Starfinder: Xenomorph Flying

Chris Van Deelen

Xenomorph Flying (Combatant) CR 1 XP 400

Neutral medium aberration

Init +6; Senses Blindsight 120 ft.; Perception +5


Defense                                                             HP 20

EAC 11; KAC 13

Fort +3; Ref +3; Will +3

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

Weaknesses Vulnerability to fire



Speed 40 ft.; 70 ft. (flying)

Melee Bite, +8 (1d8+5 P) or two claws +4, (2d6+5 plus grab S), or tail +8, (1d10+5)

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

Offensive Abilities Drop, grab, inner jaw



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

Skills Acrobatics +10, Athletics +5, Stealth +5

Feats Improved initiative, cleave

Languages None

Other Abilities Cling

Gear None



Environment Any

Organization Solitary, small groups (1d4), medium groups (2d8), large groups (3d12) or hive (10d6)


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+1 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 10) to avoid taking damage. If the save fails, the victim will suffer 1d6+1 points of damage per round, for 1d6 rounds.

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

Drop (Ex) After successfully grabbing a target, the creature will use its next round (or next several rounds), flying straight up in the air, at its maximum movement rate. Once it has gained an altitude of at least 100 feet, it will simply drop the target it is carrying and allow gravity to do the work for it. Note the creature can only grab targets one size (or more) categories smaller than itself.

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 +11 with this particular attack, and if the target is grappled, then the bonus is +14.

Natural Weapons (Ex) Cannot be disarmed.

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.


No one is certain how this particular variant came to be.  Unlike the Bat variant, this particular version appears to be just a simple drone, which possesses wings to allow it to fly, making an already dangerous apex predator even more terrifying.

For the most part, the creature has the same biomechanical exoskeleton, and the same physical appearance. The major difference is this particular creature is lightly colored, with tans, greyish-white and greens mixed in liberally along the body. Due to this, unlike the other members of the species, it does not gain the stalker bonus when it comes to stealth –although considering it can attack from the air, this is little comfort.

Other than the ability to fly, this creature shares all the habits and traits of the typical drone Xenomorph.

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.

On a side note, I can't post this without putting a link to the artists page!