Starfinder: Xenomorph Warrior

Chris Van Deelen

Xenomorph Warrior (Combatant) CR 4 XP 1,200

Neutral large aberration

Init +7; Senses Blindsight 120 ft.; Perception +10

 

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 50 ft.

Melee Bite, +12 (1d8+9 P) or two claws +8, (2d6+9 S plus grab), or tail +12, (2d8+9)

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

Offensive Abilities Berserk, grab, inner jaw

 

Statistics

Str +5; Dex +3; Con +1; Int -4; Wis -2; Cha -2

Skills Acrobatics +15, Athletics +10, Stealth +15 (+20 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+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.

Berserk (Ex) As a free action, the creature can literally go berserk. Doing so will It give it a +4 to hit, +4 damage but will lose 2 points to both EAC and KAC. This ability will last for 4+1d6 rounds before it can no longer sustain it, at which point it loses all of the bonuses and both EAC and KAC return to normal.  The creature can use this ability once per day.

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+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.

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.

 

Recently discovered, this variant has been dubbed ‘Warrior’ by those who have encountered them.  They are almost identical in all aspects to the Drone, but are much taller and heavier. The body shape is the same biomechanical exoskeleton which has been seen on almost all the variants, although the elongated skull is somewhat wider and has more ridges and spines.

The creature is a brute. It is fully capable of capturing targets to be brought back to the hive to be implanted, but for the most part, they are used for combat purposes. They are not as strong or deadly as the Praetorian guards, and are still weaker than many of the other variants, including the Ape, but what they lack in sheer strength they more than make up for in tenacity and numbers.

They also possess an ability to go absolutely berserk in combat at will, increasing their ability to strike and inflict damage against foes, but this only lasts for a short period of time.

Typically when they are engaged in combat or hive defense, they will move out in lightning-fast skirmishes, usually leaving regular drones behind. They have also been known to attack regular drones in order to get at a particularly difficult target, almost as if they feel only they are entitled to engage in combat with such powerful and dangerous opponents. The only variant they typically will not attempt to ‘one up’ are the Praetorian guards.

Speculation has it that these are the first ‘stage’ in becoming a Praetorian guard, as they are of similar shape and temperament as those, and that the Warriors who survive long enough and prove their strength in combat are chosen to become the elite hive defenders.

Again thought, this is pure speculation.

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.