Starfinder: Xenomorph Carrier

Chris Van Deelen

Xenomorph Carrier Combatant CR 3 XP 800

Neutral medium aberration

Init +7; Senses: Darkvision 120 ft.; Perception +8

 

Defense                                                             HP 40

EAC: 14; KAC: 16

Fort: +5; Ref: +5; Will: +4

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

Weaknesses Vulnerability to fire

 

Offense

Speed: 40 ft.

Melee: Bite, +11 (1d8+8 P) or two claws +7, (2d6+8 S), or tail +11, (1d10+8)

Ranged: Throw face hugger +8 (see carrier description)

Space: 5 ft., Reach: 5 ft. (10 ft. tail only)

Offensive Abilities: Grab, inner jaw

 

Statistics

Str +5; Dex +3; Con +1; Int -4; Wis -2; Cha -2

Skills: Acrobatics +13, Athletics +8, Stealth +18 (+23 in hive)

Feats: Improved combat maneuver (grapple), improved initiative, cleave

Other Abilities: Carrier, cling, stalker

Languages: None

 

Ecology

Environment: Any

Organization: Solitary, pairs, small packs (1d4+3)

 

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+3 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.

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 affect 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 12) to avoid taking damage. If the save fails, the victim will suffer 1d6 points of damage per round, for 1d6 rounds.

Carrier (Ex): As the name suggests, this Xenomorph is capable of carrying 2d4 Facehuggers  into combat. The Facehuggers cling to the back of the Xenomorph, and as a standard action, the Xenomorph can grab one of the Facehuggers and throw it with great accuracy at a target, up to 50 ft. away. This is a ranged attack, and if it succeeds, the Facehuggers is able to instantly attempt to meld to the targets face. See the Facehuggers for more information.

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

Grab (Ex): When the Xenomorph happens to be within range of a hive, it will often attempt to grab and drag a victim back to the hive to be cocooned and impregnated. The creature must make a successful grapple attack (surpass the targets KAC +9). If it succeeds, the creature will then drag the victim back to the hive to be used as a host. The victim can attempt to break free while grappled, requiring a successful escape (using the acrobatics skill). If the victim turns out to be ‘troublesome’ the creature can opt to bite in order to make the target more ‘compliant’.

Inner Jaw (Ex): Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d6+8 S) but is more accurate. The creature has a +14 with this particular attack, and if the target is grappled, then the bonus is +17.

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.

This type of Xenomorph has only recently been discovered. On worlds or locations which have an established hive, but do not yet have full control of the location, these Xenomorphs have been grown to be slightly larger and significantly stronger than the typical drones.

For the most part, they appear similar to regular drones, being just a little taller, but what really sets them apart is that the back spines are more numerous, having on average twice as many spines as regular Xenomorphs. The creatures also use these spines to carry Facehuggers into combat, which they will grab and throw at a target with great accuracy, often taking the target out through implantation rather than through combat.

The carrier is stronger and slightly faster than the regular drone, and often they are sent into combat by the queen, mixed in with other drones in order to surprise well-armed hosts. They are almost mindless, but will use simple tactics, like allowing other Xenomorphs to engage in melee with targets, while staying back and use the confusion of combat effectively, throwing the Facehuggers at will, often taking the targets by complete surprise.

Aliens, Predator, Prometheus, and The Thing Conversion Collection

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, and the recently released 'Swords of Kos: The Rite'. 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.