Starfinder: Carrier Xeno-necro

Chris Van Deelen

Carrier Xeno-necro CR 9 XP 6,400

Neutral large undead (Xeno-necro)

Init -2; Senses Darkvision 60 ft.; Perception +10

 

Defense                                                             HP 80

EAC 12; KAC 14

Fort +8; Ref +4; Will +12

Defensive Abilities Death birth, explosive birth, toughened hide; immunities Cold , vacuum

Weaknesses Energy vulnerability

 

Offense

Speed 20 ft.

Melee Two slashing arm blades, +13, (2d6+4 S, Crit 1d6 bleed per round)

Space 5 ft.; Reach 10 ft.

Offensive Abilities Ambush

 

Statistics

Str +4; Dex -2; Con -; Int -4; Wis +4; Cha +2

Skills stealth +7

Feats None

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Solitary

 

Special Abilities

Ambush (Ex) The Carrier 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.

Death Birth (Ex) When the Carrier is killed, it will automatically explode, unleashing the hoard contained within. See Explosive Birth below for details.

Energy Vulnerability The Carrier, 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.

Explosive Birth (Ex) Whenever the creature is hit by a piercing attack which inflicts more than 10 points of damage, it must make a Fort save with a DC of 10 plus the damage inflicted over the initial 10 (so if the attack inflicted 14 points of damage, the DC would be 14). If the saving throw fails, the creature will explode, showering a 15 foot area with viscera shards of bone. Everyone in the area of effect will suffer 3d6 points of damage and are allowed a Ref saving throw (DC 18) for half damage. And this attack also unleashes a hoard.

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.

Created through the use of two or more corpses, the Carrier is a bloated monstrosity, having a similar appearance to the Slasher. The body has expanded to the point it appears it will burst at any time, and the flesh appears to be moving, as something inside attempts to break free.

Due to their size, the Carrier moves slowly and ponderously, and can be quite susceptible to ranged attacks as a result. However, due to the species innate ability to ambush, the Carrier is able to remain hidden, and will attack with ferocity.

If the Carrier is killed by the use of any type of piercing weapon, it will unleash its deadly payload onto the attackers, often finishing the job it was attempting to do even after its final destruction.

Starfinder Creature Index