Starfinder: Xenomorph Mantis

Chris Van Deelen

Xenomorph Mantis (Combatant) CR 4 XP 1,200

Neutral medium aberration

Init +6; Senses Blindsight 60 ft.; Perception +10


Defense                                                             HP 40

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 50 ft.

Melee Bite, +9 (1d8+8 P) or two claws +8, (2d12+8 S Crit 1d6+4 acid)

Space 10 ft. Reach 20 ft. (Claw only)

Offensive Abilities inner jaw



Str +4; Dex +6; Con +0; Int -4; Wis -2; Cha -2

Skills Acrobatics +10, Athletics +15

Feats Improved initiative, cleave

Languages None

Other Abilities Jump

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+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 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 13) to avoid taking damage. If the save fails, the victim will suffer 1d6+4 points of damage per round, for 1d6 rounds.

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 +15 with this particular attack.

Jump (Ex) As a move action, the creature is able to jump up to double its regular movement rate horizontally, or its movement rate vertically. The creature does not require an acrobatics roll to jump out of the melee range of an attacker, and as such is not subject to attacks of opportunity when it uses this ability.

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.


Approximately fifty percent larger than the typical drone, the Xenomorph dubbed ‘Mantis’ by those who have encountered it is a far deadlier variant than most of the types found, although nowhere near as deadly as the Royalty or the mythic T-Xeno.

It is speculated these creatures are the result of a species of humanoid-sized insects, although the home world has yet to be discovered. The Mantis stands at typically 9-11 feet in height, and has multi-jointed arms, which it holds in the same manner as a Praying Mantis. It is missing the strange dorsal spikes along the back, and the tail is short and thick, reminiscent of the thorax on many insect species.  The creature still retains the bio-mechanical appearance which is the trademark appearance for the genetic line, although the head is slightly wider, similar to that of the Praetorian guards.

The vast majority of the variants have the obsidian black Exo-skeleton, but this creature does not. Most of the carapace is a dark green, although it suffers from a serious disadvantage – the green carapace will glow in the darkness, and as such it loses its natural camouflage. Furthermore, when the creature moves, it tends to make loud, clicking noises, which tend to alert prey it is hunting for either food or for impregnation.

The arms of the creature are exceptionally powerful, able to rend metal with relative ease. The downside is that these arms are not designed for grabbing, and as such, the Mantis is best suited for striking out at the enemy targets, while regular drones attempt to subdue or grab them to bring back to the hive.

Many who have encountered these creatures mixed in with other variants of the species report they tend to act like ‘shock-troops’ for the queen and 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.