Species
Aasimars are charismatic planar scions descended from celestials who have numerous resistances; they’re eloquent and perceptive, and they can shed light. |
Alkainans are badger-like humanoids with metallic fur who have recently taken up residence on the arboreal planet of Volunisp in Near Space, somewhat near the Veskarium.
Alkainan mythology speaks of their home world, a realm of naturally occurring metallic spires somewhere in the Vast, and how they fled a “great evil” that none can specify. |
Amrantahs are whimsical living machines imbued with the soul of a dead citizen of Amran, who are naive and fun-loving. |
Anassanois are three-eyed telepaths with two mouths known for their emotional honesty. |
Androids are ageless biomechanical constructs with an integrated soul; although logical and resilient, they have difficulty understanding and expressing emotion. |
Astrozoans are seven-limbed, starfish-like aberrations adept at controlling their body shape and coloration, which enables them to impersonate similarly-sized creatures. |
Astriapis are honey-producing bipedal arthropods with a natural inclination to regimentation and cooperative obedience. |
Bantrids are small, anosmatic aberrations with a column-like body mounted on an organic rolling foot-orb who can’t abide remaining stationary. |
Barathus are floating blimp-like telepathic aberrations, reminiscent of jellyfish, who can alter their genetic code at will. |
Uplifted bears are sapient, bipedal bears created through genetic modification; they’re strong, swift, excellent climbers, and they can speak telepathically. |
Bolidas are plated, burrowing arthropods adapted to extreme heat who can curl into a ball and roll around. |
Borais are not-quite dead corpses who retain a sliver of their soul, leaving them both living and undead simultaneously. |
Brakims are adaptable, industrious humanoids acclimated to radiation who have malleable limbs that can stretch, shrink, and regrow. |
Brenneris are friendly otter-like diplomats who can swim and hold their breath for long periods; they usually keep a comforting object. |
Cephalumes are curious bioluminescent aquatic cephalopods who have adapted to form symbiotic unions with krikiks (bioelectric arthropods). |
Daimalkan legend and popular media tell stories of colossi who change into human shapes (and vice versa), and in recent times, this fantastical concept has crystallized into reality. |
Contemplatives are brilliant intellectuals with tiny vestigial bodies and massive brains who interact with the world through telekinesis and telepathy. |
Copaxis are a colony of genetically identical polyps with an anthropomorphic form and coral-like exoskeleton who can slightly manipulate gravity. |
Damais are scrappy, gray-skinned humanoids unified in their fight to survive the reawakened colossi that inhabit their planet. |
Dessamars begin life as larval instars, later transforming into butterfly-like imagos; they’re good-natured, whimsical, dreamers with minor magical powers. |
Dessamars begin life as larval instars, later transforming into butterfly-like imagos; they’re good-natured, whimsical, dreamers with minor magical powers. |
Dirindis are stout, three-eyed humanoids with an affinity for languages and electricity; they’re comical and prone to exaggeration. |
Draeliks are gaunt, yellow nihilists who embrace entropy and have close ties to the Negative Energy Plane. |
Dragonkin are large humanoid dragons who fly, breathe fire, and form a near- magical bond with a non-dragonkin partner, traditionally a ryphorian. |
Dromadas are swift, long-necked mammalian bipeds with stubby eyestalks and keen vision; they are skittish and live in herds. |
Drow are (often merciless) elves who are acclimated to darkness, may worship demons, and have minor magical powers. |
Dwarves are stocky, slow, and skilled with stone; they’re stubbornly fixated on preserving their ancient crafts, culture, laws, and enmities. |
Elanayas are hardy, charismatic humanoids with glittering skin who form permanent bonds with an elemental. |
Elebrians are power-hungry, humanoid intellectuals with oversized craniums who can quickly collate information and assess their foes’ weaknesses. |
Elves are long-lived isolationists with keen senses; they have an innate understanding of magic and deep bond with nature. |
Embri are masked mollusks with a rigid social hierarchy; they hide their emotions and are often unknowing thralls of Hell. |
Endiffians are humanoids who can rearrange their elastic flesh, enabling them to impersonate other creatures and improve their grip. |
Entu colonies are telepathic mobile fungal colonies that feed on emotion and can temporarily bond in symbiosis with another willing creature. |
Entu Symbiotes are entu colonies that have permanently bonded with another living animal, such as the bat-like nelentu of Agillae-2. |
Espraskas are friendly avians adapted to cold environments who can fly; they adore exploration, self-discovery, and experiencing other cultures. |
Ferrans are small, sturdy, yellow-skinned scientists who are resistant to radiation and adapted to high gravity. |
Formians are ant-like telepaths with sharp mandibles, chitinous plates, exceptional senses, and a hive-based communal society. |
Ganzis are planar scions touched by chaos. |
Gathols are hulking, hearty natives of Ghaggath, a mountainous planet in the Thenekral system (Starfinder Adventure Path #8: Escape from the Prison Moon 41). |
Ghibranis are affable beetle-like humanoids split by lifestyle into either pampered, flying urbanists (membranes) or hardy, climbing desert survivalists (husks). |
Ghorans are photosynthetic humanoid-shaped plants who taste delicious and inherit skills from the ghoran whose seed they sprouted from. |
Ancient beyond measure, giants have evolved into numerous subspecies that thrive in harsh environments. |
Gnolls are opportunistic hyena-like survivalists with predatory senses and bone-crunching jaws; they value power, strength, and cunning. |
Small and spindly fey exiles, gnomes are curious and crave new experiences; drastic coloration and personality differences exist between subspecies. |
Goblins are fast-paced, manic little tinkers with beady red eyes and bulbous heads; they’re adept at working with scrounged junk. |
Gosclaws are opportunistic, flexible, catlike burrowers with short tails, long necks, night vision, and mechanical skill. |
Grays are enigmatic, secretive telepaths with glassy eyes and emotionless expressions who probe minds and can partially phase from reality. |
Gripplis are small frog-like humanoids adapted to swamplands; they are exceptional leapers and climbers who were recently exposed to advanced technology. |
Haans are large arthropod isolationists who float on gas-filled web balloons, spit flammable gas, value tradition, and forbid technology. |
Hadrogaans are dimorphic humanoids who live in symbiosis with kallestrine, a crystalline nervous system that resides within their bodies. |
Possessed of elven and human heritage, half-elves are adaptable social chameleons with slightly pointed ears. |
Descended from humans and orcs, half-orcs are intimidating, green-skinned survivors who remain tenacious despite generations of adversity, prejudice, and oppression. |
Halflings are lucky, small-statured optimists who possess quick reflexes, exceptional body control, boundless confidence, and a love of community. |
Hanakans are small, bipedal oviraptors adapted to numerous atmospheres; they embrace magic, eschew electricity, and have a feathered crest and tail. |
Hobgoblins are battle-hardened, warmongering goblinoids with a rigid militaristic society; they’re cunning, fearsome, and merciless. |
Holograms are AIs, stored in a spherical core, who interact with the physical world through a tangible hardlight body. |
Hortuses are slightly poisonous spongy fungi with a laid-back attitude; they can release spores to alter their surrounding atmosphere. |
Huitz’plinas are arboreal bipeds with prehensile tails and spined flesh who glimpse the future through hazy visions and gut feelings. |
Humans are driven by ambition and curiosity to create, discover, excel, explore, and possess. Adaptable and determined, they’re ubiquitous. |
Descended from efreet and other fire creatures, ifrits are fiercely independent planar scions who possess affinity for and resistance to fire. |
Ijtikris are air-breathing, squid-like aberrations with an oblong hardened head and numerous tentacular arms; they spend their infancy underwater. |
Ikeshtis are small, desert-dwelling lizardfolk with a violent life cycle; they shed their scales and can squirt blood from their eyes. |
Ilthisarians are large, multiheaded serpentlike humanoids with snapping jaws and forked tails who can swim and are inured to poison. |
Ixtangis are slender, reptilian bipeds with wide-set eyes, retractable tongues, and barbed stingers who can climb and change their coloration. |
Izalguuns are large, six-limbed isolationists capable of adopting a bipedal or quadrupedal stance; they eschew technology for a hunter-gatherer lifestyle. |
Jububnans are solitary wanderers resembling one-legged toads who have extraordinary balance; they can swim, leap, and inhale to increase in size. |
Kaa-lekis are nonbreathing, tripodal humanoids speckled with emotion- attuned luminescent moss; they hunt constructs and can see through crystal. |
Kalos are aquatic bat-like humanoids who swim through icy water on wing- like fins; they utilize sonar and value art, education, and history. |
Kanabo are fearsome, strong, and independent otherworldly warriors with both hobgoblin and ja noi oni ancestry. |
Kasathas are four-armed traditionalists with elongated craniums; they value history, stability, and follow complex societal customs, including covering their mouths. |
Kayals are practical survivalists descended from humans; they’ve adapted to live on the Shadow Plane and can blend into shadows. |
Kevris are an avian species with taloned hands and feet, hard parrot-like beaks, and large feathered wings on their backs. |
Khizars are plantlike, nature-loving telepaths who sense light, taste through touch, and display emotion through the glow of their seedpod. |
Kiirintas are colorful, mothlike fey with feathery antennae whose fluttering wings emit sparkles; they prize storytelling and individualism. |
Kish are adaptable three-eyed survivalists with powerful frames and sharp-toothed mandibles; they live in the ruins of their ancestors’ civilization. |
Kitsunes are good-natured tricksters with minor magical powers and two forms: an anthropomorphic fox (their true form) and a humanoid. |
Kobolds are small, scaled draconic humanoids who are as proud as their draconic brethren; they’re scrappy, tenacious, and ingenious engineers. |
Lashuntas are dimorphic antennaed telepaths with minor psychic powers and undeniable charisma; they have a love of learning and strive for excellence. |
Reptilian in appearance, loqans are humanoids with clawed hands, turtle-like beaks, and plantigrade feet. |
Maraquois are tailed simians with seven reproductive sexes; they cherish family, deeply mourn the dead, and detect sound through their skin. |
Megalonyxas are stocky, animalistic humanoids with tough hides and a plodding gait due to living in a world with crushing gravity. |
Morlamaws are colorful, large-tusked walrus-folk who are adapted to cold water; they’re usually friendly, orderly, and gullible. |
Moyishuus are insightful fey with colorful skin and crystalline hair who can sense, emulate, and harness emotions. |
Neskintis are gorilla-like brachiators with short legs; they can glide through the air and are knowledgeable about the natural world. |
Born from the collapse of a dying star, novians are tiny, boastful balls of plasma who enjoy competition and confrontation. |
Nuars are pale, minotaur-like innovators with sharp horns and a natural gift for engineering, navigation, puzzles, and complex patterns. |
Orcs are gruff, muscular survivalists with protruding tusks and a tendency toward developing extensive scarring. |
Descended from shaitans and other earth creatures, oreads are calm, stoic planar scions who are resistant to acid. |
Osharus are sluglike scholar-priests that can swim and excrete sticky slime; they spend their lives amassing knowledge. |
Pahtras are nimble and cautious catfolk who are typically asexual and fiercely individualistic; they value battle, dance, music, and community. |
Phentomites are survivalists with both dark and thermographic vision; they’re powerful leapers acclimated to high altitudes and thin atmospheres. |
Prismenis are planar scions touched by the Drift, the spectra native to that plane, or Triune. |
Psacynoids are four-armed skittering quadrupeds with over-large heads; they cultivate mystical crystals and eschew personal wealth to reinvest in their communities. |
Quorlus are three-armed, silicon-based quadrupedal tunnellers adapted to heat and susceptible to cold; they are peaceful and ponderous and love music. |
Ramiyels are a single-sex species with a feminine humanoid torso and a serpentine lower body who revere life and nature. |
Raxilites are tiny, plantlike bipeds who are gentle and gregarious; they can switch between flowering or seeding and utilize LFAN augmentations. |
Reptoids are cunning, reptilian shapeshifters, skilled at disguise and deception, with a reputation for espionage. |
Ryphorians are trimorphic elf-like humanoids with exceptional hearing whose appearance changes with Triaxus’s seasons: either furry winterborn, hairless summerborn, or transitional. |
SROs are sentient robotic organisms so complex they attract a soul, develop true artificial intelligence, and gain free will. |
Samsarans seek enlightenment and draw wisdom from their dimly remembered past lives to continue their cycle of reincarnation. |
Sarcesians are tall, gaunt humanoids who can temporarily survive in a vacuum by suspending their respiration and growing energy wings. |
Sazarons are large, club-tailed quadrupeds with a humanoid torso and saurian lower body; they’re scholarly and resistant to electricity. |
Screedreeps are small, furred sycophants with big eyes, drooping ears, and stooped stances; they are cosmopolitan, perceptive and value predictability. |
Chatty and inventive, scuridays are fluffy fey raconteurs eager to explore the galaxy and acquire new tales. |
Scyphozoans are amphibious jellyfish with a squishy, translucent body, acidic tentacles, and a heightened ability to sense vibrations. |
Selamids are sapient protoplasmic oozes with malleable forms; they can sense vibrations and move even in zero gravity. |
Seprevois are four-legged simians accustomed to living in zero-gravity environments; they’re susceptible to disease and resistant to radiation. |
Shakaltas are colorful psychic souls who merge with another shakalta upon adulthood, forming a new body shared between two souls. |
Shatoris are tranquil immortals transformed by proximity to the Boneyard; they have translucent flesh and luminescent bones. |
Shimreens are radiant, crystalline humanoids who are resistant to electricity and who can shift their limbs into weapons. |
Shirrens are insectile telepaths whose species diverged from a predatory hive mind; they’re addicted to individualism and dedicated to spreading freedom, peace, and community. |
Shobhads are tenacious four-armed giants from nomadic clans; they’re ferocious combatants whose lives revolve around honor, hunting, and survival. |
Skittermanders are small, excitable, six-armed humanoids with colorful fur; they’re incredibly friendly and cooperative, and adore helping others. |
Spathinae are tiny insects who organize into a humanoid-shaped biological and neural network, becoming a distributed sapience with unified purpose. |
Stelliferas are diminutive cuttlefish-like creatures who psychokinetically maintain a watery body around themselves; they communicate through color and telepathy. |
Strix are generous technophiles adapted to darkness and wary of outsiders; they fly on black-feathered wings and live communally. |
Descended from janni, sulis are planar scions who are resistant to elemental energy and who can harness that energy in battle. |
Svartalfars are fey exiles who settled on the Shadow Plane; they’re calculating, graceful, and patient. |
Descended from djinn and other air creatures, sylphs are planar scions who are resistant to electricity and who can occasionally fly. |
Syngnathrixes are amphibious monstrous humanoids with an arcane component to their genetic code. |
Telias are genial, tortoise-like storytellers who can swim and erase their own memories; their shells record their life experiences. |
Thyrs are intelligent oozes composed of buoyant gas who wear containment suits to protect themselves and interact with the world around them.. |
Descended from fiends, tieflings are planar scions who possess numerous resistances; they’re nimble and stealthy, and they can dim surrounding light. |
Trinirs are small, biotechnological, beaked humanoids who recently awakened from hibernation on an ice world with no memory of their origins. |
One of three sapient species native to the Gjor III (Adventure Path #8: Escape from the Prison Moon 41) in the Azlanti vassal system of Gjor, tromlins are a bellicose people divided into two distinct subspecies who warred for ages on the plains and forest floors of Gjor III. |
One of three sapient species native to the Gjor III (Adventure Path #8: Escape from the Prison Moon 41) in the Azlanti vassal system of Gjor, tromlins are a bellicose people divided into two distinct subspecies who warred for ages on the plains and forest floors of Gjor III. |
Trox are large, sturdy, arthropodal burrowers with a fearsome appearance and multiple vestigial arms; they tend toward peace and spirituality. |
Tryziarkas are flexible, double-jointed, hairless bipeds who bond with karakande, tattoo-like symbiotic oozes that bestow magical powers. |
Descended from marids and other water creatures, undines are planar scions who are resistant to cold and excellent swimmers. |
Urogs are exacting, semiconductive, silicon- based telepaths who are logical and patient; they enjoy mathematics, scientific inquiry, and precision problem solving. |
Varculaks are undead who remember little of their previous life and are susceptible to silver; they often unnerve their living counterparts. |
Varratanas are the primary sapient inhabitants of the Vast world of Varratien, known for the winds that sweep from its high, rocky bluffs across its wide, stormy seas. |
Verthani are tall humanoids with bulging black eyes; they can alter their skin’s pigmentation, and they embrace cutting- edge technology and cybernetics. |
Vesk are muscular reptilians from a militaristic empire; they are fearless, honorable, and proud and value might and combat prowess. |
Vilderaros are amphibious, three-legged creatures with a column-like body and a crown of tactile tentacles; they have excellent spatial awareness. |
Vlakas are wolflike bipeds adapted to the cold who are empathic, supportive, and community-oriented; they’re often born deaf or blind. |
Vulkarisu look like common squoxes and are descended from one of the Nine Bright Grains that serve the Lady of Foxes, Daikitsu. |
Witchwyrds are secretive, four-armed, intergalactic traders who absorb and shoot magic missiles; they’re the progenitors of kasathas and shobhads. |
Woiokos are charismatic humanoids with eel-like flesh who can swim; they’re either air-breathing floatborn or amphibious, underwater deepborn. |
Worlanisis are small, incredibly lucky, four-armed telepaths with bright blue skin; they can climb well, and their horn- cones amplify mental signals. |
Wrikreechees are amphibious, mollusk-like filter feeders with grasping forelimbs; they live in tight-knit colonies and value history, mathematics, and philosophy |
Xulgaths are reptilian humanoids who originated on lost Golarion.. |
Ysoki are scrappy ratlike survivors with expandable cheek pouches who are tech- savvy, street-smart, and fiercely loyal to friends and family. |