Starfinder: Xenomorph Facehugger

Chris Van Deelen

Xenomorph Facehugger(Combatant) CR 1/3 XP 135

Neutral tiny aberration

Init +8; Senses Blindsight 120 ft.; Perception +7

 

Defense                                                             HP 6

EAC 10; KAC 12

Fort +1; Ref +1; Will +2

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

Weaknesses Vulnerability to fire

 

Offense

Speed 30 ft.

Melee Face Grab +4 (see below)

Space 2.5 ft. Reach 5 ft.

Offensive Abilities Face grab, implant

 

Statistics

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

Skills Acrobatics +7, Athletics +3, Stealth +3 (+8)

Feats Improved initiative

Languages None

Other Abilities Cling, stalker

Gear None

 

Ecology

Environment Any

Organization Solitary, small groups (1d6), or medium groups  (2d8)

 

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

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

Face Grab (Ex) The Face hugger has only one purpose in its existence – to find a host to implant the embryo. This creature will attempt to remain hidden and then jump onto a potential victim. It can strike at ranges of up to ten feet distance. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action.  The target is then allowed an Acrobatics (escape artists) DC 15 to try and free itself. If this fails, the face hugger then wraps itself around the head of the target, rendering it unconscious.  The implantation will then take 1d20 rounds to complete. Sometimes the face hugger will remain attached to the victim and keep it in this state for up to 4d6 hours. Once the face hugger has completed the implantation, it will eventually release the victim and die. The victim has been implanted (see below)

Implant (Ex) Once a victim has been successfully implanted, the embryo will continue to grow. It will take as little as an hour or as long as several days before the embryo has grown enough to survive outside the host. At this time the embryo will then tear through the chest of the victim, killing it in the process. Typically the victim will have 4d12 hours before the creature bursts through its chest. If the victim is given medical treatment (actual surgery), the victim has a chance to survive. A surgeon (life science, medicine) will need a successful roll (DC 16) to remove the embryo. If the roll fails, the victim dies in the process.

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.

 

The second form of this particular species rather elaborate life-cycle. The parasite, collectively known as a Facehugger, looks like a fleshy spider with a long tail and eight ‘fingers’. The parasite’s whole existence is to find a suitable host, wrap around its head, and implant the embryo it carries into the chest of the host.

Once it has performed this task, the parasite will fall off the host and simply die, its duties having been performed.

It is not known how long these creatures can live, but as long as they have not implanted the embryo they carry, it has been speculated they can, like other members of their species, go into a hibernation state and remain that way indefinitely.

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.