Starfinder: Hoard Xeno-necro

Chris Van Deelen

Hoard Xeno-necro CR 5 XP 1,600

Neutral tiny undead swarm (Xeno-necro)

Init +2; Senses Darkvision 60 ft.; Perception +0

 

Defense                                                             HP 34

EAC 18; KAC 20

Fort +3; Ref +4; Will +4

Defensive Abilities Toughened hide, swarm traits; immunities Cold

Weaknesses Energy vulnerability

 

Offense

Speed 30 ft.

Melee Swarm, +5, (2d6+2 P)

Space 10 ft.; Reach 10 ft.

Offensive Abilities Ambush, find the weakness, swarm attack

 

Statistics

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

Skills Stealth +4

Feats None

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization One swarm

 

Special Abilities

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

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

Energy Vulnerability The Hoard, 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.

Find the weakness (Ex) Whenever these creatures encounter an armored figure (unless it is powered armor or a fully-encasing type of armor), the KAC of the target is considered to be four less, due to the creatures being able to find small openings and weaknesses, and are able to get to the vulnerable flesh beneath.

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.

Swarm Attack (Ex) The swarm is able to attack all targets in the area of effect. Each target has to be successfully hit in combat, however. Furthermore, the swarm can reach out an additional ten feet, and anything in that area of effect is subject to attacks at +1 and suffer only 1d6+1 damage. All those in the area of effect must make a Will (DC 13) save or become stunned until the end of their next round. Each round the victim is in the area of effect they must save or suffer the effects.

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 type of Xeno-necro is created from body parts, organs, and pieces of a corpse. A single corpse can produce 5d20 different pieces, and they are not much to contend with when encountered in small groups, but they are rarely ever found in small groups.

The average hoard consists of a minimum of fifty to seventy individual pieces, and they can quickly overcome a target and inflict hideous damage in a very short time.

Only area effect weapons have any chance of damaging these creatures, although like all types of Xeno-necros, the creatures are vulnerable to energy-based attacks.

Starfinder Creature Index