Starfinder: Tripled Xeno-necro

Chris Van Deelen

Tripled Xeno-necro CR 15 XP 51,200

Neutral Huge undead (Xeno-necro)

Init +7; Senses Darkvision 60 ft.; Perception +10

 

Defense                                                             HP 125

EAC 16; KAC 18

Fort +10; Ref +12; Will +18

Defensive Abilities Tearing healing, toughened hide; immunities Cold, undead immunities, vacuum

Weaknesses Energy vulnerability

 

Offense

Speed 50 ft.

Melee Claw slash, +30 (2d8+10 S Crit 1d6 bleed and automatic knocked prone), tail strike +30 (2d10+10 Crit automatic knocked prone)

Space 15 ft.; Reach 20 ft.

Offensive Abilities Ambush, stench, tail slash

 

Statistics

Str +10; Dex +3; Con -; Int -3; Wis +4; Cha +4

Skills Acrobatics +10, athletics + 15, stealth +6

Feats cleave, enhanced resistance (Kinetic, DR 20), fleet, great cleave, improved initiative, iron will, mobility, sidestep, spring attack, stand still,  

Languages None

Gear None

 

Ecology

Environment Space, space ships, space stations, ruins

Organization Solitary

 

Special Abilities

Ambush (Ex) The Tripled 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.

Energy Vulnerability (Ex) The Triple 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 blood and rot. If anyone comes within 15 feet of the creature, they must make a Fort saving throw (DC 25) or become nauseated as long as they remain within the area of effect.

Tail Slash (Ex) This creature can spin in a circle, whipping its scorpion-like tail out to a radius of 15 feet. All creatures in the area of effect must make a Ref save (DC 25) or suffer the damage from the tail slash. Those who are hit are also knocked prone. Those who save manage to avoid the tail entirely.

Tearing Healing (Su) As a full round action, the creature can grab any corpse nearby and rend it apart. As it does this, the two legs will shove portions of the corpse into its own body, where they will fuse with the monster. This will automatically heal 5 hit points of damage per hit dice of the original corpse. So if the corpse was a 8 hit dice creature, it can use the remains to heal up to 40 points of damage it has sustained.

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.

Created through the use of no less than a dozen corpses, this monster is, as is the case with all the Xeno-necros, something out of the depths of hell itself.

This massive monster stands around ten feet in height, and has a central torso, which has become fused with the rest of the corpses. The remains make up three large spiked legs, with the third one more like a scorpion’s tail. The mass of flesh is constantly oozing blood from the lacerations and tears in the flesh, and exudes a powerful stench.

The creature, despite its size, tends to lay in wait for targets, using the surroundings to keep it hidden from view. When a target approaches, it will spring out and attack with all the viciousness possessed by these twisted undead.

If for some reason the target attempts to escape, the monster will use its superior speed in an attempt to run it down – which it can typically do, quite readily.

When engaged in combat, the creature will do its best to smash anything it encounters. If it is damaged in combat, the creature will attempt to use the remains of anything it has killed to repair the damage it has sustained, tearing the corpse apart and adding it to its own mass.

If the Growers are the tanks of the Xeno-necros, then these are the battleships. They can withstand far more punishment than most of the various types of Xeno-necros, although thankfully they cannot regenerate the way many can. Still, they are able to make up for that lack of regeneration by using corpses near them.

Starfinder Creature Index