Starfinder: Pouncer Xeno-necro

Chris Van Deelen

Pouncer Xeno-Necro CR 2 XP 600

Neutral medium undead (Xeno-necro)

Init +8; Senses Darkvision 60 ft.; Perception +0

 

Defense                                                             HP 17

EAC 18; KAC 20

Fort +0; Ref  +5; Will +3

Defensive Abilities Toughened hide; immunity Cold

Weaknesses Energy vulnerability

 

Offense

Speed 30 ft.

Melee One bite +5 (1d6+2 P), or  two claws +1 (2d4+2 S, Crit bleed 1d4 per round)

Ranged Tail spike +7 (2d6+2 S, Crit 1d3 points of Dexterity loss)

Space  5 ft.; Reach 10 ft. (tail only)

Offensive Abilities Ambush, great leap, tail slash

 

Statistics

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

Skills Acrobatics +6 (+10 flying), stealth +6

Feats Improved initiative

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins.

Organization Solitary or Pairs

 

Special Abilities

Ambush (Ex) The Pouncer 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.

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.

Great Leap (Ex) This creature is able to use its powerful arms and tail to cover great distances in a single bound. As a full-round action, the creature can leap up to 90 ft. in a single bound. It can use this ability as often as it wishes. It can also use this as an attack. The Pouncer gains +2 to hit but suffers -2 to its KAC until the beginning of its next round. Anything hit by the attack must make a Ref save (DC 17) or be knocked prone.

Tail Slash (Ex) By spinning on its talon-hands, the Pouncer can use its powerful tail-like blade with great effectiveness. If the creature chooses to use this attack, it can swing it in a wide arch around its body. This acts like a cleave attack, and will strike at all targets within the area of effect (a separate to hit roll is required for each).

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.

Zero G Affinity (Ex) In a zero gravity environment, the creature will have its Dexterity increased from +4 to +6. Furthermore it gains the Evasion ability (if a reflex save for half damage is required, it will take no damage on a success).  The creature also gains a racial ability of +4 to acrobatics (flying, good) in this instance.

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 Pouncer is another variant of the Xeno-necro’s. This particular undead horror is comprised from the corpse of a single humanoid. The lower half of the body fuses together with the intestinal tract to create a powerful tail-like protuberance, ending in a heavy and powerful blade. 

Although seemingly clumsy and slow moving, the creature has a terrifying grace about it, and in zero-g conditions, can move with an alacrity that will ensure the death of anyone not properly prepared to deal with it.

The arms grow to nearly twice their normal size, and become powerfully muscled. The fingers of the hands fuse together, forming long, wickedly serrated claws. The lower jaw splits apart, becoming more like a mandible than a mouth, and the teeth become long and needle-like. The spine also changes, protruding from the skin, somehow giving the creature all that much more flexibility.

Like other Xeno-necro’s, this particular creature is able to use the environment to remain hidden until it has a chance to initiate an ambush.  Also, like all other Xeno-necro’s, this creature cannot infect or create spawn. Anything killed by the creature will remain dead.

Starfinder Creature Index