Starfinder: Intellect Xeno-necro

Chris Van Deelen

Intellect Xeno-necro CR 21 XP 409,600

Neutral Evil Gargantuan undead

Init +0; Senses Darkvision 300 ft.; Perception +26

 

Defense                                                             HP 400

EAC 12; KAC 14

Fort +15; Ref +7; Will +19

Defensive Abilities DR 8 points against all physical attacks; toughened hide, Xeno-necro absorption; immunities Cold, vacuum, undead immunities

Weaknesses Death echo, energy vulnerability

 

Offense

Speed N/A

Melee Tentacle lash +31 (3d6+10) or up to four tentacle lashes, +27 (2d6+10).

Ranged Acid bolt, +21 (2d6+4 Crit burn 2d8) Has a range of 200 feet.

Space 20 ft.; Reach 30 ft.

Offensive Abilities Acid ball, creeping insanity, penetrating poison gas, summon Xeno-necro, Xeno-necro birth

 

Statistics

Str +10; Dex +0; Con -; Int +4; Wis +5; Cha +5

Skills Acrobatics (escape only) +20, bluff +15, computers +14, diplomacy +25, intimidate +25, engineering +14, life science +24, physical science +12, sense motive +25, survival +15

Feats Amplify glitch, barricade, blind fight, deadly aim, fast talk, improved critical, improved stand still, iron will, penetrating attack, stand still, unfriendly fire.

Languages Common, infernal, abyssal, draconic

Gear None

 

Ecology

Environment Any

Organization Solitary

 

Special Abilities

Acid Ball (Ex) Once every 1d4+1 rounds, the Intellect is able to create a large ball of acid. The ball is one foot in diameter and it can be spit at any point within 250 ft. The ball will then explode, covering a 30 foot radius. All creatures in the area of effect are allowed a Reflex save (DC 25). Those who fail will suffer 8d6 acid damage, and will take an additional 3d4 points of acid damage per round (for 1d3 rounds) after. Those who succeed will take half damage and will not be affected by the lingering acid.

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.

Creeping Insanity (Su) All sentient life within a 3 mile radius of the Intellect is subjected to a psionic attack every twenty-four hours. A Will save (DC 30) is required to avoid the effects of this attack, and if it fails, the victim will lose 1d6 points of Wisdom. Once the victims Wisdom score reaches zero, they will go on a rampage, attacking anyone they encounter. They have no choice in this matter, and will continue to kill those they encounter until all life around them has been destroyed. If there are no more targets, the victims will then kill themselves. All those killed by the victim will rise up 1d6 rounds later as a Xeno-necro, with the slicer being the most common form encountered.

Death Echo (Su) Every time a Xeno-necro within a 5 mile radius of the Intellect is destroyed, it will lose hit points equal to 10% of the creatures total (rounded up), so if a Slicer is destroyed (13 hp), the Intellect will lose 2 hit points.

Energy Vulnerability The Intellect, 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.

Penetrating Poison Gas (Su) The atmosphere around the Intellect is utterly toxic.  This gas is able to get into even the most tightly enclosed suits, and will even work in the vacuum of space. Anyone struck by the gas must make a Fort save (DC 28) or suffer 1d4 points of temporary Constitution damage, and will become nauseated for 1d6 rounds.  This gas attack will only affect living creatures. The gas covers an area of 300 feet, centered on the Intellect.

Summon Xeno-necro (Su) The Intellect can call upon all Xeno-necro’s within a 5 mile radius, and the creatures will move at their maximum movement rate in order to reach the Intellect. It can also teleport up to four of the nearest Xeno-necros to any point within 150 feet of its current location. The Intellect is able to use this ability only once per hour.

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 Absorption (Su) The Intellect is able to take any Xeno-necro within its range and literally absorb it back into its own mass. This will automatically heal damage the monster has sustained at the rate of 40% of the absorbed Xeno-necro’s hit point total. For example, if the Intellect grabs a Jugger Xeno-necro and absorbs it, the intellect will heal 27 hit points of damage.

Xeno-necro birth (Su) Anyone killed within a 200 ft. radius of the Intellect is forever dead, and will automatically rise in 1d3 rounds as a Xeno-necro of the Intellects choice.

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 is the ultimate Xeno-necro. It is the very heart of the infection, one which can easily be seeded onto a ship or colony and within a matter of days turn it into a festering hive of the horrific undead.

The Intellect is massive, easily a hundred feet in size, and unlike other Xeno-necros, does not appear to be a rotting mass. Instead it appears as a large, greyish organism with massive tentacles and pseudo-pods. The mass of flesh is constantly writhing and moving about, almost in a hypnotic manner.

Being the heart of a Xeno-necro outbreak, the creature is linked to every xeno-necro within a 5 mile radius. It is able to direct and control the actions of the Xeno-necros, and can use whatever senses possessed by them in order to gain an overall picture of what is happening around it.

It is also affected by the loss of any of its creations, and can force other Xeno-necros to abide by its bidding, often bringing them around to use as defense or to absorb them into its body, healing damage it has sustained.

The Intellect is highly intelligent and thoroughly evil. It can be communicated with, but those attempting to do so often succumb to the strange and deadly psionic energies it possesses, becoming yet another pawn for the creature to use.

If forced to engage in combat, the creature has a plethora of tentacles it can employ, and anyone stupid enough to think they can attack the creature from a range and simply pick it off, will quickly discover it is able to likewise attack from a range, and can call Xeno-necros in to defend it.

Starfinder Creature Index