Starfinder: Xenomoprh Raven

Chris Van Deelen

Xenomorph Raven (Combatant) CR 10 XP 9,600

Neutral large aberration

Init +6; Senses Blindsight 120 ft.; Perception +5

 

Defense                                                             HP 165

EAC 23; KAC 25

Fort +12; Ref +12; Will +11

Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum

Weaknesses Vulnerability to fire

 

Offense

Speed 50 ft.

Melee Bite, +22 (2d10+18P) or two claws +18, (3d4+18 S plus grab), or tail +22, (2d12+18)

Ranged Spit +19 (2d10+10 acid) up to 150 ft. range

Space 10 ft. Reach 10 ft. (20 ft. tail)

Offensive Abilities Acid spit, grab, roar

 

Statistics

Str +8; Dex +3; Con +3; Int -4; Wis -2; Cha -2

Skills Acrobatics +19, Athletics +24, Stealth +24 (+29 in hive)

Feats Improved initiative, cleave

Languages None

Other Abilities Cling, stalker

Gear None

 

Ecology

Environment Any

Organization Solitary or small groups (1d4)

 

Special Abilities

Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 1d6+10 points of damage. The blood will continue to burn for 1d6+6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea. With the spitter it is far worse – when the creature dies, it will burst, washing an area equal to 20 ft. in acid. A Ref save (DC 17) will save anyone caught in the area of effect from the splash. The acid causes 1d6 damage per round for 1d6 rounds.

Acid Spit (Ex) As a standard action, the creature is capable of spitting a gob of acid at any target within 150 feet of its position. When it strikes the target, anyone within 5 feet of the target must make a Ref save (DC 17) or be hit by the splash. The acid will burn for 2d10+10 points of damage for 1d6 rounds.

Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike, the blood will have a chance to effect anyone near. The acid splash has a radius of 10 ft. and those caught in the area of effect are allowed a Ref save (DC 10) to avoid taking damage. If the save fails, the victim will suffer 1d6+9 points of damage per round, for 1d6 rounds.

Cling (Ex) The Xenomorph is able to move its full speed along any surface.

Grab (Ex) The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target). Instead of dragging the victim back to the hive, the creature will instead attempt to kill the target on the spot.

Natural Weapons (Ex) Cannot be disarmed.

Roar (Su) As a free action, the beast is able to roar. This is so loud and powerful that those who are within the radius of the roar must make a Will save (DC 17) or become shaken for 1d8 rounds. Other Xenomorphs are immune to the effects of this ability.

Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10

Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.

 

Very few of these creatures have been encountered so far. In fact there is only a single documented case where the creature had been encountered but it is speculated once one has been created, more will eventually show up. The few unfortunate soldiers who encountered the first of its kind dubbed the beast ‘Raven’ for some unknown reason and it has stuck.

Physically this particular specimen was about the same size as the Praetorian sub-species, but it seemed to be stronger and more resilient to damage. This particular creature has spikes running down the center of its elongated cranium. Unlike most of the other variants, it does not have the exaggerated canines and the teeth are rather blunt, more like those possessed by a human. It also seemed to lack the familiar inner jaw that is prevalent in other members of this species.

The monster appeared to have been heavily scarred, so much so that half of the flesh on the front of its cranium had been peeled away to reveal the eyeless skull beneath. The survivors of the encounter with this creature were not sure if this was scarring from previous fights, or if the scars were inflicted upon it by some other unknown creature or means. If it was another creature, the survivors were glad they never encountered it!

Another thing that set this creature apart from the others is the fact that instead of a high-pitched squeal or hiss, it had a tendency to roar. This roar was so loud and powerful it could easily be heard kilometers away and it was speculated that the creature used this not as a warning, but as a means to potentially demoralize or frighten potential prey. 

Those who encountered the creature discovered it was typically too large to fit through confined spaces, and as such gave the prey it was after the opportunity to escape. The survivors also speculate this creature might be a further development of the Praetorian Xeno, possibly created when the queen needed a little more ‘muscle’, but this is only speculation.

Small-arms fire seemed to have little effect, but then again the soldiers who encountered the creature were using assault rifles and handguns. Explosive and energy-based weapons proved to be the most effective.

This particular specimen seemed to enjoy a game of cat and mouse, chasing and teasing its prey, especially those who were elusive and used the smaller tunnels in order to stay out of its grasp. It also used the hiving material to great advantage, blending into the background and becoming effectively invisible to the naked eye. Also when it encounters a target, it will often attack to disarm and capture for implantation rather than out and out kill a target, even a heavily armed target.

 

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.