Starfinder: Xenomorph Lurker

Chris Van Deelen

Xenomorph Lurker (Combatant) CR 3 XP 800

Neutral medium aberration

Init +6; Senses Blindsight 120 ft.; Perception +8


Defense                                                             HP 40

EAC 14; KAC 16

Fort +5; Ref +5; Will +4

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

Weaknesses Vulnerability to fire



Speed 50 ft.

Melee Bite, +11 (1d8+8 P) or two claws +7, (2d6+8 S plus grab), or tail +11, (1d10+8)

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

Offensive Abilities Grab, inner jaw



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

Skills Acrobatics +13, Athletics +8, Stealth +13 (+18 in hive)

Feats Improved initiative, cleave

Languages None

Other Abilities Cling, stalker

Gear None



Environment Any

Organization Solitary, or small groups (1d4)


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+3 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 12) 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.

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+8 S) but is more accurate. The creature has a +14 with this particular attack, and if the target is grappled, then the bonus is +17.

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

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 Lurker is a rare type of Xenomorph. Physically the creature appears to be the same overall to the drone, but with one marked difference – the elongated skull has a clear dome, and what appears to be a human skull without eyes can be seen.

Approximately one in twenty chest-bursters will grow to become a lurker. They are faster, and more resilient than the standard drone, able to withstand greater punishment. They are also more adept at remaining hidden from sight, making them an even deadlier hunter.

Unlike drones, which will attack to incapacitate victims to be used as hosts for the next generation of Xenomorph, these monsters rarely ever attempt to capture – instead they seem to have a love for the hunt and lust for the kill.

Starfinder Creature Index