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Starfinder – Alien 45th Anniversary

Back early from my April break. That’s because I’ll be traveling next weekend and won’t have a chance to post then, but also because it’s a special weekend.

It’s the 45th anniversary of the Alien franchise and boy do those movies cast a long shadow on Starfinder. From the Cargo Lifter (an homage to Aliens), the Motion Detector Scanner (Alien and Aliens), a great deal about the nature of Androids, and all the aliens that can implant their eggs in PCs (Tapestry Moth, Gloomwing, and Ihonva just to name a few), the cosmic horror setting of the Alien franchise has made it’s mark on not just on Starfinder but on the Scifi landscape as a whole. What about your table in specific though?

The Alien Quadrology

In terms of tone and story, the first movie (Alien) is very much a cosmic horror/haunted house story, and as such not a great fit for a Starfinder game (unless your players don’t mind getting picked off by a monster they can’t beat in a straight up encounter.) The second (Aliens) is more in line with the play and feel of Starfinder, and it’s not hard to imagine swapping out the Xenomorphs for the Swarm and having the party fighting a running battle against a Swarm invasion of a colony planet, saving who they can, and then nuking the site from orbit. The third (Alien3 ) strips back a lot of the straight up fight of the previous film by putting the story in a setting with limited resources and virtually no weapons, which could be interesting at the table but is more likely to be frustrating for your players. The fourth (the oft maligned Alien: Resurrection) is another beast – a ragtag group of morally questionable mercenaries are aboard a massive military science vessel when an experiment goes wrong and must join forces with an escaped lab specimen, infected colonist, and military deserter to escape the increasingly hostile confines of the ship before it crashes and explodes. Man, if that doesn’t sound like a freaking awesome Starfinder campaign I don’t know what does.

There are any number of fan adaptations of the Xenomorphs out there (seriously, just do a search for Starfinder Xenomorph) so I’m not going to do yet another write up of that iconic monster. Instead, I’ll do a two for the price of one. First, in Alien: Resurrection Ripley 8 has taken the classic protagonist of the previous films and made her effectively an Evolutionist with the Vital Niche. There’s a piece missing though – the blood that turns to acid when exposed to air. So…

Ripley 8 from Alien: Resurrection

REACTIVE BLOOD (2nd Level Evolutionist Adaptation)

Requirements Vital Niche

Your blood has become a weapon and a defense. Any time you are hit by an attack that does slashing or piercing damage you may use your reaction to spray an adjacent space with your acidic blood. This deals 1d8 acid damage, which increases to 2d8 at level 6, 3d8 at level 11, and 5d8 at level 16. A creature can halve this damage with a successful Reflex save against your Niche DC. Any melee weapon that does slashing or piercing damage to you automatically takes this damage, and if that attack was an unarmed strike, the creature making it takes the damage without a save.


But wait, there’s more! Adding to that long list of monsters that have been inspired by the xenomorph, we have one that isn’t likely to ever get an update due to OGL reasons. The Xill, which are in both PF1 and pre-Remaster PF2E, as well as in a season 1 Starfinder Society scenario, are the classic extraplanar alien that uses PCs as incubators. That season 1 stat block was a weakened version though, so let’s do the full powered Xill.

Starfinder Xill

XILL

CR 6

XP 2400

LE Medium outsider (aberration)

Init +3; Senses darkvision 60 ft.; Perception +13

DEFENSE

HP 80

EAC 18; KAC 19

Fort +5; Ref +7; Will +9

OFFENSE

Speed 40 ft.

Melee bite +15 (1d6+11 P, plus paralysis)

Melee claw +15 (1d4+11 S)

Multiattack bite +11 (1d6+11 P, plus paralysis), 2 claws +11 (1d4+11 S)

Ranged corona laser pistol +13 (2d4+6 F, burn 1d4)

Offensive Abilities multiattack, xill implantation

STATISTICS

Str +5; Dex +3; Con +0; Int +2; Wis +1; Cha +0

Skills  Acrobatics +18, Bluff +13, Intimidate +18, Life Science +13, Mysticism +13, Stealth +18

Languages Common, Infernal

Gear D-suit I, corona laser pistol, 3 batteries

SPECIAL ABILITIES

Multiattack (Ex) A xill can make multiple melee attacks as a full action, as listed in the Multiattack section of the stat block.

Paralysis (Su) A xill’s bite causes its target to gain the paralyzed condition until the end of the xill’s next turn unless the target succeeds at a DC 16 Fortitude saving throw.

Xill Implantation (Ex) As a standard action, a xill can use an ovipositor in its mouth to implant a paralyzed creature with xill larvae. This attack deals no damage, but the target must succeed at a DC 16 Fortitude save or contract the xill implantation disease.

Xill Implantation

Type disease (injury); Save Fortitude DC 16

Track physical; Frequency 1/8 hours

Effect The implanted xill larvae can be removed by succeeding a DC 21 Medicine check, ending the affliction. Each attempt takes 10 minutes. Failing this check deals 1d8 damage to the patient. At the impaired state and beyond, the damage from failing this Medicine check increases to 2d6.

Cure 3 consecutive saves

Xills are the scourge of the Ethereal Plane, conquering everything in their paths with only one purpose: to perpetuate their race at the expense of others. All xills are female and capable of fertilizing their own eggs, but require living hosts to incubate these eggs, which they inject into paralyzed victims by means of a grotesque ovipositor normally kept retracted behind their mandibles. Evil and alien, the plane-shifting xills possess impressive intelligence and a totalitarian, militaristic culture all their own. Though they see most other life forms as incubators, they particularly prize phase spiders for this purpose.


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Categories: Article Writing

Jeremy Corff

Artist and Writer