Starfinder: Xenomorph Dragon

Starfinder: Xenomorph Dragon

Xenomorph, Dragon Combatant CR 26 XP 2,457,600

Neutral Gargantuan aberration

Init +8; Senses: Darkvision 180 ft.; Perception +43

 

Defense                                                             HP 800

EAC: 46; KAC: 48

Fort: +26; Ref: +26; Will: +24

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

Weakness: Vulnerability to fire

 

Offense

Speed: 60 ft.; Fly 180 ft. (Average)

Melee: attack Bite +42 (22d10+43  P Crit swallow whole), two claws +38 (18d10+43 S), or tail slash +42 (20d8+42 Crit knockdown), or wing smash +34 (16d8+42 Crit knockdown)

Space: 30 ft., Reach: 30 ft. (50 ft. for attacks with the tail)

Offensive Abilities: Acid breath, grab, inner jaw, swallow whole, trample, wing buffet

 

Statistics

Str +17; Dex +8; Con +13; Int +; Wis +; Cha + (17, 13, 8)

Skills: Acrobatics +48, athletics +43, intimidate +43

Feats: Improved combat maneuver (grapple)

Languages: None

 

Ecology

Environment: Any

Organization: Solitary (Unique)

 

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 26d4+26 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks. When the creature dies, it will burst, washing an area equal to 40 ft. in acid. A Ref save (DC 30) will save anyone caught in the area of effect from the splash. The acid causes 26d4+26 damage per round for 1d6 rounds.

Acid Breath (Ex) As a full round action, the Xenomorph can unleash a powerful jet of acid. This is a cone effect weapon, and has a 60 ft. range (use the 60 ft. Orthogonal template from Pathfinder, easily found online). This will inflict 26d10+26 points of acid damage (Reflex save DC 30 for half). The creature can use this ability up to three times every 24 hour period and can be used once every second round.

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 30) to avoid taking damage. If the save fails, the victim will suffer 26d4+26 points of damage per round, for 1d6 rounds.

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 +9, 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.

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 (22d6+43 S) but is more accurate. The creature has a +42 with this particular attack, and if the target is grappled, then the bonus is +45.

Natural Weapons (Ex) Cannot be disarmed.

Rend (Ex) The strength of the Xenomorph is so powerful that if it manages to latch onto a target with both main claws (through the grab ability), the target must immediately make a Fort Save (DC 28) or be ripped in two, killing it instantly. Even if the saving throw succeeds, the target still suffers 26d8+43 damage from the attack, and the target is no longer grappled.

Swallow Whole (Ex) If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The swallowed creature will take 26d6+26 points of acid damage per round. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon the amount of cutting damage required to get free is 80 points.  Or it can just try to escape the grapple using Acrobatics (Escape DC 46). If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Trample (Ex) As a Full-Round Action, a Creature with the trample ability can attempt to charge any Creature(s) that is at least one size category smaller than itself.  The creature is able to target anything in a perfectly straight line, no matter how many targets are in that line.  All Targets of a trample takes 18d12+43 damage. Targets of a trample can make an attack of opportunity, but at a –4 Penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling Creature and receive a Reflex save (DC 30) to take half Damage. A trampling Creature can only deal trampling Damage to each target once per round, per target in the direct line of attack; no matter how many times its movement takes it over a target Creature.

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.

Wing Buffet (Ex) As a standard action, instead of attacking, the creature can use its massive wings to produce a powerful wave of air. This is similar to the Acid breath, as it has a 60 ft. radius, and uses the same orthogonal template. Anyone caught in the windstorm created by this will suffer 13d6 B damage and must make a reflex save (DC 30) or be knocked prone. If it does this, it cannot take any other actions except a move action.

 

No one has ever figured out how this creature came to be, although it is speculated that like some of the other Xeno’s, it is possible that a dragon-like entity ended up consuming an egg and was infected by the face-hugger.

There has only ever been a single one of these creatures encountered, and it was thought that the Xenomorph T-rex was the largest and deadliest of the species, but somehow this monstrosity managed to be stronger and deadlier than that particular specimen.

It shares all the typical Xenomorph characteristics, and is as intelligent as a Queen.

If that was not bad enough, this particular version is capable of laying eggs, but unlike an actual queen, it is not a stationary creature, attached to a massive egg-sack. It can move freely and lay eggs at will, although it requires time to do so. It does not create hive like the other queens, but has an actual lair like the creature it was spawned from.  Often it leaves this lair and travels from location to location, depositing eggs for any hapless creature to find.

The lair of the beast is filled with all manner of technological items, armor, weapons, and valuables. It has retained the instinct of its original host and enjoys hoarding these items. Do not believe for a second that just because it leaves its lair it is safe to enter – the lair also contains un-opened eggs, carefully hidden by this monstrosity to be a deterrent to any would-be treasure seekers.

Also it does not command other Xenomorphs like a queen, and other Xeno’s seem to have an instinctive fear of this monstrosity, and will avoid coming near it at all costs. Any Xenomorphs hatched in the creature’s lair will always flee, because if the creature finds them inside the lair, they will become its next meal.

She is intelligent, but cannot speak and will not speak to others. Anyone she encounters will be consumed as a meal, after she kills them and takes their valuables.

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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.

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