Starfinder: Tank Arachnid

Chris Van Deelen

Tank Arachnid Combatant CR 14 XP 38,400

Neutral huge vermin

Init +0; Senses: Darkvision 60 ft.; Perception +25

 

Defense                                                             HP 250

EAC: 28; KAC: 30

Fort: +18 (+28); Ref: +16; Will: +12

Defensive Abilities: DR 14 / -, Hardened survivor; Immunities: Fire, poison, radiation

Weakness: Explosion vulnerability

 

Offense

Speed: 20 ft., burrow 30 ft.

Melee: Stomp +27 (8d6+26 B)

Space: 15 ft., Reach: 5 ft.

Offensive Abilities: Stream of fire, trample (8d8+26 B Crit knockdown)

 

Statistics

Str +12; Dex +0; Con +8; Int -; Wis +0; Cha +0

Skills: Athletics +30, survival +25

Languages: None

 

Ecology

Environment: Any

Organization: Small groups (1d3+1)

 

Special Abilities

Explosion Vulnerability (Ex): Despite the thickness of the carapace, the Tank is vulnerable to explosive attacks. As such, it suffers a +4 to any DC involving saving throws that are for explosions. Additionally the creature takes an additional point of damage per dice of damage inflicted.

Hardened Survivor (Ex): The Tank is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.

Stream of Fire (Ex): The creature, as a full round action, can spray a stream of napalm-like chemical fire. The stream is 10 feet wide and can reach out to a maximum of 150 feet. Anyone caught in the stream area of effect is allowed a Ref save (DC 20) or take 4d12+14 flame damage. A successful save cuts the damage in half.  To make matters worse, the flame will continue to burn for 1d3+1 rounds, unless the victim is able to somehow smother the flames (rolling in dirt, dousing in chemical fire-extinguishing foam, jumping into a river or large body of water). Also the napalm-like fire will remain on whatever terrain it coated when the arachnid used this ability and will last for 1d3+1 rounds before burning out. The Tank is able to use this ability once every third round.

Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Tank merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 20) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Tank due to the creature’s movement. The Tank can deal trample damage to a given target only once per round.

 

Tanks are the Arachnid version of an actual tank. They are huge, thickly armored, and are used to mow down the enemy by simply moving through their location. And like the machine tank, these creatures are armed with a powerful weapon – a caustic napalm-like flame.

The average Tank is approximately 15 feet in length, and 10 feet in width, and 10 feet in height. They are massively heavy and weigh in excess of 20,000 pounds. The creatures move surprisingly fast when burrowing, even faster than they do when above ground. Unlike the other Arachnids, these creatures resemble a gargantuan segmented beetle more than the typical physiology possessed by the others. They still move around on four legs, and on the rear segment there are centipede-like legs on either side. There is a pair of tube-like protuberances just above the face, which the creature uses to spew its toxic napalm-like flame.  The eyes, large and green, are located below and behind the flame thrower. Finally the creature has a pair of much smaller arms, located below the head. These are used mainly for the creature to feed itself, and are generally never used in combat. It relies on Warriors and its flame-thrower ability to protect it.

These creatures burrow deep beneath the surface, and lay in wait until the time is right – or are ordered by brain arachnids, to exit and attack. They typically wait until the Warriors have mopped up the enemy, reducing their numbers significantly before surfacing. When they do show themselves, the creatures always go after fortifications and installations, as well as other vehicles in order to render them nothing more than smoldering scrap. They can charge, and anything which gets in its way are often trampled to death. If enemy targets get within the range of its feet, it will gleefully stomp, grinding the hapless enemy into paste beneath its massive bulk.

I would like to give a special shout-out to Lloyd Calvin for helping me with this work! Thanks bud!

Starfinder Creature Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.