Starfinder: Chryssalid

Chris Van Deelen

Chryssalid Combatant CR 5 XP 1,600

Neutral medium vermin

Init +5; Senses: Darkvision 60 ft.; Perception +11

 

Defense                                                             HP 70

EAC: 17; KAC: 19

Fort: +9; Ref: +7; Will: +4

Defensive Abilities: DR 5 / energy; Immunities: Mindless, poison

Weakness: Vulnerability to Flame

 

Offense

Speed: 60 ft.

Melee: Two claw slashes +10 (2d4+10 S & poison Crit wound), or bite +14 (1d6+10 P & poison Crit Embryo implant)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Implant embryo

 

Statistics

Str +5; Dex +5; Con +4; Int -; Wis -2; Cha -2

Skills: Athletics +16, intimidate +11

Feats: Cleave, great cleave, step up

Other Abilities: Leap

Languages: None

 

Ecology

Environment: Any

Organization: Swarms (1d4+2)

 

Special Abilities

Implant Embryo (Ex): When the Chryssalid bites a target in combat and gains a critical hit; it will automatically implant an embryo into the host unless a Fort save (DC 13) succeeds. If the save fails, the target is killed instantly and becomes a zombie (use Occult zombie from Alien Archive 1). If armed, the victim will then turn on allies or any nearby targets, using any weapons they were carrying at the time of the attack, or they will resort to punching and biting (using the targets BAB and damage). After 4 rounds a new Chryssalid will rip free from the body of the host and join the fray. If a target is immune to disease, then it cannot be implanted with an embryo, as the body automatically destroys it. Note that if the zombie form is destroyed before the embryo matures, the embryo dies as well.

Leap (Ex): As a full round action, the Chryssalid can leap up to twice its movement rate to any location, including those on top of buildings, ledges or the like.

Poison (Ex): The claws of the creature contain a powerful poison. It uses the constitution track, and requires a save every round (DC 13), and 2 consecutive saves to cure.

Vulnerability to flame (Ex): As dangerous as the creatures are, they are highly susceptible to flame. When they encounter flame, they must make a Will save (DC 16) or be forced to flee from the flame at their maximum movement rate. Note this only includes actual fire, not flame-based attacks such as lasers. Plasma will cause the same effect, however. When they are hit with flames, the creature takes an additional 1 point of damage per dice.

 

The Chryssalid race was discovered by the alien invaders millennium before. When originally encountered, the insectoids were smaller and far weaker. With their horrifying method of reproduction, the aliens found what they considered to be the perfect terror weapon.

Through ‘uplifting’ and extensive genetic tinkering, they dramatically increased the size of these creatures, and ‘programmed’ the insect brains to follow basic orders and to not attack specific races. With the increase in size, these creatures became formidable combatants, able to kill with their deadly claws and bites. Even if the claw did not kill the target outright, often the poison injected would finish the job.

The most terrifying aspect of the creature is that it can and will implant a target with an embryo. If the target’s natural immunity cannot fend off the implantation, it is instantly killed and the corpse is then treated like a zombie. The embryo works at astonishing speed to convert the organic material of the host into a new body and within 24 seconds of implantation, it will rip free of the husk and join the battle. The only way to prevent this from happening is to destroy the host before the transformation is complete. The only saving grace to this is that the newly formed Chryssalid is incapable of implanting embryos. They need time to mature before they can start this process.

Such a race turned to be the perfect terror weapon. The aliens would let loose small packs of these creatures into a populated location, where they would engage in wanton destruction and death, implanting as many hosts as possible to spread the terror. On some worlds, only a few swarms were required to cow the population into compliance.

Engaging in combat with the creatures is best done at range, and with energy weapons. They are incredibly fast and thanks to their poison, deadly. The creatures can also leap great distances, and this allows them to attack those who believe that having the high ground would give them either the advantage or some measure of safety.

Oddly enough, unlike most mindless creatures who ignore things like holographic clones, these particular monsters are affected by such abilities, and they will openly track and attack, instead of ignoring them.

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Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.