Starfinder: Xenomorph Spitter

Chris Van Deelen

Xenomorph Spitter (Combatant) CR 2 XP 600

Neutral medium aberration

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


Defense                                                             HP 20

EAC 11; KAC 13

Fort +3; Ref +3; Will +3

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

Weaknesses Vulnerability to fire



Speed 50 ft.

Melee Bite, +8 (1d8+5 P) or two claws +4, (2d6+5 S plus grab), or tail +8, (2d8+5)

Ranged Spit +8 (1d6 acid) up to 150 ft. range

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

Offensive Abilities Acid spit, grab, inner jaw



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

Skills Acrobatics +10, Athletics +5, Stealth +10 (+15 in hive)

Feats Improved initiative, cleave

Languages None

Other Abilities Cling, stalker

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 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 10) will save anyone caught in the area of effect from the splash. The acid causes 1d6 damage per round for 1d6 rounds.

Acid Spit (Ex) As a standard action, the creature is capable of spitting a gob of acid at any target within 150 feet of its position. When it strikes the target, anyone within 5 feet of the target must make a Ref save (DC 10) or be hit by the splash. The acid will burn for 1d6 points of damage 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 10) 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.

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 pins the target). Instead of dragging the victim back to the hive, the creature will instead attempt to kill the target on the spot.

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.

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.


Very similar to the standard drone, it is speculated these creatures are of intelligent design, specifically created in order to combat those who happen to possess effective long-range weaponry.

They are similar to all other types of Xenomorphs, except for the skull. It is somewhat fleshier than other types and there are four yellowish sacks spaced evenly on the side of the skull. The other major difference is the tail is shaped differently, and is more dangerous than those of the typical drone. It has been noted the creatures can use this tail to hang upside-down, allowing them unrestricted field of vision when spitting acid at targets.

The strange yellow sacks on the sides of the creatures head contains the acid they are able to ‘shoot’ at targets. Although it does not cause anywhere near as much damage as the Spitter’s natural attacks, it can make the difference when dealing with potential hosts armed with ranged weaponry.  

Like Lurkers, these are quite rare - maybe one in twenty chest-bursters will grow to become one of the creatures. Also, like Lurkers, these creatures do not bother to attempt to take other beings alive to be used as hosts. They are only interested in killing.

Another aspect which sets these creatures aside from their genetic brethren is that they are often used to ‘crack’ ships and heavy armor, using their acid attack to eat through hulls in order to create openings large enough for drones and other types of Xenomorphs to gain access.

Starfinder Creature Index