer variant.

Physically they appear to be half-formed versions of the Slicer. They still have the long arm-blades which are so common among this Xeno-necro. The flesh is the typical greyish in hue, but the lower jaw is fully intact.

Even when it is standing still, the creature seems to be shimmering, or possibly vibrating. When it moves, it becomes a blur, and seems to ‘blink’ out of existence. This is the creature’s body being out of sync with the universe, and grants it concealment against attacks.

It can also use a slight variation of this ability to move out of harm’s way, allowing it to randomly jump up to thirty feet in a random direction. It will use this ability when it has been injured in combat.

Starfinder Creature Index