Starfinder: Jugger Xeno-necro

Chris Van Deelen

Jugger Xeno-Necro CR 8 XP 4,800

Neutral, large undead (Xeno-necro)

Init +6; Senses Darkvision 60 ft.; Perception +10

 

Defense                                                             HP 68

EAC 15; KAC 17

Fort +6; Ref +6; Will +10

Defensive Abilities Ball defense, toughened hide, DR 8 points against all physical attacks; immunities Cold

Weaknesses Energy vulnerability, flanking vulnerability

 

Offense

Speed  30 ft.

Melee Head-butt, +20, (2d10+8 B Crit knockback 1d4x5 feet and prone), two bashes +16 (2d8+14 B Crit target is knocked prone)

Ranged Acid glob +14, (2d6 E) Range 100 ft.

Space 10 ft.; Reach 15 ft.

Offensive Abilities Acid ball, ambush, devastating charge

 

Statistics

Str +8; Dex +2; Con  -; Int -1; Wis +2; Cha +0

Skills Acrobatics +8, athletics +16, intimidate +6, stealth +10

Feats cleave, great cleave, improved initiative, lunge, mobility, power attack (-0, +6)

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Solitary

 

Special Abilities

Acid Ball (Ex) Once per day, the Jugger 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 50 ft. The ball will then explode, covering a 20 foot radius. All creatures in the area of effect are allowed a Reflex save (DC 18). Those who fail will suffer 5d6 acid damage, and will take an additional 1d4 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 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 Jugger gains a +4 racial bonus to Stealth as a result.

Ball Defense (Ex) When the creature is struck from the rear with any type of attack, on its action it will curl up into a tight ball, using the heavy armor plates across its body to protect the vulnerable area. This action will remove the flanking vulnerability bonus anyone attacking from the rear would normally again and it will retain its full DR. Coming out of this defense is a move action.

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

Devastating Charge (Ex) As a full round action, the Jugger can charge at any target within 60 ft. of its position. The charge follows the standard rules for charging an opponent, and there cannot be any obstructions in the way or the charge fails. Any target struck by the charge will suffer 2d12+8 points of damage and must make a Ref save (DC 18) or be knocked prone by the attack.

Energy Vulnerability The Pouncers, 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.

Flaking Vulnerability  For the most part the creature is nearly invulnerable to most types of physical damage, but those who are able to get directly behind it will find a literal chink in the armor. The KAC is 4 points less when attacked from the rear, and its natural damage reduction does not protect it from here.

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.

 

Juggers are heavily armored Xeno-necros, created by combining five to eight humanoid corpses. Typically a single corpse is used to create both arms and one for both legs, while the remainder are incorporated into the torso. The bones are pulled from the body and reshape along the exterior, creating exceptionally thick armor, which also provide excellent absorption when it comes to taking damage. The only really vulnerable portion of the creature is its back, which it will do its best to protect. As is the case with the majority of the Xeno-necro’s encountered, the skull appears to be very insect-like, with the lower jaw having become split and unhinged, taking on the shape of a mandible.

The creature is shockingly fast and agile for its size, and is fully capable of climbing and clinging any surface, which it will use in order to get a literal ‘drop’ on any target it can see. Typically creatures the size of this undead beast find it difficult to remain hidden, but the Juggers, like all Xeno-necros, are able to use their surroundings shockingly well.

Facing one of the Juggers is an absolutely terrifying prospect, and the roar it lets loose when it attacks has caused many a would-be opponent quake in fear, as it is terrifying to behold. The beast likes to charge and use its massive arms to batter targets to death, and it has been known to head-butt victims as well, as it seems to enjoy this tactic.

Putting distance between oneself and the Jugger will not help, as the creature is fully capable of generating globs of powerful acid, which it can launch up to 100 feet. Like the Vomitter, the beast can also generate a single, area-effect ball of acid for those who are foolhardy enough remain close together.

Unlike the majority of the other Xeno-necros, this particular creature seems to be more intelligent, and will use actual tactics in combat, and has been known to retreat when the going gets tough. It still cannot communicate, nor will it stop to listen to conversation and it will ignore any attempt to reason with it.

Starfinder Creature Index