Starfinder: Protector Xeno-necro

Chris Van Deelen

Protector Xeno-necro CR 10 XP 9,600

Neutral Large Undead (Xeno-necro)

Init -1; Senses Darkvision 60 ft.; Perception +15

 

Defense                                                             HP 60

EAC 14; KAC 16

Fort +7; Ref -1; Will +12

Defensive Abilities , DR 8 points against all physical attacks, Camouflage, toughened Hide; immunities Cold, undead immunities, vacuum

Weaknesses Energy Vulnerability

 

Offense

Melee Two tentacles +12 (2d6+6 B, Crit knocked down Ref save DC 17 to resist)

Space 10; Reach 10

Offensive Abilities Ambush, attack pods, extend tentacles

 

Statistics

Str +6; Dex -4; Con -; Int -2; Wis +5; Cha +2

Skills Stealth +20

Feats Cleave, fusillade, great cleave, improved combat maneuver, strike back

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Solitary

 

Special Abilities

Ambush (Ex) The Protector 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.

Attack Pods (Su) The creature is able to produce a single attack pod as a free action once every second round. It can throw the pod up to 50 feet from its location as a single attack, or it can use a full round action and teleport the pod to any location within 200 feet of its position. Due to the Protectors innate knowledge of its surroundings, it does not need to be able to see the location in order to teleport it.

Camouflage (Su) Each creature is able to use this ability to match the surrounding’s almost perfectly. This is a full round action, and they will automatically gain an additional +10 to their stealth skill (which will stack with their ambush ability, above). As soon as they attack, the camouflage drops. They can also voluntarily drop it as a swift action.

Energy Vulnerability (Ex) The Protector, 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.

Extend Tentacles (Su) As a standard action, the Protector can extend the length of its reach, increasing its reach to 30 feet. This does not increase the creature’s space. It can keep the extended reach for as long as it desires.

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.

 

One of the stranger types of Xeno-necro encountered. What sets it apart from others of its type is that it is always attached to a particular location, be it on a wall, floor or ceiling, although the majority of the time it is found on a wall. The body has become fused with the wall, and as such it is incapable of movement. 

This particular creature is created by using at least four corpses. There is a single head, which has the tell-tale missing lower jaw, and the eyes are strangely wide and alert, unlike the other types typically encountered. The legs and arms have become thinner and seem to have grown to at least three or four times their usual length. Another strange change is how grossly distended the stomach has become, and where the navel is on a normal humanoid, there is a large, gaping hole.  The skin is the typical sickly tan-grey of all the various Xeno-necros to be encountered.

One would think that because is incapable of moving, it would be relatively easy to avoid or defeat. This is not the case. The Protector is fully capable of using a form of camouflage in order to remain unseen, and in the depths of a starship, especially where lighting is usually quite bad, this can be a major advantage to the beast.  Once the Protector attacks, the camouflage is dispelled automatically.

Furthermore, the creature is fully capable of producing small attack pods, which it can either hurl using one of its four tentacles, or it can teleport the attack pod. This makes trying to hide from the Protector a difficult proposition, at best.

No one really knows why the creatures are placed where they are, as more often than not the location does not seem to have any strategic value, nor does it appear the creatures are protecting something valuable. It is speculated they are created by Desecrators when several corpses are discovered next to a wall in a dead-end or narrow passage, but no one knows for sure.

Starfinder Creature Index