Starfinder: Xenomorph Snake

Chris Van Deelen

Xenomorph Snake (Combatant) CR 4 XP 1,200

Neutral large aberration

Init +8; Senses Blindsight 120 ft.; Perception +0

 

Defense                                                             HP 50

EAC 16; KAC 18

Fort +6; Ref +6; Will +5

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

Weaknesses Vulnerability to fire

 

Offense

Speed 40 ft.

Melee Bite, +12 (1d8+9 P plus poison. Crit triple damage) or two claws +8, (2d6+9 S plus grab), Tail +12, (4d4+9 S)

Space 10 ft. Reach 10 ft.

Offensive Abilities Constrict, grab, inner jaw, poison bite.

 

Statistics

Str +4; Dex +5; Con +0; Int -4; Wis -2; Cha -2

Skills Acrobatics +10, Athletics +15, Stealth +15 (+20 in hive)

Feats Improved initiative

Languages None

Other Abilities Cling, stalker

Gear None

 

Ecology

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. With the spitter it is far worse – when the creature dies, it will burst, washing an area equal to 20 ft. in acid. A Ref save (DC 13) will save anyone caught in the area of effect from the splash. The acid causes 1d6 damage per round for 1d6 rounds.

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.

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

Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful pin (see below). The damage inflicted is the same as the tail attack, except it is blunt instead of piercing. A creature with constrict deals this damage every round, unless the victim is able to make a successful Acrobatics (Escape) check.

Grab (Ex) 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 constricts the target).

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+9 S) but is more accurate. The creature has a +15 with this particular attack, and if the target is grappled, then the bonus is +18.

Natural Weapons (Ex) Cannot be disarmed.

Poison bite (Ex) The Xenomorphs bite injects paralytic poison into the victim. The victim must make a Fort save (DC 13) or become paralyzed for 1d4 hours. The creature can use this poison with every bite.

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.

 

Another of the many variants of Xenomorph encountered, this particular type has also been dubbed ‘Naga’ by those who have encountered it.

This particular creature is the result of a Facehugger managing to implant a serpent-like being, and the result is a monster which is easily 15 feet in length. It has the overall bio-mechanical appearance of the species, but instead of legs, the torso is nothing but a long, heavily spiked tail. The creature can still grab and use its arms to great effect. It is not quite as strong as most of the other member s of the species, but is more dextrous.

The other major difference is the beast has a pair of hollow fangs on either side of the jaw, which it can use during a bite attack (not a inner jaw attack) to inject a poison into the body of the victim. This particular poison does not kill; instead it paralyzes the victim in order to make it more compliant for implantation.

The creature is still very fast, and even with having the lower body of a snake, it is still fully capable of clinging to any surface and as such it is an excellent hunter and can successfully ambush more often than not.

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.