Starfinder: Xenomorph Gator

Chris Van Deelen

Xenomorph Gator (Combatant) CR 4 XP 1,200

Neutral large aberration

Init +7; Senses Blindsight 120 ft.; Perception +10


Defense                                                             HP 50

EAC 16; KAC 18

Fort +6; Ref +6; Will +5

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

Weaknesses Vulnerability to fire



Speed 30 ft. (50 ft. Swimming)

Melee Bite +12 (1d8+10), or two claws +8 (2d6+10), or one tail +12 (5d4+10)

Space 10 ft. Reach 10 ft.  (20 with tail)

Offensive Abilities Grab, inner Jaw



Str +6; Dex +2; Con +1; Int -4; Wis -2; Cha -2

Skills Acrobatics +10, Athletics +15, Stealth +15 (+20 in hive)

Feats Improved initiative

Languages None

Other Abilities Cling, stalker, swimmer

Gear None



Environment Any

Organization Solitary, small packs (1d6) or medium packs (3d4)


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+4 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 13) to avoid taking damage. If the save fails, the victim will suffer 1d6+4 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+10 S) but is more accurate. The creature has a +15 with this particular attack, and if the target is grappled, then the bonus is +18.

Natural Weapons (Ex) Cannot be disarmed.

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

Swimmer (Ex) The Gator Xenomorph is faster in the water than it is on land. When it is swimming, the Xenomorphs speed is increased to 50 ft. per round.  The creature’s Dexterity is increased to +4 and as such gain armor class bonuses. EAC 18 and KAC 20. Their initiative increases to +9. These bonuses are only available when the creature is in the water. 

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.


Born from a Alligator-like creature having consumed a Facehugger, this particular type of Xenomorph has a much more reptilian appearance than the other variants which have been discovered.  It is also significantly larger (standing around ten feet in length), and weighs an easy ton.

The monster has the trademark biomechanical appearance, but the tail is nearly as thick as the creature’s body, and it is easily as long as, doubling the size. It is one of the slowest members of the species, but is immensely strong, being far stronger than the average drone, but of course not as strong as the King or Queen.

The creatures are more at home in the water than they are on land. Their movement speed is nearly double. They are also more agile and gain the benefits to both initiative and both KAC and EAC.  They prefer to be in the water, but will attack prey on land without a second’s hesitation.

Considering their strength, they are not against attacking small water-craft and using their strength to capsize the vehicle, dumping the passengers into the water, where they have the advantage.

Like several other variants, these particular Xenomorphs are more likely to attack and kill a target, rather than attempt to subdue and return them to the hive. They also tend to have quite the appetite and prefer ‘ripened’ food – in other words, they will often kill prey and then, like their genetic ancestors, stuff the corpse under rocks, logs and so forth in the water and wait a few weeks for the corpse to rot before they consume it.

Unlike other types of Xenomorphs, these creatures do not create hives. They will use hives, especially those with access to sources of water, but they seem to be incapable of producing the resin-like secretions.

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.