Starfinder: Regurger Xeno-necro

Chris Van Deelen

Regurger Xeno-necro CR 4 XP 1,200

Neutral medium undead (Xeno-necro)

Init +0; Senses Darkvision 60 ft.; Perception +4

 

Defense                                                             HP 23

EAC14; KAC 16

Fort +1; Ref +5; Will +6

Defensive Abilities Blink, toughened hide; immunities Acid, cold, vacuum

Weaknesses Energy vulnerability

 

Offense

Speed 30 ft.

Melee Two slashing arm blades , +2, (1d6+2 S, Crit 1d4 bleed per round)

Ranged Acidic globe, +5, (1d8 E Crit burns 1d6 for 1d4 rounds, 50 ft. range)

Offensive Abilities Acid ball, ambush, stench

 

Statistics

Str +2; Dex +0; Con -; Int -3; Wis +2; Cha +0

Skills Athletics + 4, stealth +5

Feats Coordinated shot, lighting reflexes

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Small groups (1d4)

 

Special Abilities

Acid Ball (Ex) Once per day, the Vomitter 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 15). Those who fail will suffer 4d6 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 Regurger 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 Splitter gains a +4 racial bonus to Stealth as a result.

Blink (Su) The creature is constantly ‘blinking’ when it is moving and attacking. Each time this happens, time speeds up around the Blink. This gives the creature total concealment. This ability is constantly on.

Energy Vulnerability (Ex) The Regurger 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.

Stench (Su) The creature has a powerful stench of sulfuric acid. If anyone comes within 15 feet of the creature, they must make a Fort saving throw (DC 15) or become nauseated as long as they remain within the area of effect.

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.

 

Combining the attributes of both the Vomitter and the Blink has made this particular Xeno-necro more deadly than the Slicer and Vomitter types, but not quite as tough as the Blink.

Physically the creature has the appearance of a Slicer, but the flesh appears to be flayed or burned, showing off more damaged muscle and less skin. The lower jaw is missing, and the same mandible-like remains in its place. The creature has a powerful stench of acid and decay about it, which can be debilitating for anyone coming close.

Although not quite as strong as a slicer, the arm-blades can still inflict horrible wounds on those who come under attack, and even targets which choose to stay out of the range of these blades will find they are still in danger being hit by small gobs of acid, spit at anyone who has managed to evade their melee attacks.

They are typically found grouped together with other types of Xeno-necros, mingling with Slashers most often, as it is difficult to differentiate between the two – except when they move to attack, then the difference becomes obvious even to the most obtuse viewer.

Starfinder Creature Index