Starfinder: Desecrator Xeno-necro

Chris Van Deelen

Desecrator Xeno-Necro CR 5 XP 1,600

Neutral medium undead (Xeno-necro)

Init +10; Senses Darkvision 60 ft.; Perception +9

 

Defense                                                             HP 40

EAC 20; KAC 22

Fort +4; Ref +12; Will +6

Defensive Abilities heal Xeno-necro, toughened hide ; immunities Cold

Weaknesses Energy vulnerability

 

Offense

Speed 30 ft. or 90 ft. fly (good)

Melee Proboscis, +6, (1d6+1 P plus 1d4 acid damage for 1d3 rounds Crit 1d4 Dexterity loss) or two wing claws, +2 (2d4+1 S, crit 2d6 acid)

Offensive Abilities Ambush, create spawn, engulf

 

Statistics

Str +1; Dex +6; Con  -; Int +2; Wis +2; Cha +2

Skills Acrobatics +13, athletics +9, piloting +13, stealth +17, survival +9

Feats Fleet, improved initiative, lightning reflexes

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Solitary or small groups (1d3)

 

Special Abilities

Ambush (Ex) The Jugger 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.

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

Create Spawn (Su) As a full round action and by striking a corpse with its proboscis, the creature can inject it with the fluids and genetic material to create a new Xeno-necro. The type of Xeno-necro created is up to the GM, but typically it will be a Slicer or Pouncer. This will take 1d4 rounds to complete the transformation. Smaller creatures such as Skulkers will require only a single round to create, while larger monstrosities such as the Jugger will require 1d4 rounds per corpse being used to create. It can also create other Desecrators, but will never create more than two others, and they take the longest to animate – typically 6+1d6 rounds. The only limit the monster has to creating other Xeno-necros is the number of corpses available to it.

Engulf (Ex) If both wing claws hit, the creature will automatically be engulfed in a horrible hug. The creature is allowed an attempt to break free every round (requiring a successful escape task from acrobatics to break free). Each round the creature will suffer 3d6+3 points of acid damage until it breaks free. If a target is killed in this manner, the Desecrator will continue to hold on for one more round, automatically infecting the victim and creating a new Xeno-necro.

Heal Xeno-necro (Su) These creatures are able to heal damage inflicted on other Xeno-necros. As a full round action, the creature can attach itself to the body of any Xeno-necro and inject the proboscis into it. This will immediately heal 2d4+4 points of damage sustained. As long as the Desecrator remains attached to the Xeno-necro, it will automatically heal damage inflicted.  It should be noted once a Xeno-necro is destroyed, the Desecrator cannot heal any further damage.

Energy Vulnerability The Desecrators, 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 particular type of Xeno-necro is a lot tougher than most of the commonly encountered members of the particular type of undead.  What really sets it apart from the rest of the Xeno-necros is the fact it is able to inject a recently deceased corpse with the strange energies and toxins, turning the corpse into a newly risen Xeno-necro.

This particular creature is created using the body of a single corpse. The head disappears, being absorbed into the body, while the arms grow large flaps, allowing the creature the ability to fly. The legs shrink and become a tail, while the rest of the organic material are re-arranged to toughen the hide and are repurposed for the express task of creating other Xeno-necros.

The Desecrator uses a proboscis like appendage in order to inject a corpse with the energy and genetic toxins. The type of the Xeno-necro created through this process depends on the number of bodies available, the sizes, and the overall condition of the remains. Average humanoids become slicers and Pouncers, while small corpses will become Skulkers. Occasionally it will take the time to pull a large number of corpses and infect them in order to create a Jugger. If there are only a few Xeno-necros, it will also infect a single corpse in order to create more of its own type, but never more than three at any time.

These beasts typically do not like to encounter possible hostiles, but if it discovers a lone individual, or even a small group which appears to have suffered wounds, or appears to be poorly armed, it will attack with the full intention of killing and then infecting the victims, creating new Xeno-necros.

Starfinder Creature Index