Starfinder: Xenomorph Scorpion

Chris Van Deelen

Xenomorph Scorpion (Combatant) CR 2 XP 600

Neutral medium aberration

Init +6; Senses Blindsight 120 ft.; Perception +5

 

Defense                                                             HP 25

EAC 13; KAC 15

Fort +4; Ref +4; Will +3

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

Weaknesses Vulnerability to fire

 

Offense

Speed 50 ft.

Melee Bite, +10 (1d8+6 P) or two claws +6, (2d6+6 S plus grab), or tail +10, (2d8+6 and poison)

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

Offensive Abilities Grab, inner jaw, poison tail

 

Statistics

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

Skills Acrobatics +12, Athletics +7, Stealth +12 (+17 in hive)

Feats Improved initiative, cleave

Languages None

Other Abilities Cling, stalker

Gear None

 

Ecology

Environment Any

Organization Solitary, small groups (1d4), medium groups (2d8), large groups (3d12) or hive (10d6)

 

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+2 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 10) to avoid taking damage. If the save fails, the victim will suffer 1d6+2 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+5 S) but is more accurate. The creature has a +11 with this particular attack, and if the target is grappled, then the bonus is +14.

Natural Weapons (Ex) Cannot be disarmed.

Poison Tail (Ex) The Scorpion can choose one of three attacks when it uses its tail attack. It can use a paralytic poison  (Fort save DC 10). If it fails, the target is paralyzed for 3d6 rounds. If the target manages to shake off the effects, the Xenomorph can strike and poison it once again. It can also choose to use straight acid blood, and there is no save involved. The acid will do 1d6+2 points of additional damage for 1d6 rounds. Finally it can use a poison (Strength-based). See page 414 of the Starfinder core book for more information. 

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.

 

Dubbed the ‘Scorpion’ by those who have encountered it, this particular type of Xenomorph is slightly tougher than the typical drone, but not by much. It looks identical in all aspects to the typical drone, with the exception of the tail, although the only way to tell the difference is to inspect the tail, or to be hit by it!

The tail is hollow. When the tail hits in combat, the Xenomorph will inject poison into the victim, which is one of three types. It can use destructive poison, paralytic or simply inject acid directly into the body of the victim.

Like the drones, this particular creature is more likely to attempt to capture a victim and bring it back to the hive for cocooning and implantation rather than killing outright.

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.