Starfinder: Grower Xeno-necro

Chris Van Deelen

Grower Xeno-necro CR 8 XP 4,800

Neutral medium undead (Xeno-necro)

Init +4; Senses Darkvision 60 ft.; Perception +6

 

Defense                                                             HP 45

EAC 15; KAC 17

Fort +4; Ref +6; Will +8

Defensive Abilities Enhanced resistance (Electricity 8), regeneration (5 / round), regenerative spawn, toughened hide; immunities Cold, undead immunities, vacuum

Weaknesses Acid, energy vulnerability, fire

 

Offense

Speed 30 ft.

Melee Two slashing arm blades, +10, (2d6+6 S, Crit 1d6 bleed per round) or one slam +14 (2d8+6 B Crit target is knocked prone)

Offensive Abilities Ambush, plow

 

Statistics

Str +6; Dex +0; Con -; Int -1; Wis +2; Cha +0

Skills Athletics +10, bluff+6, intimidate +4, stealth +8

Feats Enhanced resistance (electricity 8), improved combat maneuver, improved initiative, lunge

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Solitary

 

Special Abilities

Ambush (Ex) The Gower 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.

Energy Vulnerability (Ex) The Grower 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.

Plow (Ex) As a full round action, the creature can designate a single individual as the target of a powerful bull-rush type attack. They require a straight line in order to make the attack, but have the advantage that anyone caught in that line of attack (including other Xeno-necros) will be subject to the slam attack. As it is a charge / bull-rush, the creature will gain a +6 (including improved combat maneuver), to hit but suffer a -2 penalty to both its KAC and EAC. Anything in the line of attack which has the Evade class ability are allowed a Ref save (DC 14) to avoid being hit by the creature.

Regeneration (Su) The Grower is capable of regenerating all but Acid and Fire damage. It does not matter how far into the negatives the creature has been dropped, unless the damage is of the type mentioned, it will eventually regenerate to the point it can fight once again. The creature has enough intelligence to wait until it has regenerated at least half of its hit-points before it will rise and attack once again, and will often ‘play dead’ until its body has had the time required before recommencing its assault.

Regenerative Spawn (Su) In the off chance a portion of the Grower’s body is blown off, the piece can and will regenerate a completely knew Grower. The piece is considered to be at negative  45 hit points for this purpose, and once it hits zero, it will then begin growing a new form. This will happen rapidly, and once it has reached 45 hit points, it will be fully functional and able to fight. The regenerating form is incapable of fighting or even defending itself before this, and is vulnerable to acid and fire attacks, which can potentially destroy it before it has finished re-growing.

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 creature is not quite as large as a Jugger, but it fills much the same niche as that particular type of Xeno-necro. It is a front-line tank, able to withstand a great deal of punishment before going down. It is created using two humanoid corpses, and appears to be a much bulkier version of the common slasher, and also shares characteristics with the Predator

Unlike the Predator, which has only a limited regenerative capability, this monstrosity can continue to regenerate from any damage it has sustained – with two exceptions. It cannot regenerate Acid or Fire damage, and these are the only two methods which can permanently destroy the monster. After it has sustained enough damage to render it immobile, the remains need to be burned to ash to prevent it from returning.

As stated, this is a front-line tank. It is incredibly strong – nearly as strong as the Jugger, and due to the creature’s innate ability to soak up damage, it often will succeed where hordes of other types of Xeno-necros will fail, such as Slicers or Pouncers.

When the creature engages in combat, it has enough intelligence to recognize any real threat, such as those who wield acid or fire-based weapons, or those who inflict massive damage, and as such they will often ignore other targets in order to get at the one who has garnered their attention. Like a tank, they can plow through a group until they reach their primary target and will do everything in their power to destroy the threat.

It should be noted, this is the only type of Xeno-necro which has developed any type of resistance to energy attacks. It is still vulnerable to energy, but can withstand the damage inflicted far better than others of its sub-type.

Starfinder Creature Index