Starfinder: Xenomorph Empress

Chris Van Deelen

Xenomorph Empress combatant CR 20 XP 307,200

Neutral gargantuan aberration

Init +7; Senses Blindsight 120 ft.; Perception +35


Defense                                                             HP 500

EAC: 35; KAC: 37

Fort: +21; Ref: +21; Will: +19

Defensive Abilities Acid blood, acid splash, DR 30 / -, ferocity; immunities Acid, cold, , vacuum

Weaknesses Vulnerability to fire



Speed: 30 ft.

Melee: Bite +34 (11d10+34 type) or two claws +27, (6d12+34 S plus grab), two lesser claws (+27 8d6+34 S plus grab) or tail +31, (8d10+34)

Space 25 ft. Reach 35 ft. (40 ft. tail only)

Offensive Abilities Grab, inner jaw, rend



Str +14; Dex +7; Con +6; Int +2; Wis +2; Cha +0

Skills Acrobatics +40, Athletics +35

Feats: Cleave, great cleave, Improved combat maneuver (grapple)

Other Abilities: Pheromone frenzy

Languages: None



Environment: Any

Organization: Solitary


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 12d6+20 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 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 25) to avoid taking damage. If the save fails, the victim will suffer 12d6+20 points of damage per round, for 1d6 rounds.

Ferocity (Ex) When the empress is brought to 0 hit points, it can fight for one more round. It can act normally until the end of its next turn; if it has 0 HP at that point, it dies. If it would lose further HP before this, it ceases to be able to act and dies.

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 +9, 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’.

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 (8d6+20 S) but is more accurate. The creature has a +34 with this particular attack, and if the target is grappled, then the bonus is +36.

Natural Weapons (Ex) Cannot be disarmed.

Pheromone Frenzy (Ex) By releasing a powerful pheromone into the air, the Empress is able to increase the combative capability of any Xenomorphs within 1000 feet. All Xenomorphs gain a +4 to hit, and damage is increased by +1 per dice. Furthermore, all Xenomorphs gain the Ferocity special ability. This can be used once every 24 hours, and lasts for 2d6+4 rounds.

Rend (Ex) The strength of the empress 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 25) or be ripped in two, killing it instantly. Even if the saving throw succeeds, the target still suffers 20d6+34 damage from the attack.

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.


Considered to be one of the rarest types of true Xenomorphs, the Empress is a Queen of Queens.  On many worlds, which have been over-run by Xenomorphs and numerous hives have been established; the Empress is the evolution of the Queen. It is always the oldest of the various hives, and has ended up gaining promenance by combating and defeating other queens, until the remaining queens finally bow to her superior strength and size.

All Xenomorph queens are massive, but the Empress is truly a monster of gargantuan size. Only the Xenomorph T-Rex is larger and deadlier, although even one of these exceedingly rare Xenomorphs will bow to the rule of an Empress.

The signature crown of the queen is present on the Empress, although it has changed, growing larger and more complex, showing off its unique nature. The Empress is also significantly more intelligent than the regular queen, and has shown it possesses tactical skills and the ability to think, to solve complex problems, and the hive that the Empress controls is run far more efficiently than any other hive.

With the increase in size comes a greater capability to absorb damage. The best way to deal with the Empress is to employ energy-based or explosive weapons, as most physical weapons are incapable of penetrating the Empresses thick exoskeleton.

For the most part, the Empress will remain in her hive, although she typically has given away with laying eggs, leaving such duties to younger queens, ones she herself has picked to continue the species. It is not uncommon for two or more queens to be found in the Empresses hive, and she holds complete power over the hive, typically ruling from the deepest and most central portion of the hive she calls home.

Any creature foolish enough to invade her hive will have to deal with the typical waves of drones, often strengthened by Praetorian guards, and if the potential hosts prove to be more than a match for these, the Empress has no issues in confronting the interlopers directly.

She may be the empress, but she is also more than willing to take the fight right to the enemy.

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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.