Starfinder: Xenomorph Cobra

Chris Van Deelen

Xenomorph Cobra (Combatant) CR 4 XP 1,200

Neutral medium aberration

Init +9; Senses Blindsight 120 ft.; Perception +10


Defense                                                             HP 50

EAC 20; KAC 20

Fort +6; Ref +6; Will +5

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

Weaknesses Vulnerability to fire



Speed 30 ft.

Melee Bite +12 (1d8+7), or two claws +8 (2d6+7), or one tail +12 (5d4+7)

Ranged Spit +9 (1d6+4 Crit Blinded)

Space 5 ft. Reach 5 ft.  (10 with tail)

Offensive Abilities Grab, inner Jaw, spit



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

Skills Acrobatics +10, Athletics +15, Stealth +10

Feats Improved initiative

Languages None

Other Abilities Cling

Gear None



Environment Any

Organization Solitary, medium packs (2d10)


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+4 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 5 ft. and those caught in the area of effect are allowed a Ref save (DC 13) to avoid taking damage. If the save fails, the victim will suffer 1d6+4 points of damage per round, for 1d6 rounds.

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 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). 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’.

Improved Armor (Ex) The Xenomorph has a stronger Exoskeleton compared to the others of its kind, and oddly enough, the armor is slightly reflective, giving it an equal footing against energy attacks. The creature’s EAC is equal to the KAC and gains a bonus of +2 to both.

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+10 S) but is more accurate. The creature has a +15 with this particular attack, and if the target is grappled, then the bonus is +18.

Natural Weapons (Ex) Cannot be disarmed.

Spit (Ex) As a standard action, the creature is capable of spitting a gob of either acid or poison at any target within 75 feet of its position. When it strikes the target, anyone within 5 feet of the target must make a Ref save (DC 13) or be hit by the splash. The acid will burn for 1d6+4 points of damage for 1d6 rounds. If the creature chooses to use the poison, those in the area of effect must make a Fort save (DC 13) or be paralyzed for 4d8 minutes.  If the creature hits a natural 20, the victim is also blinded for 1d4 days.

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.


Another variant, this combines the properties of a Warrior drone and the Spitter.  It is able to spit at shorter ranges, but instead of acid, the creature can instead choose to shoot a poison which will paralyze the victim.

This creature has the same overall physical biomechanical appearance, with one major difference. The elongated skull is shaped like that of a Earth-bound Cobra. The creature also possesses eye-sockets, unlike the vast majority of the variants. There are those who say they have seen the creatures with actual eyes in these sockets, but this has yet to be proven. They are a dark grey in coloration, fading to black over the body. The exoskeleton also seems to have sheen to it, and as such does not gain the same natural camouflage as other variants. This Exoskeleton has a habit of reflecting energy-based attacks, and is somewhat tougher than the typical variant.

They have rarely been encountered, and seem to be only found in hives located on arid or desert planets, although there are reports of these creatures being found elsewhere.

As is the case, they can be found hunting alone, or they often travel in large packs when seeking either hosts or prey for food. They will often lay in wait, and depending on the number of potential prey, will attack with their paralytic spit at a range and attempt to incapacitate as many targets as possible before closing in and grabbing the prey.

They also know weapons and will often concentrate their combined attacks, using acid, in order to take out armed threats, especially any which are using ranged weapons.

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.