Starfinder: Xenomorph Praetorian Guard

Chris Van Deelen

Xenomorph Praetorian Guard (Combatant) CR 8 XP 4,800

Neutral large aberration

Init +7; Senses Blindsight 120 ft.; Perception +18

 

Defense                                                             HP 90

EAC 18; KAC 20

Fort +8; Ref +8; Will +7

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

Weaknesses Vulnerability to fire

 

Offense

Speed 30 ft.

Melee Bite, +19 (1d10+13 P) or two claws +15, (3d6+13 S plus grab), or tail +19, (2d10+13)

Space 10 ft. Reach 15 ft. (tail only)

Offensive Abilities Enraged, grab, inner jaw

 

Statistics

Str +5; Dex +3; Con +2; Int -2; Wis -2; Cha -2

Skills Acrobatics +18, Athletics +13, Stealth +18 (+23 in hive)

Feats Improved initiative, cleave

Languages None

Other Abilities Cling, stalker

Gear None

 

Ecology

Environment Any

Organization Medium groups (4d4).

 

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+8 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 14) 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.

Enrage (Ex) If the queen is ever damaged in the presence of the praetorian guard, the creature will go berserk. It will gain +4 to hit, +4 damage but will lose 2 points to both EAC and KAC. The Praetorian will remain enraged until the creature which inflicted damage on the queen has been destroyed.

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 +22 with this particular attack, and if the target is grappled, then the bonus is +25.

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 pinnacle of Xenomorph drone, the Praetorian guard are the elite guardians of the Queen. Found almost exclusively in well-established hives, She rarely has less than 8 of these creatures, which rarely leave the main egg-chamber.

They are a lot larger than the typical drone, although they do share many of the typical aspects of the creatures, with the exception of the elongated skull.  It bears a remarkable resemblance to the massive crest of the queen, but of course to much smaller proportions. The average guard stands at ten feet in height, making it more than half again as tall as the average drone. They are also somewhat slower than regular drones, but their combative prowess more than makes up for that drawback.

Unlike drones, they possess greater intelligence and cunning, and are perfectly capable of working together. They have been seen using tactics and are capable of making fairly complex battle-plans when it comes to defending the hive and the queen.

Rarely are the creatures ever away from the queen. When they are they have been dispatched by her in order to deal with ‘troublesome’ opponents, or to capture these creatures to be used as hosts.

Starfinder Creature Index