Starfinder: Contaminator Xeno-necro

Chris Van Deelen

Contaminator Xeno-necro CR 3 XP 1,200

Neutral medium undead (Xeno-necro)

Init +0; Senses Darkvision 60 ft.; Perception +8

 

Defense                                                             HP 24

EAC 14; KAC 16

Fort +5; Ref  +2; Will +9

Defensive Abilities Toughened hide; immunities Cold, undead immunities, vacuum

Weaknesses Energy Vulnerability

 

Offense

Speed 20 ft.

Melee Bite, +5, (1d6+1 P) or two fists, +1 (1d3+1 B)

Offensive Abilities Ambush, create spawn, penetrating poison gas

 

Statistics

Str +1; Dex +0; Con -; Int -2; Wis +3; Cha +4

Skills Acrobatics +2, stealth +8

Feats Iron Will, skill focus (perception)

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Solitary

 

Special Abilities

Ambush (Ex) The Contaminator 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.

Create Spawn (Su) The toxic gas produced by the Contaminator will turn any corpse within the area of effect (see below), into a Slicer Xeno-necro in 1d4 rounds.

Death Detonation (Su) Upon its death, the Contaminator will explode. This will cause 3d6 acid damage, in a 15 foot radius and a Ref save (DC 15) 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. Furthermore, the Penetrating Poison Gas is likewise released upon its death (see below), unless it has already used up its allotment of discharges for the day.

Energy Vulnerability (Ex) The Contaminator, 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.

Penetrating Poison Gas (Su) As a full round action, the Contaminator is able to generate a cloud of noxious gas. This gas is able to get into even the most tightly enclosed suits, and will even work in the vacuum of space. Anyone struck by the gas must make a Fort save (DC 15) or suffer 1d4 points of temporary Constitution damage, and will become nauseated for 1d6 rounds.  This gas attack will only affect living creatures. The gas covers an area of 30 feet, centered on the Contaminator. It can use this ability four times per day.

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.

 

A specialized form of Xeno-necro, this particular creature serves a function very similar to that of the Desecrator. Its purpose is to contaminate the atmosphere with the same toxin which can not only kill living creatures, but cause them to rise as Slicers.

The Contaminator is created using a single medium-sized humanoid corpse. Anything the corpse was wearing is destroyed in the transformation. The hair falls out and the body turns a pale grey. The face and head remain relatively unchanged, except the mouth is open in a permanent look of surprise, from which a greenish vapor is constantly flowing. The back has become grotesquely engorged, and once the creature is killed, it explodes, filling the area with the toxin.

They are somewhat slow-moving, and always travel in packs of Slicers for protection, often staying in the aftermath of a battle to infect and change the corpses created by the slicers into new slicers. 

Those who have encountered the Contaminators – and lived to speak about it – tell tales on how the gas they produce will penetrate even the best vacuum suits and armor, and the only way to avoid the effects is to stay out of the area of effect. They also warn to make sure to stay well clear of the creatures, as when they are finally destroyed, they will explode, potentially inflicting terrible casualties with the final act of defiance.

Starfinder Creature Index