Starfinder: Burster Xeno-necro

Chris Van Deelen

Burster Xeno-necro CR 4 XP 1,200

Neutral medium undead (Xeno-necro)

Init +0; Senses Darkvision 60 ft.; Perception +2

 

Defense                                                             HP 20

EAC 14; KAC 16

Fort +1; Ref +3; Will +4

Defensive Abilities Club detonation, damage reduction (kinetic 4), toughened hide ; immunities Acid, cold, undead immunities, vacuum

Weaknesses Energy vulnerability

 

Offense

Speed 20 ft.

Melee Club, +7 (1d6+3 B, Crit 2d6 acid damage E plus 1d4 per round for 1d3 rounds)

Space 5 ft.; Reach 10 ft.

Offensive Abilities Ambush

 

Statistics

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

Skills stealth +6

Feats Enhanced resistance (Kinetic), stand still

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Small groups (1d4)

 

Special Abilities

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

Club Detonation (Su) Upon its death, of if the arm itself is damaged in combat, the Burster’s arm will explode. If the arm is damaged during combat due to a wound or area effect weapon (such as a grenade), the Burster will have to make a Fort save with the DC equal to 10 plus the damage inflicted. If it fails, or upon the Burster’s death, the arm detonates, causing 3d6 acid damage, in a 15 foot radius and a Ref save (DC) for half damage. Furthermore, anyone caught in the area of effect will suffer 1d2 points of acid damage per round for 1d4 rounds after the creature detonates. The acid will affect other types of Xeno-necros, unless they happen to be immune to acid.

Energy Vulnerability (Ex) The Burster, like all Xeno-necro’s, 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.

 

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 strange version of the Xeno-necro is created by using a single corpse. The creature has a vaguely humanoid appearance, but appears to be rather ungainly and awkward, moving around on one leg and one arm. The other arm is grotesquely engorged with a yellow pus-like substance, and appears to be covered in festering boils.

This creature is somewhat slower than other Xeno-necros and as such tends to hunt in groups consisting mainly of Slicers, although it is not uncommon to find it mingling with the Twisted and Squirmers.

The creature uses its deformed arm as a club, smashing down at targets with it. If the arm is ever hit by in combat, or the creature is subjected to an area effect weapon, there is a chance the engorged arm will detonate.  It should be noted the arm will detonate upon the death of the creature.

Starfinder Creature Index