Starfinder: Skulker Xeno-necro

Chris Van Deelen

 

Skulker Xeno-Necro CR ½ XP 200

Neutral tiny undead (Xeno-Necro)

Init +4; Senses Darkvision 60 ft.; Perception +1

 

Defense                                                             HP 4

EAC 18; KAC 20

Fort +0; Ref +4; Will +1

Defensive Abilities Clinging, toughened Hide; immunity Cold

Weaknesses Energy vulnerability

 

Offense

Speed 20 ft.

Melee Tentacle whip -2, (1d6-3 S or P)

Ranged Triple Dart +5 (3d4 P)

Space 2.5 ft.

Offensive Abilities  Ambush, deep penetration, enhanced range

 

Statistics

Str -3; Dex +4; Con -; Int -3; Wis +0; Cha +0

Skills Stealth +8

Feats None

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins.

Organization Solitary or small packs (1d6)

 

Special Abilities

Ambush (Ex) The Skulker 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.

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

Deep penetration (Ex) Occasionally the Skulker will allow a creature to pass within touch range. When this happens a successful stealth check is required. If it succeeds, the creature will leap upon the target and make a single attack roll with the tentacles. If the attack succeeds, the tentacles will burrow deep into the victim, automatically inflicting 3d6+3 points of damage (P). If the victim survives the attack, it will then detach from the target and flee to the nearest cover.

Energy Vulnerability The Slicers 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.

Enhanced Range (Su) The darts of these creatures can be fired at extreme ranges without penalty. The Skulker has a range of 200 ft., but no more, and there is no penalty for the attack at this range.

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.

The most commonly encountered version of this Xeno-necro are created from the corpses of infants and toddlers. Typically when a colony is over-run by the insanity caused by the Xeno-necro artifacts, the colony will have its share of infants and youngsters. In the case where none are present, the strange necrotic energies will instead work upon small dogs and other beasts, of up to twenty pounds, no larger.

On average, the Skulker looks like a greenish-skinned infant or toddler. The mutated creature moves on all fours and appears to be hunched. The lower jaw has changed, pretty much in the same manner as all members of the Xeno-necro undead types, becoming more like a mandible. There are visible flaps on the back of the creature, which will open when it is ready to attack.

The Skulkers always remain hidden, waiting for prey to appear. They will then attack from range, using their small but deadly darts. The flaps on the back of the Skulker will open, and three tentacles will appear. Each is tipped with a deadly-sharp dart, and it will fire all three simultaneously. A single to hit roll is required and if the attack succeeds, the darts will inflict full damage.

It should be noted the Skulkers will often travel with Slicers or Pouncers, in order to use the larger Xeno-necro’s for protection. When combined with the protectors, these little creatures can be used with great effectiveness and can typically take down even well-armed and armored opponents.

Starfinder Creature Index