Starfinder: Xenomorph Hybrid

Chris Van Deelen

Xenomorph Hybrid (Combatant) CR 1 XP 400

Neutral medium aberration

Init +2; Senses Darkvision 60 ft. Perception +0


Defense                                                             HP 20

EAC 13; KAC 16

Fort +3; Ref +5; Will +3

Defensive Abilities Acid blood; immunities Acid



Speed 30 ft.

Melee Two claws, +4, (1d4+5)

Ranged Semi auto pistol +8 (1d6)



Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha -2

Skills Acrobatics +5 (+7 escape artist), Athletics +5, Stealth +12

Languages Common

Other Abilities Stalker

Gear Freebooter armor 1.



Environment Any

Organization Solitary or small groups (1d4)


Special Abilities

Acid blood (Ex) The blood of the hybrid is acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 1d4+1 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round.

Claws (Ex) the Hybrid has strong claw-like fingernails, giving it a natural claw attack for 1d4+str damage.

Natural Weapons (Ex) Cannot be disarmed.

Stalker (Ex) The hybrid has inherited some of its genetic namesake’s ability to stalk prey.  The hybrid gains a +2 racial bonus to perception, stealth and survival rolls.


Racial Traits

Ability Adjustments: +2 Str, +2 Dex, -2 Cha

Hit Points 5


Size and Type: Hybrids are Medium humanoids with the Aberration subtype.

Darkvision: Hybrids possess darkvision out to 60 ft.

Aberration Traits: Hybrids gain a +2 to Will saving throws

Acid blood (Ex) The blood of the hybrid 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.

Stalker (Ex) The hybrid has inherited some of its genetic namesake’s ability to stalk prey.  As such it gains a +2 racial bonus to perception, stealth and survival rolls.


Alternate Abilities

Hybrids come in many different shapes and sizes. As such, choose one of the following Physical Traits. Once chosen, it cannot be changed. The hybrid is allowed to choose another trait once they hit level 5, 10, 15 and a final trait once they achieve level 20.


Acid Splash (Ex) Whenever the hybrid is hit by any type of attack which inflicts actual hit point damage, 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+CR rating) to avoid taking damage. If the save fails, the victim will suffer 1d6+CR rating points of damage per round, for 1d3 rounds.

Acid Spit (Ex) As a standard action, the hybrid is capable of spitting a gob of acid at any target within 50 feet of its position This is a ranged attack. When it strikes the target, anyone within 5 feet of the target must make a Ref save (DC 10 + 1 per CR rating) or be hit by the splash. The acid will burn for 1d6+CR rating points of damage for 1d3 rounds.  The Hybrid can use this ability one plus the Constitution modifier times per day - so if the Hybrid has a Constitution modifier of +4, they can use it 5 times per day.

Back Spikes (Ex) The hybrid possesses a series of four strange hollow back-spikes, as is the case with the majority of the Xenomorphs. These act as oxygen storage for the hybrid, giving it a total of 2 hours, where it does not need to breathe. They also act as filters, giving the hybrid a +2 bonus to any saving throw involving gases or inhaled toxins.

Eyeless (Ex) The hybrid has no eyes, just flesh covering where the orbs would normally be located. As such they lose Darkvision, but gain Blindsight 60 ft.  As such the creatures are immune to Gaze attacks.

Natural Exoskeleton (Ex) Having inherited the genetic structure of the Xenomorph, the hybrid has patches of black Exoskeleton located all over its body. As a result, the Hybrid gains a +2 to EAC and KAC.

Tail (Ex) Like other members of the species, the Hybrid has a long, spiked tail. It gains a bonus of +2 to Acrobatics checks, and can use it as a weapon. The tail has a reach of 10 ft. and attacking with it is considered a combat action. If it strikes, the tail will inflict 1d8+Str+CR rating of the hybrid.

Teeth (Ex) The hybrid has the sharp teeth of the species. As such it gains a natural bite attack which inflicts 1d6+Str+CR rating. This is considered a combat action.

Unnatural Reflexes (Ex) The joints of the hybrid are shaped and structured differently than those of normal humanoids. As such they gain a +2 to Reflex saves, and a +2 bonus to Acrobatics (Escape Artist) rolls.

Xenomorph Hybrids come in many shapes and forms. They are the direct result of scientists attempting to combine humanoid DNA with that of the Xenomorph. There have been many, many failures as the experimentation took place, but finally they were successful in their endeavors.

Most of the time Hybrids appear to be humanoid, although they are typically more graceful and somewhat stronger. The major difference is they have acidic blood, and the fingernails are black and very strong, and they are fully capable of using them in unarmed combat.

For the most part, they tend to be quiet, soft-spoken and contemplative. They show little to no emotion in almost all situations, but tend to explode into violence without warning. When this happens they also tend to be just as quiet and emotionless. They also tend to be more 'aware' of their surroundings and are always watching, their eyes never resting on anything for more than a few seconds at a time. They listen to their surroundings even when engaged with others.

Despite their recombinant DNA, they are fully capable of engaging in sexual intercourse and are fully capable of breeding true. They can successfully be impregnated or impregnate any humanoid, and the offspring will always be a Hybrid, although sometimes they might have physical traits from the non-hybrid parent, such as pointed ears from an elf, somewhat shorter statures if the parent was a Gnome, Dwarf or Halfing and so forth.

As they are considered to be a 'new' race, they really don't have much - if any - of  a unique culture. Maybe as more and more of the Hybrids are created or are born through natural means, a culture might begin to appear, but that could be hundreds, if not thousands of years hence.

These hybrids, when they encounter other Xenomorphs, are able to move freely among them, and will not be attacked by the creatures, although they could be attacked by Praetorian guards, Queens and Kings, if they are perceived as a threat.

It is this reason they were created, to be fully capable of entering a hive without fear, or facing down the Xenomorph menace and spring surprises on the creatures. The issue is that approximately 50% of those created through this method tended to go ‘rogue’ and turn on those who created them and more often than not would side with the Xenos. Not all however, and those who did not turn proved to be quite successful when combating and destroying the Xenomorph scourge.

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.