Starfinder: Xenomorph Neomorph

Chris Van Deelen

Xenomorph Neomorph (Combatant) CR 1 XP 400

Neutral medium aberration

Init +7; Senses Blindsight 60 ft.; Perception +5


Defense                                                             HP 20

EAC 11; KAC 13

Fort +3; Ref +3; Will +3

Immunities Acid, cold, vacuum

Weaknesses Vulnerability to fire



Speed 40 ft.

Melee Bite, +8 (1d8+4 P Crit triple damage) or two claws +4, (1d6+4 S plus grab), or tail strike +8 (1d4+4 P)

Offensive Abilities Grab, inner jaw



Str +3; Dex +3; Con +1; Int -4; Wis -2; Cha -2

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

Feats Improved initiative

Languages None

Other Abilities Cling, spoor reproduction, stalker

Gear None



Environment Any

Organization Solitary or small groups (1d6)


Special Abilities

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

Grab (Ex) The Neomorph grabs only to inflict injury. The creature uses this ability to increase its chances to hit with the inner jaw attack it possesses.  The Neomorph 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 use its Inner jaw attack on the victim (see below). 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 (1d4+4 S) but is more accurate. The creature has a +10 with this particular attack, and if the target is grappled, then the bonus is +13.

Natural Weapons (Ex) Cannot be disarmed.

Spoor Reproduction (Ex) The creature is able to reproduce through its excrement. The feces of the Neomorph contain spoors, which will grow into clusters of fungal like pods. Each of these clusters, when disturbed, will release a cloud of spoors. Each cluster covers a 5 foot radius, and anyone entering it must make a REF save (DC 10) or set off the spoor cloud. This cloud will cover a 10 ft. radius and anyone in this radius must then make a Fort save (DC 10) or becomes infected with the spoor. Over the next hour, the victim must make another Fort save or lose 1d4 points of Constitution. Once three successful save have been made in a row, or the victim received medical treatment (medicine DC 10), the spoors will be purged. If they are not purged, once the victim’s Constitution score reaches zero, the victim will die horribly as a young Neomorph will tear free from the torso of the victim.

Stalker (Ex) Like the Xenomorph, the Neomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls.

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 Neomorph is considered to be the second generation of the Xenomorph bloodline. It has similarities to both the Deacon and the full Xenomorph, but has a totally different method of implantation and infestation, which although this alone can literally wipe out entire ecological systems, and makes it an excellent biological weapon, does not allow for the genetic diversity found in the more advanced Xenomorph variants.

The Neomorph is more organic in appearance, still lacking the bio-mechanical aspects of the full Xenomorph. The flesh of the creature is white, and it is tall, standing at the same height as a typical human, if slightly larger. The torso and limbs are fairly thin and long, although it does possess a wiry musculature, making it fairly strong.

Possessing an eyeless, slightly elongated skull with an inner jaw, which is not as powerful as the Xenomorph, but still very similar to that of the Deacon. It is not as powerful, but is still more accurate than a regular bite attack. It also possesses a tail, but it is very weak in comparison to that of the typical Xenomorph.

These creatures are about as intelligent as a dog, and are very much the predator, and seem to live only for the hunt, kill and to feed. The waste product, the feces of the beast, is how the Neomorph ends up reproducing, and this makes it an excellent bioweapon, especially when used against low-tech, low magic cultures.

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.