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Starfinder: Archon

Xcom-archon.jpg

The Archons from Xcom 2, converted for use in your Starfinder game.

The Andromedon is an alien that has been permanently melded into what is essentially a suit of powered armor. It contains all the nutrients required to keep the alien ‘pilot’ alive. This makes the creature exceedingly tough and hearty, able to not only withstand a great deal of punishment, but dish it out.

Up close, the suit can deliver a powerful punch attack, or it can simply choose to run straight through enemy combatants, inflicting heavy damage. It also comes with heavy plasma cannon, which it can use with pinpoint accuracy.

Typically once the alien pilot is killed, one would think that this would be the end of the creature. That is not the case. The suit, upon sensing the death of its rider, takes control and will continue to fight, albeit at a lesser effectiveness. It can still attempt to trample, and it can punch, but that is the extent of its combative effectiveness. The only real advantage it possesses is that it leaves a trail of the nutrient and coolant solution that was used to keep the pilot alive, and this is toxic to any organic creature that it comes in contact with.

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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, and the recently released 'Swords of Kos: The Rite'. 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.

Andromeda Combatant CR 13 XP 25,600

Lawful evil large monstrous humanoid

Init +4; Senses: Darkvision 60 ft.; Perception +23

 

Defense                                                             HP 250

EAC: 27; KAC: 29

Fort: +15; Ref: +17; Will: +14

Defensive Abilities: DR 13 / Piercing; Immunities: Acid, fire, poison

 

Offense

Speed: 30 ft.

Melee: Punch +24 (3d12+21 B Crit knockdown)

Ranged: Heavy plasma cannon Mk 3 +27 (5d10+13 E&F Crit burn 5d6)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Acid bomb, trample (3d12+21 B)

 

Statistics

Str +8; Dex +4; Con +6; Int +0; Wis +0; Cha +0

Skills: Athletics +28, intimidate +23

Other Abilities: Coolant trail

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary or pairs

 

Special Abilities

Special Abilities

Acid Bomb (Ex): Once per day, as a standard action, the Andromedon can fire a globe of highly caustic acid at any target within 100 feet (line of sight). The acid bomb has a burst radius of 20 feet and anything caught in the area of effect must make a Ref save (DC 19) or suffer 5d10 points of acid damage, a successful reduces the damage by half. To make matters worse, the acid will remain in the 20 foot area for 2d4 rounds, and anyone moving through the area will automatically suffer the damage (save for half). If someone even with the evasion ability consciously moves through the area, they do not gain the benefit of the evasion.

Coolant Trail (Ex): When the Andromedon is destroyed, every time it moves it leaves a trail of toxic coolant behind it. This trial is 10 ft. wide and will remain in effect for 3 rounds. Anyone moving through the trail will automatically suffer 3d10 points of acid damage unless a Ref save (DC 19) succeeds. Note that if the suit tramples, any target it attempted to run over is automatically subjected to this effect.

Mechanical resurrection (Su): When the Andromedon is reduced to zero hit points, the alien dies, but the suit automatically takes control and can move on its own on its next round. The suit has only 100 hit points, and it can only make a punch attack, at a -4 to hit. Furthermore, both EAC and KAC are reduced by 4 each, and it is considered to be mindless. Lastly its initiative drops to +0, although It still retains its normal DR and immunities. However, the suit does leak the special cooling and nutrient fluids that the alien needed to survive, and as such it leaves a coolant trail behind it wherever it moves.

Trample (Ex): As a full-round action, the Andromedon can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path. The Andromedon does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 19) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Andromedon due to the creature’s movement. The creature can deal trample damage to a given target only once per round.

Archon Combatant CR 12 XP 19,200

Neutral medium construct (technological)

Init +10; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +22

 

Defense                                                             HP 200

EAC: 26; KAC: 28

Fort: +12; Ref: +12; Will: +9

Defensive Abilities: Battle frenzy; Immunities: Construct immunities, unliving

 

Offense

Speed: 60 ft. (fly, good)

Melee: Archon Battle Staff +26 (3d10+17 E&F Crit burn 3d4)

Ranged: Archon Battle Staff Plasma blast +22 (3d10+12 E&F Crit burn 3d4)

Space: 5 ft., Reach: 10 ft.

Offensive Abilities: Blazing pinions

 

Statistics

Str +5; Dex +10; Con -; Int +2; Wis +0; Cha +0

Skills: Acrobatics +27, intimidate +22 (+32 if terror roar used)

Feats: Improved combat maneuver (grapple), lunge

Other Abilities: Terror roar

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary or pairs

 

Special Abilities

Battle Frenzy (Ex): As soon as the Archon has sustained damage, it will enter a battle frenzy. This lasts for 2 rounds, and during this period it gains an additional standard action. If it takes damage while under this effect, it does not prolong the duration, but it can be gained again once the duration has worn off, all that is required is that the Archon takes damage from any source.

Blazing pinions (Ex): This ability can only be used if the Archon uses its maximum movement rate to fly straight up in the air. It then will automatically target up to 6 enemy units. On its next round, it will unleash a powerful area effect attack at all the targets. Each attack will affect a 20 ft. radius, and anyone caught in the area of effect is allowed a REF save (DC 19) or suffer 6d6+12 Fire damage. A save reduces the damage to half. It can only do this once every 24 hours. This can be used at any target that is within a 100 ft. radius of the flying Archon.

Terror Roar (Su): As a swift action, the Archon can use a terrifying roar against a single target. The target is allowed a Will save (DC 19) and if the save fails, the target is shaken for 1d4 rounds. It can use this once per round, and once a target has made the save or the effect has ended, they are immune to the roar effect for 24 hours. Finally even if the target saves, the Archon gains a +10 circumstance bonus to intimidate checks on the next round.