Starfinder: Squirmer Xeno-necro

Chris Van Deelen

Squirmer Xeno-necro CR 1/6 XP 65

Neutral, tiny undead (xeno-necro)

Init +2; Senses Darkvision 60 ft.; Perception +0

 

Defense                                                             HP 4

EAC 14; KAC 16

Fort +0; Ref  +2; Will +2

Defensive Abilities Toughened hide; immunities Acid, cold, undead immunities, vacuum

Weaknesses Energy vulnerability

 

Offense

Speed 15 ft.

Space 2 ½;

Offensive Abilities Detonation

 

Statistics

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

Skills Stealth +4

Feats None

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Large Packs (4d6)

 

Special Abilities

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

Detonation (Su) The Squirmer really has only one type of attack. It will attempt to crawl up to a target and when it is within ten feet, it will detonate. This will cause 3d6 acid damage, in a twenty foot radius and a Ref save (DC 12) for half damage. Furthermore, anyone caught in the area of effect will suffer 1d2 points of acid damage per round for 1d4 rounds after the creature detonates. Only other squirmers are immune to this attack. It should be noted these creatures will also detonate upon death!

Energy Vulnerability (Ex) The Squirmer 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.

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.

 

This particular  type of Xeno-necro is horrifying on many levels, due to the strange energies using infants to create this particular type of monster. The creature appears as a bloated baby, only at most a month old. Its skin is surprisingly tough, although the back has become disdented and appears to be filled with a sickly yellow liquid.

Although tiny and slow, the most dangerous aspect of these little horrors is their ability to swarm possible targets. Once they are close enough, the creatures will explode, covering a twenty foot radius with a caustic acid. They are immune to the detonation of others of their type, but even a handful, if they are capable of getting the drop on possible targets, can wipe out an entire group in one swift blow.

It has been discovered other types of the Xeno-necro subtype of undead are not immune to the acid spray of these creatures, and due to how mindless the little monsters are, they willingly crawl among other types of Xeno-necros in order to reach a victim and then explode. Occasionally this can be used to inflict damage upon other types of Xeno-necros by those who have encountered – and survived – these creatures.

Starfinder Creature Index