Starfinder: Gorgon Xeno-necro

Chris Van Deelen

Gorgon Xeno-necro CR 7 XP 3,200

Neutral large undead (Xeno-necro)

Init +4; Senses Darkvision 60 ft.; Perception +8

 

Defense                                                             HP 60

EAC 14; KAC 16

Fort +5; Ref +9; Will +9

Defensive Abilities Enhanced resistance (kinetic DR 5), toughened hide; immunities Acid, cold, undead immunities, vacuum

Weaknesses Energy vulnerability

 

Offense

Speed 30 ft. (Fly, good)

Melee Two slashing limb blades, +11, (2d6+5 S, Crit 1d6 bleed per round

Ranged Acidic globe, +14, (1d8 E Crit burns 1d6 for 1d4 rounds, 150 ft. range)

Space 10 ft.; Reach 20 ft.

Offensive Abilities Ambush, feeding boost

 

Statistics

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

Skills Athletics +14, stealth +14

Feats Cleave, enhanced resistance (kinetic DR 5), far shot, great cleave, opening volley

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Solitary

 

Special Abilities

Acid Burst (Su) Once per day, the Gorgon can forcefully eject most of the acid from its central core. This area of effect is 30 feet, centered on the creature. All those caught in the area of effect must make a Ref save (DC 17) or suffer 5d6+10 points of Acid (E) damage. Those who make the save will suffer half damage and do not take the additional burning damage per round.  The acid will also continue to burn for 1d6 rounds, inflicting 2d6+5 damage per round.

Ambush (Ex) The Gorgon 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 Gorgon gains a +4 racial bonus to Stealth as a result.

Energy Vulnerability (Ex) The Gorgon 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.

Feeding Boost (Su) As a full round action, the monster is able to use its four limbs to rip apart a corpse. During this time it will feed the chunks of flesh through the membrane on the central torso. For every hit dice ingested this way, the creature will heal 1d6 points of damage. Furthermore, for every three hit dice consumed, the acid becomes more potent, and this translates to the acid damage doing an additional +1 per attack. So if the creature has consumed 9 hit dice of corpses, the acid damage will be increased by +3. This also includes the additional damage caused by the burning per round. The maximum additional damage the creature can do is +10. This will last for 24 hours.

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 Gorgon is one of the few Xeno-necros which no longer have a humanoid appearance. In fact, it is almost impossible to see the remains of the corpses used to create this particular creature. It is also the only one which is able to float or fly without being in micro-gravity.

On average, the creature consists of a large, bulbous central body. This portion is a glowing, sickly-yellow. There are four long limbs growing from the lower portion of the main body. At what one would call the ‘elbow’ of each limb there is an additional sack of this glowing, yellow fluid.

The creature is created by using at least four corpses, which are broken down in their entirety and reformed. There are no visible eyes on the beast, and yet it seems to be able to see just fine without them. The creatures hearing is excellent as well.

It travels by flying around, and can do so in any environment with ease. The only time it ever touches the ground is when the creature is attacking prey, or when it has been dispatched. When the creature kills a target, or when it stumbles upon a corpse, it will use its limbs to tear it apart, and feed it into the central sack.

Taking on one of these creatures is a difficult challenge, and would be all but impossible if there are no ranged weapons present, as this beast can easily stay well above attackers and use its ranged acid attack to make life unpleasant and rather short.

When the creature engages in combat, it often likes to fight when other Xeno-necros are already involved in a battle. It will often finish off badly damaged Xeno-necros in order to consume their remains to heal any damage it has already sustained, or just to enhance its own attacks.

Starfinder Creature Index