Starfinder: Creeping Cranium Xeno-necro

Chris Van Deelen

Creeping Cranium Xeno-necro CR 1 XP 400

Neutral tiny undead (Xeno-necro)

Init +6; Senses Darkvision 60 ft.; Perception +0

 

Defense                                                             HP 7

EAC 20; KAC 22

Fort +0; Ref +4; Will +2

Defensive Abilities Clinging, toughened hide; immunities Cold, vacuum

Weaknesses Energy vulnerability

 

Offense

Speed 30 ft.

Melee Lashing tongue +1 (1d4 P Crit 1d6 acid E damage)

Space 2.5 ft.

Offensive Abilities Ambush, create spawn, rider

 

Statistics

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

Skills Acrobatics +3 stealth +11

Feats Improved initiative

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Solitary

 

Special Abilities

Ambush (Ex) The Splitter 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.

Clinging (Ex) The creature is capable of clinging to any surface, and retains its full movement speed. No acrobatics check is required.

Create Spawn (Su) Any cranium removed from a corpse will automatically mutate into a new Creeping Cranium in 1d6 minutes after being removed from a body. The only way to prevent this from happening is to destroy the skull before the transformation can complete.

Energy Vulnerability The Splitters 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.

Rider (Ex) Whenever a corpse is available, the creature will automatically rip the head off and infuse its body with the corpse. This requires only 1d3 rounds to accomplish, but the creature cannot take any other action while attempting to do so. Once the corpse has been taken over, it becomes a Splitter.

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.

The Creeping Cranium is stuff right out of nightmares. The Xeno-necro is created by using a single humanoid skull. Three long tendrils sprout from the neck, allowing the creature excellent mobility, being as fast as an average humanoid. It is also fully capable of moving along any surface.

It is able to attack through the use of its mutated tongue, lashing out at targets within a five foot radius. The tongue is barbed and can inflict painful wounds. The tongue also contains a powerful acid, which can infect a wound, causing even more damage.

This creature is always on the hunt, seeking out a corpse for it to take over. When one is found, the creature will use its tendrils to remove the current head from the body and then it will insert itself into the torso, quickly taking over the body and turning it into a Splitter.

The creatures do not typically hunt in groups of their own kind, although they are often found in the presence of Hordes and Carriers.

Starfinder Creature Index