TEXT:  
  Issue # 5 
  Dec/Jan 2018 
  $ 1.25 
   
  Monsters as BIG as Starships! 
  
  Xeno File: Issue 5 
  Author: Beth Breitmaier, Dave Breitmaier 
  Editor: Greg LaRose  
  Interior Artist: Sasha Turk 
  Cover Art: Sasha Turk  
  Page Art Credit: Zsuzsa Fige, Lord Zsezse Works 
  Publisher: Amora Game, LLC 
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  Game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
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  XF-1 
  
  Xeno Files: Issue 5 
  Table of Simple Contents 
  Xeno File: Hidd . . . . . . . . . . . . . . . . . . . . . . . . . . .XF-3 
  Xeno File: Milimaxxus . . . . . . . . . . . . . . . . . . . . XF-6 
  Xeno File: Queg . . . . . . . . . . . . . . . . . . . . . . . . . .  XF-9 
   
  Xeno File is a monthly “magazine” designed to add content to the Starfinder Roleplaying 
  Game, Pathfinder Roleplaying Game and Starjammer Compatible experience for science fiction 
  entertainment and play. Taking a salute to a penny dreadful and monthly pulp comics, Xeno 
  Files will introduce races, organizations, and worlds to explore for a small amount pocket 
  change.  
   
   
  Our 5th issue contains three very large, living starships that traverse the Void. Egocentric 
  elemental asteroids, electric-loving jellyfish, and mischievous space dolphins make their debut 
  in the Xeno’verse. We introduce stat blocks of magnitude and include encounters for each one 
  of these gigantic living starships. Keep nose up and replace that primary buffer panel.  
   
  *Due to some IP issues, dimensional hopping drives have been renamed “FTL”.  
   
   
   
   
  Fancy to be an author, designer, or artist... Have an idea for Xeno File? Have a creative idea for 
  a system neutral or system specific idea?  Want to advertise with us? 
  Drop us a line on our Facebook page, or write to me directly at TentacleGreg@gmail.com .  
  Check preview articles of miscellaneous musings over on the OpenGamingNetwork.com under 
  Tentacle Greg.   
  XF-2 
  
  NE Colossal starship outsider (earth, elemental, 
  extraplanar) 
  Speed 4; Maneuverability clumsy (turn 4) 
  AC 27; TL 28 
  HP 550; DT 15; CT 120 
  Shields medium 200 (forward 50, port 50, 
  starboard 50, aft 50) 
  Attack (Forward) nuclear mega missile 
  launcher +30 (4d8 x 10), nuclear mega 
  missile launcher +30 (4d8 x 10)  
  Attack (Port) nuclear mega missile launcher 
  +30 (4d8 x 10) 
  Attack (Starboard) nuclear mega missile 
  launcher +30 (4d8 x 10)  
  Skills Diplomacy +25, Intimidate +30,   
  Piloting +25  
  Power Core hidd internal heat core (500 
  PCU); FTL none; Systems advanced 
  medium-range sensors, mk 8 armor, mk 9 
  defenses; Expansion Bays none 
  Other Abilities living starship, no breath 
  Languages common, terran 
  Environment any vacuum 
  Organization solitary 
  Engineer (1 hiddarrok) 
  Engineering +25        
  (15 ranks) 
  Gunners (4 hiddarrok) 
  Gunnery +30 
  Science Officer (1 
  hiddarrok) Computers 
  +25 (15 ranks) 
   
   
  Limited Telepathy (Su) A hidd can mentally 
  communicate with any creature within 8 
  hexes with whom it shares a language. 
  Conversing telepathically with multiple 
  creatures simultaneously is just as difficult 
  as listening to multiple people speaking. 
  Living Domicile (Su) Hiddarrok are created 
  on, and have a strong connection to, the 
  Material Plane. As creatures with the 
  native subtype, they need to eat and sleep. 
  To sustain its hiddarrok, a hidd can create 
  caves on its surface that can function as 
  living quarters and can provide food. 
  Living Starship (Ex) While a hidd is a living 
  creature, it is so immense that it functions 
  as a starship (and thus engages in only 
  starship combat). Though it has no crew, it 
  can still take captain and pilot actions (one 
  of each during the helm phase) using the 
  skill 
  Hidd                                                  Tier 15 
  Xeno file: HIDD 
  SPECIAL ABILITIES 
  Crew 
  XF-3 
  ECOLOGY 
  
  bonuses listed above. Modifiers for its size, 
  speed and maneuverability have already 
  been factored into its statistics. Assume it 
  has 15 ranks in the Piloting skill and a base 
  attack bonus of +15. A hidd will use its 
  hiddarrok as “crew members” using the 
  weapons and sensors found on the hidd’s 
  surface to make gunner, engineering, and 
  science officer actions. Use the following 
  table to determine the effects when a hidd 
  takes critical damage. 
  Scan for Weapons (Su) When a hiddarrok 
  uses one of the hidd’s sensors to make a 
  Computers check to scan an enemy 
  starship, weapons information is learned 
  before any other information. This puts 
  weapons at the top of the list, ahead of 
  basic information.  
   
  Thousands of years ago, a starfleet from the 
  tranquil planet of Roctor became lost in the 
  Void. With their ships’ engines damaged 
  beyond repair and no responses to their 
  distress signals, pilots were forced to land on 
  what they presumed were colossal asteroids. 
  Stout, sturdy, and highly intelligent, the kinlai 
  race was sure it could adapt without issue. 
       Little did the kinlai know that the 
  “asteroids” were sentient beings called hidd. 
  The hidd, fragmented pieces of the Plane of 
  Earth migrated to the Material Plane, have one 
  aim only: stealing planets’ ships to compile the 
  universe’s most destructive starfleet.  
       After hundreds of generations, the hidd’s 
  magical energy and lust for power warped the 
  kinlai. Though they retained their beautiful 
  turquoise skin, their features became cragged 
  and hardened like the hidd itself.  In time, the 
  kinlai came to call themselves Hiddarrok, 
  which in their language means “children of 
  the one.”  
       Because their hidd provides them with 
  seemingly limitless resources and shelter, the 
  hiddarrok worship it as a deity. They feel 
  bound to serve its will at any cost, traveling 
  the universe wholly unaware of their 
  telepathic enslavement. With compliant 
  minions doing its bidding, a fully powered 
  hidd is a foe that few dreadnoughts can 
  withstand. 
       A hidd employs an insidious strategy to lure 
  its weaponry from unsuspecting planets. It 
  first orbits at a considerable distance, making 
  it appear no more threatening than an errant 
  asteroid. Meanwhile, the hiddarrok are 
  diligently at work, readying the hidd’s innate 
  surface-to-air missiles and scanning the 
  targeted planet for weapons. Once the planet’s 
  weapons capabilities are fully assessed, the 
  hidd moves close to the atmosphere, revealing 
  what looks like hideous, glowing red eyes and 
  a maw of craggy teeth.  
       The terrified inhabitants of the planet 
  D% 
  SYSTEM 
  EFFECT 
  1-30 
  Weapons array 
  Randomly determine 
  one arc containing 
  weapons; condition 
  applies to all gunner 
  actions using weapons 
  in that arc 
  31-60 
  Propulsion 
  Condition applies to all 
  pilot actions 
  60-70 
  Sensors 
  Condition applies to all 
  science officer actions 
  70-100 
  Hidd internal heat 
  core 
  Condition applies to all 
  engineer actions, 
  except when patching 
  or repairing the hidd 
  internal heat core 
  XF-4 
  Xeno file: HIDD 
  
  retaliate with their best fleets, only to realize 
  that the starships seem to disappear once they 
  near the threatening being the sky. The hidd 
  then deploys its innate surface-to-air missiles 
  for the sheer joy of damaging the planet and 
  leaving it vulnerable to subsequent attackers.   
  Though its acquired arsenal is deadly, a hidd 
  seldom uses its stash to wreak havoc on 
  planets. Instead, it hoards its booty like a 
  dragon hoards gold, always waiting for that 
  one seemingly insurmountable target on 
  which it will unleash its horrific assault. 
   
  Encounter 
  The hiddarrok rejoice when they begin 
  orbiting Alagene—a rich and heavily-
  populated biosphere ripe for plundering. They 
  are even more ecstatic when a weapon drifts 
  into their orbit: a starship with a giant vortex 
  cannon. 
       Nnif (LN male hiddarrok mystic 15), a 
  shaman with an affinity for vortex 
  weapons, is one of the hiddarrok 
  tasked with restoring it to its full 
  glory. While refurbishing the 
  cannon, he discovers a peculiar 
  inverted triangle symbol painted 
  on its chase.  
       Soon after spotting the 
  symbol, Nnif begins to 
  experience bizarre dreams 
  of a stout race with the 
  same skin color as his own. 
  As soon as he detaches the 
  symbol from the weapon upon, 
  Nnif experiences a powerful 
  vision from the god Arduman. 
  In the vision, Arduman reveals 
  the tragic journey of the kinlai, 
  the hiddarrok’s ancient ancestors, and how 
  their insatiable outsider overlord gradually 
  enslaved them. 
       Horrified that his god is nothing more 
  than a greedy harbinger of 
  destruction, Nnif pleads with his 
  fellow hiddarrok to hear the truth. 
  Derided as insane, Nnif holes up 
  in a desolate cave, his guilt 
  growing as he learns more 
  about the worlds his people 
  have so blindly destroyed.  
       On the eve of the planned 
  assault, a tiny shuttle with a 
  small crew putters by the 
  hidd. Though too 
  inconsequential for the 
  hidd or most hiddarrok to 
  notice, Nnif sees it with a 
  gleam of hope in his eye. 
  This little vessel might be his 
  one chance to escape—and 
  save Alagene.  
  Hiddarrok 
  Ability Adjustments: +2 Con, +2 Wis, -2 Cha 
  Hit Points: 5 
  Size and Type: Hiddarrok are medium outsiders 
  with the earth and native subtypes. 
  Blindsense: Hiddarrok have blindsense 
  (vibration) with a range of 30 feet. 
  Burrowing: Hiddarrok have a burrow speed of 
  20 feet.   
  Darkvision: Hiddarrok can see up to 60 feet in 
  the dark. 
  Natural Gunner: Hiddarrok receive a +2 racial 
  bonus to gunnery checks. 
  XF-5 
  Xeno file: HIDD 
  
  N Large starship aberration 
  Speed 10; Maneuverability average (turn 2) 
  AC 20; TL 27 
  HP 160; DT -; CT 24 
  Shields medium 100 (forward 25, port 25, 
  starboard 25, aft 25) 
  Attack (Forward) tractor tentacle +13 (6d6)  
  Attack (Port) tractor tentacle +13 (6d6)  
  Attack (Starboard) tractor tentacle +13 (6d6) 
  Attack (Turret) light particle beam +13 (3d6) 
  Skills Engineering +15, Piloting +15  
  Power Core internal electro nervous system 
  (250 PCU); FTL none; Systems mk 2 
  armor, mk 9 defenses; Expansion Bays 
  none 
  Other Abilities escape propulsion, electro 
  tracking jam, living starship, no breath 
  Environment any vacuum near a source of 
  electric energy 
  Organization solitary or bloom (2-20) 
  Electro Tracking Jam (Ex) The millimaxxus 
  has developed a natural resistance to 
  tracking weapons. If a tracking weapon 
  fired at the millimaxxus does not hit on the 
  round it was fired, the projectile is unable 
  to hold its lock and automatically fails any 
  subsequent gunnery checks.  
  Escape Propulsion (Ex) A millimaxxus can 
  use the full strength of its tentacles and 
  cilia on its body to push itself in one 
  direction. Once per battle, it may move up 
  to a 25 speed, but is unable to make any 
  turns. When the millimaxxus uses this 
  ability, it is unable to take any action 
  during that round’s gunnery phase. 
  Living Starship (Ex) While the millimaxxus 
  is a living creature, it is so immense that it 
  functions as a starship (and thus engages 
  in only starship combat). Though it has no 
  crew, it can still take engineer, gunner, and 
  pilot actions (one of each during the 
  engineer and pilot phase and two actions 
  during the gunner phase) using the skill 
  bonuses listed above. Modifiers for its size, 
  speed, and maneuverability have already 
  been factored into its statistics. Assume it 
  has 9 ranks in the Engineering and Piloting 
  skills and a base attack bonus of +9. Use 
  the following table to determine the effects 
  when a millimaxxus takes critical damage. 
  Tractor Tentacles (Ex) A millimaxxus has 
  electric tentacles that can damage and grab 
  onto enemy ships. These tentacles function 
  as a gravity gun with the tractor beam 
  special property, using the millimaxxus’ 
  tier as the tier of the firing ship and the 
  millimaxxus’ size as the size of the firing 
  ship. 
   
  On planets pulsing with violent electrical 
  storms, wondrous, star-like illuminations 
  often appear above the biosphere. Only those 
  outside the atmosphere can see that these 
  Xeno file: Millimaxxus 
  XF-6 
  Millimaxxus                                        Tier 9 
  ECOLOGY 
  SPECIAL ABILITIES 
  D% 
  SYSTEM 
  EFFECT 
  1-30 
  Weapons array 
  Randomly determine one 
  arc containing weapons; 
  condition applies to all 
  gunner actions using 
  weapons in that arc 
  31-60 
  Propulsion 
  Condition applies to all 
  pilot actions 
  61-100 
  Electro nervous 
  system 
  Condition applies to all 
  engineer actions, except 
  when patching or repairing 
  the electro nervous system 
  
  hovering “stars” have 
  enormous tentacles—
  and are some of the 
  most fearsome 
  creatures in open 
  space. 
       Thought to 
  originate from 
  monstrous black 
  holes with 
  superpowered 
  currents, a 
  millimaxxus is a 
  monstrous jellyfish-
  like creature 
  comprised almost 
  solely of electricity. 
  Once propelled into 
  space from its current, it 
  seeks the greatest electrical 
  force it can find, using its long 
  tentacles as conduits for energy.  
       A millimaxxus will only attack a 
  starship proximate enough to interfere with 
  its siphoning of electrical energy. Though a 
  millimaxxus is featureless, a large proboscis 
  protrudes from where its head should be. This 
  proboscis can rotate to any angle, enabling the 
  millimaxxus to shoot particles with deadly 
  precision at any ship it ensnares.  
       While it seems vulnerable if its electric 
  supply is interrupted, a millimaxxus has 
  several natural defenses. Its viscous exolayer 
  has billions of tiny cilia. These cilia generate 
  rapid-fire pulses in such powerful succession 
  that they form an electrical shield around the 
  creature. If the creature sustains significant 
  damage, it will readily use its escape 
  propulsion ability to seek another energy 
  source. 
       Millimaxxi are always found near 
  electrically active planets or super-powered 
  space stations. Denizens of planets or space 
  stations besieged by this infestation are 
  effectively doomed as no supplies can get in or 
  out. All they can do is languish as prisoners 
  within their own biospheres, their skies alight 
  with a strange blue-purple glow and their air 
  crackling with the sound of currents. 
   
  Encounter 
  Within a few years after joining the Union, 
  Amos 5 has transformed from a planet of 
  verdant grasslands to a swathe of barren 
  XF-7 
  Xeno file: Millimaxxus 
  
  desiccation. Its increased trade with other 
  Union planets and unchecked infrastructure 
  expansion have depleted the vegetation that 
  sustained its unique ecosystem. Always 
  stormy, Amos 5’s biosphere is now a hotbed of 
  electrical activity. Though most inhabitants 
  fled as the storms worsened, a few remained in 
  hastily constructed settlements, hoping in vain 
  that the climate would self-regulate.  
       In the past month, eerie lights have emerged 
  in the planet’s skies. Anticipating an invasion, 
  ground commanders from the planet’s greatest 
  settlements coordinated a full-scale attack. 
  The worst of their fears—that the atmosphere 
  had become impassable—were confirmed as 
  they watched their battleships sizzle to a crisp 
  in devastating electrical surges. 
       Nadila Furnessa, (LG female human envoy 
  9) mayor of the town of Guarayez—Amos 5’s 
  last major stronghold—has sent out a distress 
  call to any life forms in range. Already 
  compromised by the unrelenting storms, the 
  transponder emitted only a few garbled signals 
  before its circuits fried.  
       Only Wing Jeddon, (CN male dwarf 
  operative 9) a transporter for hire who was 
  bringing a shipment of goods to the forsaken 
  planet, was proximate enough to hear the 
  message. As he approached, he saw what 
  looked like humungous electrical invertebrates 
  clustering over the atmosphere, their tentacles 
  still clutching the smoking remnants of ships. 
  Knowing that his light freighter was no match 
  for such enormous creatures, he headed 
  straight for Union Central Command to seek 
  reinforcements. 
       At the UCC, Wing meets the PCs. He 
  implores them to help, explaining that Amos 
  5’s trapped inhabitants will starve unless the 
  creatures are destroyed. Wing offers to split 
  his payment for his cargo delivery with the 
  PCs. While the proposal sounds agreeable, 
  word at the station is that the transporter has 
  some questionable connections in the Union 
  Council. The PCs are unsure whether to trust 
  Wing, but they agree to accompany him, 
  knowing they cannot leave an entire planet to 
  its destruction.  
  XF-8 
  Xeno file: Millimaxxus 
  Planet Profile: Amos 5 
  Terrestrial: Classified 
  Atmosphere: Normal 
  Known Biomes: electrical storms over desert waste 
  Gravity: Normal 
  Orbit: 962 days 
  Rotation: 0 hours 
  Notes:  
  Travel to and from Amos 5 is restricted by the Union. 
  But they don’t bother to actively monitor the traffic due 
  to the electrical storms that remain a constant feature 
  on a planet that has zero rotation because 
  of ::retracted::.  
  The original inhabitants of the planet were relocated to 
  the newly terriformed Amos 6. Amosiens are an 
  accommodating race and easily adapt to the larger 
  planet. Which has begun to be excavated of it’s rich 
  minerals similar to Amos 5.  
  
  CN Small starship magical beast 
  Speed 8; Maneuverability perfect (turn 0); 
  FTL 1 
  AC 15; TL 16 
  HP 35; DT -; CT 7 
  Shields none 
  Attack (Forward) gravitational wave blast +6
  (2d6)   
  Skills Piloting +10  
  Power Core queg heart (50 PCU); FTL Signal 
  Basic; Systems mk 3 armor, mk 4 defenses; 
  Expansion Bays none 
  Other Abilities living starship, no breath 
  Environment any vacuum 
  Organization solitary or pod (5-15 plus pod 
  mother queg 
  Gravitational Wave Blast (Su) An angry queg 
  can use its gravitational wave location as a 
  wave blast that damages attacking ships. 
  Living Starship (Ex) The queg is a living 
  creature that dwells in the vacuum of space, 
  functioning in combat as a starship (and 
  thus engaging in only starship combat). 
  Though it has no crew, it can still take 
  gunner and pilot actions (one of each during 
  pilot phase gunner phase) using the skill 
  bonuses listed above. Modifiers for its size, 
  speed, and maneuverability have already 
  been factored into its statistics. Assume it 
  has 1 rank in the Piloting skill and a base 
  attack bonus of +1. Use the table on page 10 
  to determine the effects when a queg takes 
  critical damage. 
  CN Small starship magical beast 
  Speed 12; Maneuverability perfect (turn 0); 
  FTL 1 
  AC 17; TL 17 
  HP 35; DT -; CT 7 
  Shields none 
  Attack (Forward) gravitational wave blast +6
  (2d6)   
  Skills Piloting +14  
  Power Core queg heart (50 PCU); FTL Signal 
  Basic; Systems mk 5 armor, mk 6 defenses; 
  Expansion Bays none 
  Other Abilities blindsense (gravitational 
  waves) 10 hexes, living starship, no breath, 
  pilot plaything 
  Environment any vacuum 
  Organization solitary or leading a pod 
  Gravitational Wave Blast (Su) as per queg 
  Living Starship (Ex) as per queg 
  Pilot Plaything (Su) Quegs are sportive 
  creatures with short attentions spans who 
  perceive passing starships as playthings. A 
  pod mother queg is able to psychically 
  command a starship’s pilot and control the 
  starship for its and its podlings’ amusement. 
  Once per battle, during the helm phase, a 
  pod mother queg can attempt to take 
  control of the mind of any creature that is in 
  the pilot role whose starship is within 10 
  hexes of the pod mother. AI and autopilot 
  computers cannot be affected by pilot 
  plaything. The pilot must make a DC 10 
  Xeno file: Queg 
  XF-9 
  Queg                                                Tier 1/2 Queg, Pod Mother                            Tier 1 
  ECOLOGY 
  SPECIAL ABILITIES 
  Light 
  Weapon 
  Range 
  Speed 
  Damage 
  PCU 
  Cost (in BP) 
  Special 
  Properties 
  Gravitational 
  wave blast 
  Short 
  - 
  2d6 
  10 
  10 
  Line 
  ECOLOGY 
  SPECIAL ABILITIES 
  
  Will save or lose control of his actions, 
  taking commands on where to fly from the 
  pod mother. The pod mother will often 
  make the pilot perform stunts to amuse 
  itself and its podlings. Another character 
  aboard the starship can change roles to 
  become the pilot, but this will not end the 
  psychic ability, only stop the controlled 
  creature from piloting the starship. 
  Alternatively, another character aboard the 
  starship can end this psychic ability during 
  the helm phase by taking an action to wake 
  up the controlled pilot (Will, DC 10), but 
  that character cannot take any other role or 
  action during that round. On a failed save, 
  the pilot is under the effects of this ability 
  until the pod mother loses interest in 
  playing with the starship. A solo pilot is 
  unable to end this ability on their own. This 
  ability is considered a psychic mind-altering 
  effect. 
   
  With its curving grin and giant bead-like eyes, 
  the queg is possibly the only creature that 
  exists happily in the vacuum of space. 
  Generally omnivorous, it spends most of its life 
  flopping about, frolicking with other quegs in 
  its pod and sifting morsels from space debris.  
       Its greatest joy, however, is finding 
  “treasures” in the debris, the most prized of 
  which are unsuspecting spaceships with shiny 
  metallic finishes. Anything that catches a 
  queg’s fancy is subject to a game of “catch” 
  between podlings, who will fling ships to and 
  fro interminably until something shinier drifts 
  their way.   
       Quegs seem completely unaware of the 
  damage they can inflict on starships, or of the 
  terrified “toy” commanders’ desire to escape. 
  Despite their generally amiable behavior, they 
  will readily attack if their “game” is 
  interrupted. 
       Quegs travel in large groups known as pods, 
  led by a “pod mother.” Due to the mammoth 
  size of most queg pods, it is thought that the 
  pod “mother” may be a leader rather than a 
  biological mother. It may be that the pod 
  mother’s larger size places her higher in the 
  social order. The more likely explanation, 
  considering that podlings eerily mimic their 
  pod mothers, is that pod mothers forge 
  psychic bonds to amass coteries of lesser quegs 
  around them. Whenever a pod mother changes 
  direction, her podlings dutifully follow. 
       Whether the connection is biological or 
  social, the pod mother is fiercely protective of 
  her pod. Her size thicker skin, and deceptive 
  quickness enable her to withstand 
  significantly more damage than other quegs. 
  D% 
  SYSTEM 
  EFFECT 
  1-30 
  Weapons 
  array 
  Randomly determine one 
  arc containing weapons; 
  condition applies to all 
  gunner actions using 
  weapons in that arc 
  31-60 
  Brain 
  During the next round, each 
  of the queg’s attack actions 
  have a 25% chance of failure 
  61-100 
  Tail 
  Condition applies to all 
  pilot actions 
  XF-10 
  Xeno file: Queg 
  
  Encounter 
  Small-time smuggler Slice Cancune (NG male human soldier 1) is on a mission to retrieve 
  symbiotes for sale on the black market. Working through a middleman, his tactical directives 
  have been vague. All Slice knows is that the symbiotes attach themselves like barnacles to what 
  sound like a benign group of space whales. 
       Just before Slice leaves on his mission, he hears what sounds like little fists pounding on the 
  bay door of his ship, the newly-polished Metaflorian Condor. (For stats on Slice’s ship, use the 
  stats for a Ringworks Wanderer from the Starfinder Core Rulebook p. 310.)  When he turns on 
  the comm unit, he hears a scratchy little voice blabbering something about “crazy whales” and 
  the dangers of “shiny things.”  
       Wanting to avoid additional damage to his silver beauty—and to escape what sounds like a 
  deranged gnome—Slice flies off into the Void with a chuckle. After all, how tough can it be to 
  nab some magical barnacles from a few whales? 
       Slice’s former copilot and occasional partner Rand Attikus (NG male human soldier 1) has 
  not heard from his friend since he left on a solo mission two weeks ago. Explaining that Slice 
  has only several more days of rations left, Rand implores the PCs to help him locate the 
  Metaflorian Condor, which may have inadvertently become the queg pod’s shiniest new toy. 
  XF-11 
  Xeno file: Queg 
  
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  Our miniatures are 3D printed to order in 
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  Find our shop: www.imagine3dminiatures.com 
  XF-13 
  
  OPEN GAME LICENSE VERSION 1.0A 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All 
  Rights Reserved. 
  1. Definitions: (a) “Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
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  distribute; (d) “Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by 
  the Contributor, and means any work covered by this License, 
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  but specifically excludes Product Identity. (e) “Product Identity” 
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  Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this 
  agreement. 
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using 
  this License. 
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
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  5. Representation of Authority to Contribute: If You are 
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  8. Identification: If you distribute Open Game Content You must 
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  distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
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  10. Copy of this License: You MUST include a copy of this 
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  11. Use of Contributor Credits: You may not market or advertise 
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  12. Inability to Comply: If it is impossible for You to comply with 
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  governmental regulation then You may not Use any Open Game 
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  13. Termination: This License will terminate automatically if You 
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  14. Reformation: If any provision of this License is held to be 
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  15. COPYRIGHT NOTICE 
       Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.  
       System Reference Document. Copyright 2000, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave Arneson. 
       Starfinder Roleplaying Game Core Rulebook. © 2017, 
  Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason 
  Bulmahn, Thurston Hillman, Amanda Hamon Kunz, Jason Keeley, 
  Robert G. McCreary, Stephen Radney-MacFarland, Amber E. 
  Scott, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, 
  based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.  
       Starfinder Alien Archive © 2017, Paizo Inc.; Authors: John 
  Compton, Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, 
  Jason Keeley, Jon Keith, Steve Kenson, Isabelle Lee, Lyz Liddell, 
  Robert G. McCreary, Mark Moreland, Joe Pasini, F. Wesley 
  Schneider, Owen K.C. Stephens, James L. Sutter, and Josh Vogt. 
     Xeno File: Issue 5 © 2018, Amora Game, LLC; Author: Beth 
  Breitmair, Dave Breitmaier 
  XF-14 
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Amora/Xeno File 005 - Monsters as BIG as Starships.pdf