Starfinder: Thinner Xeno-Necro

Chris Van Deelen

Thinner Xeno-necroCR 2 XP 600

Neutral medium undead (Xeno-necro)

Init +8; Senses Darkvision 60 ft.; Perception +8 (+14 auditory sense)

 

Defense                                                             HP 12

EAC 18; KAC 20

Fort +0; Ref +5; Will +7

Defensive Abilities Extraordinary Hearing, toughened hide; immunities Cold, undead immunities, vacuum

Weaknesses Energy vulnerability

 

Offense

Speed 30 ft.

Melee Bite, +3 (2d6+2, P Crit head bite –see below), two claws -1 (1d6+2 S, crit 1d4 bleed per round)

Offensive Abilities Ambush, create spawn, head bite, ravenous hunger

 

Statistics

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

Skills Acrobatics +6, stealth +10

Feats Blind fight, improved initiative

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Medium packs (2d8) or large swarms (3d12)

 

Special Abilities

Ambush (Ex) The Thinner 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.

Create Spawn (Su) Those who succumb to the ravenous hunger will slowly transform into a Thinner. This process takes several days on the average, with their hunger growing more and more pronounced with each passing day. During this time, any medical device which can cure disease, as well as spells such as cure disease, will end the transformation. The victim will constantly eat, and will clearly be losing weight. Each day that passes, they will lose 1d4 points of Constitution score, and will become thinner and more skeletal. Once their Constitution score reaches zero, they will die and rise as a Thinner in only 1d6 minutes time.  After the transformation is complete, they can only be brought back to their former lives via a Limited Wish, Miracle or Wish spell. If at any point before death takes hold they are able to get a cure disease, they will regain their lost Constitution score at their level per day. The hunger will also abate, and they will regain their lost weight.

Energy Vulnerability (Ex) The Thinner 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.

Extraordinary Hearing (Ex) With the reduction in their ability to see in normal light, their other senses, specifically their hearing, have increased dramatically. They gain a +6 bonus to any perception check involving sound.

Head Bite (Ex) Whenever the creature successfully rolls a critical hit with the bite, the target must make a Ref saving throw (DC 15) or have their heads literally bitten off, killing them instantly. If the saving throw succeeds, they will still suffer double damage.

Pack Tactics (Ex) The Thinners work well together, so much so that when a pack attacks a single target, they gain a bonus to combat. The creatures will automatically gain flanking, even if they are not directly across from one another, as long as at least one member of the pack is engaged in melee combat. For those who are directly across from another pack member, they will gain a +3 to hit, and the damage will increase by +1 per pack member involved in the melee. So if there are three members surrounding a target, any time they hit in combat, they will do 1d4+4 damage instead of 1d4+1. This also applies to the bite attack.

Ravenous Hunger (Su) Those who are bitten by these creatures must make a Fort save (DC 15) or be overcome with a hunger so powerful and ravenous they must immediately stop what they are doing and consume any food they are carrying. If there is no food available, they must stop what they are doing and consume the nearest corpse – be it friend or Xeno-necro.  Those consuming the flesh of a Xeno-necro must then make an additional Fort save (DC 20) or begin the long road to becoming a Thinner themselves.  This need to feed will last for 2d8 rounds, which is typically enough time to finish a standard meal.

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.

 

Thinners are a strange type of Xeno-necro which is not created through the traditional sense. They are the remains of humanoids, which for some reason or another ate the altered flesh of humanoids that underwent the hideous change into the various Xeno-necro species.

These are the only types of Xeno-necros which are not created through the traditional means, and as such they are extremely rare – except the victims of their bites are often compelled to eat the flesh of anything nearby.

Physically these creatures appear to be emancipated to the point of being nothing more than grey flesh stretched tight over bones. The hands have morphed into long talons, the fingers fusing into three single digits (including one opposable thumb).  The jaw has become unhinged and has grown in size, and can easily accommodate the skull of any medium sized creature.

It has been discovered they are attracted to both light and sound, and are affected by light, which appears to cause them pain and can force them to leave.

Like the Twisted, these creatures have a pack mentality. They always hunt and feed together in large packs, which can make them quite deadly despite their relatively frail forms.  Individually, they are easy to destroy, but do not allow them to overwhelm you.

Starfinder Creature Index