Starfinder: Xenomorph Feline

Chris Van Deelen

Xenomorph Feline (Combatant) CR 2 XP 600

Neutral medium aberration

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

 

Defense                                                             HP 25

EAC 13; KAC 15

Fort +4; Ref +4; Will +3

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

Weaknesses Vulnerability to fire

 

Offense

Speed 50 ft.

Melee Bite +10 (1d8+5), or two claws +6 (2d6+5), or one tail +10 (1d10+5)

Offensive Abilities Grab, inner Jaw, rake

 

Statistics

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

Skills Acrobatics +12, Athletics +7, Stealth +17 (+23 in hive)

Feats Improved initiative

Languages None

Other Abilities Cling, improved stalker, jump

Gear None

 

Ecology

Environment Any

Organization Solitary, small packs (1d4) or medium packs (2d6)

 

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+2 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 11) to avoid taking damage. If the save fails, the victim will suffer 1d6+2 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’.

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+5 S) but is more accurate. The creature has a +13 with this particular attack, and if the target is grappled, then the bonus is +17.

Jump (Ex) The beast has a powerful jump and it can leap double its movement rate horizontally, or its movement rate vertically. This is a full round action to perform and can be used at will.

Natural Weapons (Ex) Cannot be disarmed.

Rake (Ex) If the two front claws successfully hit, the creature is able to use its rear claws to attempt to disembowel the victim.  First, the victim is automatically knocked prone (as is the creature) and then the creature gains a +4 to its attack giving it a +14 to hit and if it succeeds, it automatically inflicts 3d6+5 S Crit bleed 1d6 per round. It can stand up from this attack as a free action.

Improved Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +10 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +15

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.

 

Often dubbed ‘kitties’ or ‘Cougars’, this particular variant comes from Feline creatures. As is the case with almost all the Xeno’s, it has the creature has the typical bio-mechanical appearance which is the trademark of the species. The creature is fully capable of standing on its rear legs, but prefers to move on all fours and has a very distinctive ‘feline’ look about it. The skull is even shaped somewhat differently, having a smooth cranium with two odd bulges at the rear on either side.

Almost all Xeno’s are excellent at stealth, but this particular monster is an absolute master. Many a victim has fallen prey to its attacks without ever having even the slightest clue that it was near, and this seems to be something it has inherited through genetics from the felines it originated from. Furthermore, like the felines it is related to, if the creature is able to make two successful claw attacks, it can drag the target to the ground, forcing it prone, and then get an additional rake attack with its two rear hind legs.

Although its main imperative is to hunt and bring back victims to be used as hosts, the creature tends to be more feline in that it likes to ‘play’ with its victims, often attacking to the point it will simply kill the victim instead of trying to subdue it to become the host for the next generation of Xeno. It tends to be cruel as well, stalking prey and striking quickly before fading away into the black, filling the victim with tension and dread. It has been known to track a single target for days before finally tiring of the game and ending the victim’s life or bringing it back to the hive.

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.