Alien Archive
Rulebook

Species
+2 CON, +2 WIS, -2 DEX
Hit Points6
Barathus are floating blimp-like telepathic aberrations, reminiscent of jellyfish, who can alter their genetic code at will.
+4 INT, +2 CHA, -2 STR, -2 CON
Hit Points2
Contemplatives are brilliant intellectuals with tiny vestigial bodies and massive brains who interact with the world through telekinesis and telepathy.
+2 CON, +2 WIS, -2 CHA
Hit Points4
Draeliks are gaunt, yellow nihilists who embrace entropy and have close ties to the Negative Energy Plane.
+4 STR, -2 DEX
Hit Points6
Dragonkin are large humanoid dragons who fly, breathe fire, and form a near- magical bond with a non-dragonkin partner, traditionally a ryphorian.
+2 DEX, +2 CHA, -2 CON
Hit Points4
Drow are (often merciless) elves who are acclimated to darkness, may worship demons, and have minor magical powers.
+2 STR, +2 CON, -2 WIS
Hit Points4
Formians are ant-like telepaths with sharp mandibles, chitinous plates, exceptional senses, and a hive-based communal society.
+4 DEX, -2 CHA
Hit Points2
Goblins are fast-paced, manic little tinkers with beady red eyes and bulbous heads; they’re adept at working with scrounged junk.
+4 INT, -2 STR
Hit Points2
Grays are enigmatic, secretive telepaths with glassy eyes and emotionless expressions who probe minds and can partially phase from reality.
+2 STR, +2 DEX, -2 INT
Hit Points4
Haans are large arthropod isolationists who float on gas-filled web balloons, spit flammable gas, value tradition, and forbid technology.
+2 DEX, +2 INT, -2 WIS
Hit Points4
Ikeshtis are small, desert-dwelling lizardfolk with a violent life cycle; they shed their scales and can squirt blood from their eyes.
+2 DEX, +2 WIS, -2 CON
Hit Points2
Kalos are aquatic bat-like humanoids who swim through icy water on wing- like fins; they utilize sonar and value art, education, and history.
+2 CON, +2 WIS, -2 DEX
Hit Points5
Maraquois are tailed simians with seven reproductive sexes; they cherish family, deeply mourn the dead, and detect sound through their skin.
+2 STR, +2 INT, -2 DEX
Hit Points6
Nuars are pale, minotaur-like innovators with sharp horns and a natural gift for engineering, navigation, puzzles, and complex patterns.
+2 STR, +2 CHA, -2 DEX
Hit Points5
Reptoids are cunning, reptilian shapeshifters, skilled at disguise and deception, with a reputation for espionage.
+2 CON, +2 WIS, -2 STR
Hit Points4
Ryphorians are trimorphic elf-like humanoids with exceptional hearing whose appearance changes with Triaxus’s seasons: either furry winterborn, hairless summerborn, or transitional.
+2 DEX, +2 CHA, -2 STR
Hit Points4
Sarcesians are tall, gaunt humanoids who can temporarily survive in a vacuum by suspending their respiration and growing energy wings.
+4 STR, -2 INT
Hit Points6
Shobhads are tenacious four-armed giants from nomadic clans; they’re ferocious combatants whose lives revolve around honor, hunting, and survival.
+2 DEX, +2 CHA, -2 INT
Hit Points2
Skittermanders are small, excitable, six-armed humanoids with colorful fur; they’re incredibly friendly and cooperative, and adore helping others.
+2 CON, +2 INT, -2 CHA
Hit Points6
Urogs are exacting, semiconductive, silicon- based telepaths who are logical and patient; they enjoy mathematics, scientific inquiry, and precision problem solving.
+2 CON, +2 INT, -2 STR
Hit Points4
Verthani are tall humanoids with bulging black eyes; they can alter their skin’s pigmentation, and they embrace cutting- edge technology and cybernetics.
+2 CHA, +2 INT, -2 CON
Hit Points4
Witchwyrds are secretive, four-armed, intergalactic traders who absorb and shoot magic missiles; they’re the progenitors of kasathas and shobhads.
+2 CON, +2 INT, -2 DEX
Hit Points4
Wrikreechees are amphibious, mollusk-like filter feeders with grasping forelimbs; they live in tight-knit colonies and value history, mathematics, and philosophy
Spells
ConjurationSummoning
Mystic1-6
Technomancer1-6
Witchwarper1-6
This spell summons an extraplanar creature.
Armor
NameLevelPriceEACKACMax Dex BonusArmor Check PenaltySpeed AdjustmentUpgrade SlotsBulk
Heavy
1018,750+15+173-3-10 ft.53
Heavy
31,650+5+72-3-10 ft.23
Light
77,500+7+85-1-51
Heavy
2800+2+43-1-5 ft.11
Heavy
64,820+8+104-1-5 ft.31
Heavy
1017,100+13+164-2-5 ft.31
Heavy
1476,000+17+195-2-5 ft.41
Heavy
18371,000+23+245-2-5 ft.61
Weapons
NameLevelPriceDamageRangeCriticalBulkCapacityUsageSpecial
Heavy Weapon
42,0002d4 A30 ft.Corrode 1d4220 Caustrol4Analog, Boost 1d4, Line, Unwieldy
Heavy Weapon
19550,0008d8 A50 ft.Corrode 6d4240 Caustrol10Analog, Boost 1d10, Line, Unwieldy
Heavy Weapon
1475,0008d4 A50 ft.Corrode 4d4240 Caustrol8Analog, Boost 1d8, Line, Unwieldy
Heavy Weapon
913,0003d4 A30 ft.Corrode 2d4220 Caustrol5Analog, Boost 1d6, Line, Unwieldy
Projectile
Longarm
77,5003d4 P60 ft.-216 Rounds1Automatic
Projectile
Longarm
31,4001d8 P80 ft.-112 Rounds1Automatic
Projectile
Longarm
1021,0002d12 B100 ft.Knockdown 212 Mini-rockets1-
One-Handed
Basic Melee
26001d6 P-Bleed 1d4L- -Analog
One-Handed
Basic Melee
1232,0003d6 P-Bleed 2d6L- -Analog
One-Handed
Basic Melee
75,5002d6 P-Bleed 1d6L- -Analog
One-Handed
Basic Melee
17230,0008d6 P-Bleed 5d6L- -Analog
Laser
Sniper
53,7502d8 F70 ft.-220 Charges1Sniper (500 ft.), Unwieldy
Laser
Sniper
1017,0004d8 F80 ft.-220 Charges1Sniper (750 ft.), Unwieldy
Laser
Sniper
20725,00010d8 F80 ft.-230 Charges1Sniper (1000 ft.), Unwieldy
Laser
Sniper
13501d8 F70 ft.-110 Charges1Sniper (250 ft.), Unwieldy
Laser
Sniper
15110,0006d8 F80 ft.-230 Charges1Sniper (1000 ft.), Unwieldy
Two-Handed
Shock
Advanced Melee
42,0001d8 S & E--220 1Powered (capacity 20; usage 1), Reach
Two-Handed
Shock
Advanced Melee
16160,0008d8 S & E--220 1Powered (capacity 20; usage 1), Reach
Two-Handed
Shock
Advanced Melee
1234,0003d8 S & E--220 1Powered (capacity 20; usage 1), Reach
Two-Handed
Shock
Advanced Melee
89,0002d8 S & E--220 1Powered (capacity 20; usage 1), Reach
Two-Handed
Shock
Advanced Melee
19525,00013d8 S & E--220 1Powered (capacity 20; usage 1), Reach
One-Handed
Shock
Advanced Melee
76,2502d6 P & E-Recharge 2L20 1Powered (capacity 20; usage 1)
One-Handed
Shock
Advanced Melee
27501d6 P & E-Recharge 2L20 1Powered (capacity 20; usage 1)
One-Handed
Shock
Advanced Melee
1349,0006d6 P & E-Recharge 4L40 2Powered (capacity 40; usage 2)
One-Handed
Shock
Advanced Melee
18375,00012d6 P & E-Recharge 4L40 2Powered (capacity 40; usage 2)
Ammunition
NameLevelPriceCapacitySpecialBulk
328040-2
16020-1
Weapon Fusions
NameLevelDescription
6The nanite fusion gives a weapon the nanite burst critical effect. When this critical effect is triggered, a cloud of nanites detaches from the blade and begins devouring the target, swarming over it and dismantling it at the molecular level. In this situation, the weapon deals double damage as normal, but all of the damage is treated as acid damage, and the target must succeed at a Fortitude saving throw (see page 181 of the Starfinder Core Rulebook for how to calculate the DC) or be nauseated for 1 round. When you score a critical hit with a weapon that has multiple critical hit effects, you can apply only one of those critical hit effects of your choice. Only melee weapons can have this fusion.
Augmentations
NameLevelPriceSystems
53,000Skin
42,200Brain
76,500Brain
Cybernetic
1125Throat
Items
NameLevelPriceBulkHandsCapacityUsage
Magic
Consumable
4350----
Magic
Consumable
81,500----
Magic
Consumable
125,500----
77,500----
Magic
Worn
89,000L---
53,000L---
Magic
Consumable
5500----
1348,5001---
1350,000L-205/use
1250L---
2600L---
25001---
810,0001---
42,500L---
Starship Base Frames
SizeMedium
NPC Type Grafts
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
An animal is a living, nonhumanoid creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.
A construct is a magically animated object or an artificially created creature.
A dragon is a reptilian creature, usually winged, with magical or otherwise unusual abilities.
A fey is a creature with supernatural abilities and connections to nature or to some other force or place.
A humanoid usually has two arms, two legs, and one head, or it has a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies.
Magical beasts are similar to animals but can have Intelligence modifiers greater than –4 (in which case the magical beast knows at least one language, though it can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities.
Monstrous humanoids are similar to humanoids, but they have monstrous or animalistic features. They often have magical abilities as well.
An ooze is an amorphous or mutable creature.
An outsider is at least partially composed of the essence (but not necessarily the material) of a plane other than the Material Plane. Some creatures start out as another type and become outsiders when they attain a higher or lower state of spiritual existence.
This type describes vegetable creatures. Note that regular plants, such as those growing in gardens or fields, lack Wisdom and Charisma modifiers and are objects, not creatures, even though they are alive.
Undead are once-living creatures animated by magic or advanced technological forces.
This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
NPC Subtype Grafts
Aeons are a race of neutral outsiders that maintain the balance of reality.
Agathions are celestials, or good outsiders, native to Nirvana.
This subtype is usually applied to outsiders with a connection to the Plane of Air.
This subtype is applied to androids and creatures related to androids. If the NPC is of the android race, it gains the constructed, flat affect, and upgrade slot racial traits.
Angels are celestials, or good outsiders, native to the good-aligned Outer Planes.
These creatures are often native to environments that are mostly or entirely underwater.
Archons are celestials, or good outsiders, native to Heaven.
Azatas are celestials, or good outsiders, native to Elysium.
\-
Creatures with this subtype are usually native to frigid environments.
Demons are fiends, or evil outsiders, native to the Abyss.
Devils are fiends, or evil outsiders, native to Hell.
This subtype is applied to drow and creatures related to drow. If the NPC is of the drow race, it gains darkvision 60 ft., as well as the drow immunities, drow magic, and light blindness racial traits.
This subtype is applied to dwarves and creatures related to dwarves. If the NPC is of the dwarven race, it gains the slow but steady, stonecunning, traditional enemies, and weapon familiarity racial traits.
This subtype is usually applied to outsiders with a connection to the Plane of Earth.
An elemental is a creature composed entirely of matter from one of the four Elemental Planes.
This subtype is applied to elves and creatures related to elves. If the NPC is of the elven race, it gains the elven immunities and elven magic racial traits and Mysticism as a master skill.
\-
This subtype is usually applied to outsiders with a connection to the Plane of Fire and creatures with a strong affinity to fire.
This subtype is applied to giants and creatures related to giants.
This subtype is applied to gnomes and creatures related to gnomes. If the NPC is of the gnome race it gains the eternal hope and gnome magic racial traits and Culture as a master skill.
This subtype is applied to humanoids of various goblinoid subspecies, such as hobgoblins. If the NPC is of the space goblin race, it also gains the Fast and Tinker racial traits, Engineering and Stealth as master skills, and Survival as a good skill. If the NPC is of the hobgoblin race, it gains the battle hardened racial trait and Intimidate and Stealth as master skills; if the NPC is of the kanabo race, it gains the armor savant and kanabo magic racial traits.
\-
This subtype is applied to the humanoid aliens known as grays and creatures related to grays. If the NPC is of the gray race, it also telepathy 100 ft. and the phase special ability.
This subtype is applied to half-elves and creatures related to half-elves. If the NPC is of the half-elven race, it gains the elven blood racial trait and an extra good skill.
This subtype is applied to halflings and creatures related to halflings. If the NPC is of the halfling race, it gains the halfling luck and sneaky racial traits, Perception and Stealth as master skills, and Acrobatics and Athletics as good skills.
This subtype is applied to humans and creatures related to humans. If the NPC is of the human race, it gains an additional special ability of any type and an additional good skill.
This subtype is applied to ikeshtis and creatures related to ikeshtis. If the NPC is of the ikeshti race, it gains the desert survivor, shed skin, and squirt blood racial traits.
Creatures with this subtype have no physical bodies.
Inevitables are construct-like outsiders built to enforce the laws of the universe.
This subtype is applied to kasathas and creatures related to kasathas. If the NPC is of the kasatha race, it gains the desert stride and four-armed racial traits, Acrobatics and Athletics as master skills, and Culture as a good skill.
This subtype is applied to lashuntas and creatures related to lashuntas. If the NPC is of the lashunta race, it gains the limited telepathy racial trait and can cast the following spells as spell-like abilities: 1/day—detect thoughts; at will—daze and psychokinetic hand.
\-
\-
This subtype is applied to maraquoi and creatures related to maraquoi. If the NPC is of the maraquoi race, it gains blindsense (sound) 30 ft., a climb speed of 20 ft., the prehensile tail racial trait, and Survival as a master skill.
Plantlike creatures have many of the characteristics of plants. Most plantlike creatures have the plantlike universal creature rule.
Proteans are serpentine outsiders of pure chaos native to the Maelstrom.
This subtype is applied to the shapechanging aliens known as reptoids and creatures related to reptoids. If the NPC is of the reptoid race, it gains the change shape, cold-blooded, and natural weapons racial traits.
This subtype is applied to ryphorians and creatures related to ryphorians. If the NPC is of the ryphorian race, it gains an additional special ability of any type, the trimorphic racial trait, and Perception as a master skill.
This subtype is applied to sarcesians and creatures related to sarcesians. If the NPC is of the sarcesian race, it gains the void flyer special ability and an additional good skill.
This subtype is applied to creatures that can dramatically alter their forms.
This subtype is applied to shirrens and creatures related to shirrens. If the NPC is of the shirren race, it also gains the communalism and limited telepathy racial traits and Culture and Diplomacy as good skills.
This subtype is applied to skittermanders and creatures related to skittermanders. If the NPC is of the skittermander race, it also gains the grappler, hyper, and six-armed racial traits.
This subtype is applied to any collection of Fine, Diminutive, or Tiny creatures that act as a single creature. A swarm has a single pool of Hit Points, a single initiative modifier, and a single EAC and KAC. It attempts saving throws as a single creature. A single swarm usually occupies a square (if it’s made up of nonflying creatures) or a cube (if it’s made up of flying creatures) 10 feet on a side, but its reach is 0 feet. A swarm can move through cracks or holes large enough for its component creatures to fit through.
\-
This subtype is applied to verthani and creatures related to verthani. If the NPC is of the verthani race, it also gains the easily augmented and skin mimic racial traits and an additional good skill.
This subtype is applied to vesk and creatures related to vesk. If the NPC is of the vesk race, it also gains the armor savant, fearless, and natural weapons racial traits.
This subtype is usually applied to outsiders with a connection to the Plane of Water.
This subtype is applied to ysoki and creatures related to ysoki. If the NPC is of the ysoki race, it also gains the cheek pouches and moxie racial traits, Engineering and Stealth as master skills, and Survival as a good skill.
NPC Class Grafts
Charismatic envoys assist their allies through inspiration and tactical orders.
Experts at dealing with machines, mechanics either use exocortexes to enhance their combat abilities or are accompanied by robotic drones that they can control remotely.
Calling on connections to supernatural forces, mystics can manifest magic in a number of different ways.
Cunning and swift, operatives are especially skilled and can cause foes to drop their guards, paving the way for devastating attacks.
Drawing power from the eternal cycles of stars, solarians fight with the power of photons and gravitons.
Equipped with powerful weapons and armor, soldiers are trained to serve in the front line of battle and to both dish out and withstand massive force.
These spellcasters meld magic and technology.
NPC Template Grafts
Aeons are inscrutable neutral outsiders often working to maintain and protect reality. They appear as clouds of glowing energy, with a few limbs and tools jutting from the haze. They communicate only in images.
Aerial creatures are native denizens of the Elemental Plane of Air, gas giant planets, or similar landless environments, and have unique adaptations to help them survive there.
Summoned agathions are called from Nirvana, and they take the appearance of anthropomorphic animals of all types, such as bears or lions.
Beings of living wind, air elementals originate from the Elemental Plane of Air.
Summoned agathions are called from Nirvana, and they take the appearance of anthropomorphic animals of all types, such as bears or lions.
Aqueous creatures are native denizens of the Elemental Plane of Water or similar landless environments, able to survive both in and out of water.
Summoned archons are called from Heaven, and are eager to aid in the defense of order and the defeat of evil. They take the appearance of floating runes or simple items or tools, glowing from within.
Astral creatures are natives of the Astral Plane, a vast silvery void between planes.
Summoned azatas are called from Elysium, and they appear to be humanoids with a mixture of elven and animalistic features. Azatas wield golden celestial bows that almost never leave their hands.
Black dragons are callous and enjoy using fear to exert their influence over others.
Stacking plans within plans, blue dragons obsessively dwell on their pet projects.
Celestial creatures are natives of one of the good-aligned Outer Planes.
Cthonic creatures are native denizens of the Elemental Plane of Earth or underground environments, and they have adapted to exist in dirt and rock.
A cybernetic creature has been augmented by technological implants (although the same simple template graft can be used to represent creatures augmented by biotech).
This mindless undead is animated not through magic or supernatural phenomena but by cybernetic implants in its body, which continue to function after its mind and flesh have died.
Summoned daemons come from Abaddon to spread disaster and ruin with the desire to extinguish all mortal life and feast on the resulting soul energy. Their monstrous forms are covered in vicious-looking spikes, and they have long, lean limbs that bend at odd angles.
This arthropod burrows its many tiny legs into a host’s flesh to sip on various hormones, especially epinephrine. These extremely aggressive symbiends bond almost exclusively to predators and are popular among pirates and warlords, as the constant trickle of adrenaline they create results in vicious, fearless soldiers. Bloodshot eyes, bulging veins, and a tendency to froth at the mouth make it easy to identify hosts of Damoritosh’s arms.
Summoned demons are called forth from the chaotic plane of the Abyss. They are only vaguely humanoid in appearance, with hunched forms, ragged wings, and great, gaping jaws. Demons revel in destruction.
Summoned devils are called from the orderly plane of Hell. They often look humanoid, though with crimson skin, long horns, and tails.
These fleshy creatures bond to a host’s back and sink fine filaments into the host’s brain to trigger its pleasure centers, “sweetening” their meal and triggering psychic abilities. Their hosts enjoy a mild euphoria, but they also become less motivated and more risk-averse, making this symbiend unpopular outside of drug dens and religious communes.
Hailing from the Elemental Plane of Earth, earth elementals are ponderous and obstinate.
Entropic creatures are natives of one of the Outer Planes where chaos is paramount. A GM can allow creatures summoned with the summon creature spell that would normally have the astral, celestial, or fiendish simple template graft instead have the entropic simple template graft.
Fiendish creatures are natives of one of the evil-aligned Outer Planes.
Fiery creatures are native denizens of the Elemental Plane of Fire or habitats covered in fire, and they have unique adaptations to help them survive there.
Born of the twisting flames of the Elemental Plane of Fire, fire elementals are nimble and impatient.
Summoned creatures from the First World generally appear as unusual predatory beasts, which could be hybrids of two animals, such as a vulture-headed lion or massive, blackand- red striped tiger.
Giant creatures are larger than typical members of their species, and might represent a subspecies that has grown to unusual size due to environmental conditions.
Of all the chromatic dragons, green dragons seem the most reasonable, but they will turn on their so-called allies at a moment’s notice if profit is on the line.
Summoned inevitables are construct-like creatures from the planar city of Axis. Often made of gears and other machinery, they take humanoid shapes and tote electricity-based firearms.
This poor soul was abandoned and left to die on a deserted asteroid, derelict ship, or other remote location.
Miniature creatures are smaller than typical members of their species, and might represent a subspecies that has shrunk down due to environmental conditions.
A spellcaster with this template graft has used a terrifying combination of magic and technology to transform itself into an undead abomination.
Any breathing creature can die in the pitiless vacuum of space, whether because of a hull breach, being forced out of an airlock, or having its space suit run out of power while on an airless asteroid.
This mindless undead has been animated via a necromantic or supernatural phenomena, and it is often created or controlled by a powerful spellcaster or a greater undead creature.
This tiny creature burrows its bony head into the flesh of its host’s chest like a tick. Redundant organs in the symbiend’s body function as a tiny laboratory, boosting its host’s intelligence and pheromone production, which takes its toll on the host’s body. Paragons are among the few symbiends able to communicate directly with their hosts. The paragon can withdraw its bonuses from disobedient hosts, and it can even cause pain or random hallucinations to compel behavior.
Phrenic creatures have minor innate mental powers, which they might have developed due to high levels of native psychic energy in their environments.
Summoned proteans are agents of pure chaos called from the Maelstrom. They have vaguely serpentine forms, which seem to be constantly changing and shifting.
Red dragons are quite imperious and brook no disrespect from lowly humanoids, but they can be swayed by copious amounts of groveling.
Resolute creatures are natives of one of the Outer Planes where law is paramount. A GM can allow creatures summoned with the summon creature spell that would normally have the astral, celestial, or fiendish simple template graft instead have the resolute simple template graft.
Summoned robots are drawn and temporarily assembled from bits of lifeless technology lost in the Astral Plane, Ethereal Plane, and Shadow Plane. They are generally simple geometric shapes of metal or ceramic, with two arms and two legs or treads.
Summoned shadow creatures are strange magical beasts native to the Shadow Plane. They appear to be similar to typical predators, but their forms are made of nothing but solid black, with indistinct edges.
Faster than other mindless undead, a skeletal undead is animated by necromantic or supernatural phenomena, and it is often found wearing armor or wielding weapons it was trained to use in life.
Synthetic creatures are constructed through the use of extremely advanced technology, similar to that which makes androids possible.
This creature is a rare two-headed mutant or a member of a two-headed subspecies of a more common race.
Umbral creatures exist in the lightless places of the universe, which might be the Shadow Plane, the interior of unlit caves, or the bottom of the darkest oceans.
Composed of either freshwater or salt water, these elementals hail from the Elemental Plane of Water.
Similar to the terrain they prefer, white dragons appear cold and emotionless until angered.
NPC Adjustments
Use the low attack value for the NPC’s main attack, but determine the attack’s damage as if the NPC’s CR were 2 higher (adding the extra damage from weapon specialization). This special ability has a greater impact at higher CRs.
Increase the NPC’s HP by 20%.
Increase all saving throw bonuses by 1.
Increase fortitude saving throw bonus by 3.
Increase reflex saving throw bonus by 3.
Increase will saving throw bonus by 3.
The NPC gains spell-like abilities (chosen in Step 8) according to its CR, though it gains only the once-per-day spells or one spell per unit of frequency (at will, 1/day, etc.).
Increase all master and good skill bonuses by 1.
NPC Universal Creature Rules
The creature’s mere presence can have deleterious effects for those nearby. It can activate this ability as part of the action of making an attack or as a move action, but it can activate it only once per round. It usually has a range of 30 feet. This aura functions as frightful presence, but instead of imposing the shaken condition on creatures that fail their Will saves, it imposes the listed condition. The duration is 5d6 rounds unless the ability says otherwise. Once an opponent has been exposed to a creature’s alien presence (whether or not the opponent succeeds at its saving throw), it cannot be affected by the same creature’s alien presence for 24 hours. This is an emotion, fear, mind-affecting, and sensedependent effect.
Defensive Ability
The creature’s body is malleable and shapeless. It doesn’t take double damage from critical hits, but it’s affected by critical hit effects normally.
Other Ability
The creature has the aquatic subtype or water breathing, but it can breathe air and survive on land.
Offensive Ability
The creature can attempt a special attack against KAC as a standard action. If it succeeds, it deals no damage, but the creature adheres to its target. Once attached, the creature gains a +4 bonus to its AC (from cover) and a +2 circumstance bonus to melee attacks, but it can attack only the creature to which it’s attached. An attached creature can’t move on its own (though it moves with its target), take actions that require two hands, or make attacks of opportunity. An attached creature can be removed with a successful Strength check (DC = 10 + 1-1/2 × the creature’s CR) made as a move action, or it can remove itself from its target as a move action.
Aura
Unless an aura says otherwise, a target is affected by an aura automatically with no action required on the creature’s part, whenever the target is within the aura’s listed range (either when the target enters the aura on its turn or when it begins its turn in the aura, whichever comes first). If the aura deals damage, it damages a target only the first time the target is in the aura each round, regardless of how many times within the round the target enters and leaves the aura. A creature can suppress its aura for 1 round as a move action unless noted otherwise.
The creature has a specific imprecise nonvisual sense that operates effectively without vision. This specific sense is indicated in parentheses. For more information on blindsense, see page 262 of the Starfinder Core Rulebook.
Blindsight is a more precise version of blindsense. This ability operates out to a specified range. A creature with blindsight typically perceives using a specific type of sense, indicated in parentheses. See page 262 of the Starfinder Core Rulebook for more information.
Offensive Ability
As a standard action, the creature can exhale a cone or line of energy or another magical effect. A breath weapon attack usually deals damage, and it’s often energy-based. A breath weapon usually allows a target to attempt a Reflex saving throw for half damage, though some breath weapons require a successful Fortitude or Will save instead. A creature is immune to its own breath weapon and the breath weapons of others of its kind unless otherwise noted. Each breath weapon also indicates how often it can be used.
Other Ability
The creature has the ability to assume the appearance of a specific creature or type of creature, but it retains most of its own physical qualities. If the form assumed has any of the following abilities, the creature gains them while in that form: blindsight (scent), darkvision, low-light vision, and swim 30 feet. The creature can retain its own breathing ability, or it can assume the ability to breathe in any environment the assumed shape can breathe in (including the no breath ability, which enables it to survive in the vacuum of space). If the ability doesn’t specify what the creature can change shape into, it can assume the form of any creature of the humanoid type, but it can’t mimic a specific humanoid. Change shape grants a +10 bonus to Disguise checks to appear as a creature of the type and subtype of the new form, and the DC of the creature’s Disguise check isn’t modified as a result of altering major features or disguising itself as a different race or creature type.
Other Ability
The creature can move through an area as small as one-quarter of its space without squeezing or one-eighth its space when squeezing.
Constructs are immune to the following effects, unless the effect specifies that it works against constructs.
Offensive Ability
As a standard action, the creature can create a 20-foot-radius area of darkness centered on itself, which negates the effects of all nonmagical light sources in that area. This darkness lasts for a number of minutes equal to the creature’s CR, and the creature can dismiss the effect as a standard action. The darkness doesn’t move with the creature. Unless otherwise noted, any magic source of light can increase the light level in the area as normal.
Offensive Ability
When ending a flying or jumping movement, the creature can land on targets that are at least three size categories smaller than itself. Targets can make a Reflex save (DC 10 + half the creature's CR + the creature's Strength modifier). Targets who succeed take half the listed damage and move to the closest open square (this movement does not provoke attacks opportunity). Targets who fail are knocked prone, take the listed damage, and are pinned. Each crushed target can attempt to escape the pin normally on its turn, and the pin ends automatically if the crushing creature moves off the target’s square. A crushed target does not take damage from the crush more than once, unless the crushing creature moves fully off that creature and then back onto it.
The creature can see out to the listed range with no light source at all. See page 263 of the Starfinder Core Rulebook.
Weakness
The creature is dependent on a substance, a sense, or something else to either survive or function normally. If the creature is dependent on something to live (such as water), it can survive without that thing for a number of minutes equal to 5 times its Constitution modifier. Beyond this limit, the creature runs the risk of negative effects, such as suffocation or death. A creature that is dependent on something to function normally (such as a creature with blindsight and no visual sense) usually gains a negative condition when it loses that thing.
The creature can detect the alignment of another creature. This functions as detect magic, but rather than determining which creatures and objects in the area are magical, the creature can determine one other creature’s alignment.
Offensive Ability
The creature can nauseate targets that it damages. A living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; the target can negate the effect with a successful Fortitude save at the listed DC.
Other Ability
When the creature burrows, it can pass through dirt, stone, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.
Elementals are immune to the following effects, unless the effect specifies that it works against elemental creatures:
Offensive Ability
A successful energy drain attack inflicts one or more negative levels (as described in the ability). If an attack that includes an energy drain scores a critical hit, it inflicts twice the listed number of negative levels. Unless otherwise specified in the draining creature’s description, it gains 5 temporary Hit Points for each negative level it inflicts on an opponent. These temporary Hit Points last for a maximum of 1 hour. Negative levels from energy drain remain until 24 hours have passed or until they are removed with magic or technology. If a negative level isn’t removed before 24 hours have passed, the affected target must attempt a Fortitude saving throw (the exact DC is given in the creature’s stat block). On a success, the negative level goes away. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level. See page 252 of the Starfinder Core Rulebook for more about negative levels.
Defensive Ability
The creature regains the listed number of Hit Points at the start of its turn. Unless otherwise noted, the creature can never exceed its maximum Hit Points.
Defensive Ability
When the creature is brought to 0 Hit Points, it can keep fighting for 1 more round. It can act normally until the end of its next turn; if it has 0 Hit Points at that point, it dies. If it would lose further Hit Points before this, it ceases to be able to act and dies.
Other Ability
The source of the creature’s fly speed (whether extraordinary, supernatural, or from another source such as an item) is noted before its maneuverability. Unless otherwise noted, a creature whose ability to fly is extraordinary can’t fly in a vacuum.
The creature’s presence unsettles its foes. It can activate this ability as part of the action of making an attack or as a move action, but it can activate it only once per round. This ability usually has a range of 30 feet. Opponents within range must succeed at a Will save or become shaken. The duration is 5d6 rounds unless the ability says otherwise. Once an opponent has been exposed to a creature’s frightful presence (whether or not the opponent succeeds at its saving throw), it can’t be affected by the same creature’s frightful presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect.
Offensive Ability
Opponents that look at a creature with a gaze ability are in danger of being charmed, paralyzed, turned to stone, or subjected to another negative effect. Each opponent within the gaze’s listed range must attempt a saving throw (usually Fortitude or Will) at the beginning of its turn. On a successful save, the effect is negated. An opponent can give itself an advantage against this ability in one of two ways.
Offensive Ability
If the creature hits with the indicated attack (usually a claw or bite attack), it deals the normal damage. If the attack roll result equals or exceeds the target’s KAC + 4, the creature also automatically grapples the foe. (If it equals or exceeds the target’s KAC + 13, the creature instead pins the target.) The creature doesn’t need to have a spare limb free to perform this grapple as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally.
Immunity
The creature takes no damage from the listed source. Creatures can be immune to certain types of damage, types of afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune to critical hits doesn’t take double damage or suffer critical hit effects. A creature that is immune to a listed source doesn’t suffer from its effects or from any secondary effects that it would trigger.
The creature is blinded for 1 round when first exposed to bright light, such as sunlight, and it’s dazzled for as long as it remains in an area of bright light.
The creature can mentally communicate with any creatures within the listed range with which it shares a language. See page 259 of the Starfinder Core Rulebook for more details.
Other Ability
The creature has no Intelligence score or modifier and is immune to mind-affecting effects. Any DCs or other statistics that rely on an Intelligence score treat the creature as having a score of 10 (+0).
Offensive Ability
In addition to its standard melee or ranged attack, the creature has a multiattack entry. When making a full attack, the creature can make all the attacks listed in the multiattack entry at the attack bonuses listed, rather than make two attacks. It can make the attacks in any order.
Offensive Ability
Natural weapons (and natural attacks) such as acid spit, bite, claw, or slam don’t require ammunition and can’t be disarmed or sundered.
Other Ability
The creature doesn’t breathe, and it’s immune to effects that require breathing (such as inhaled poison). This doesn’t give it immunity to cloud or gas attacks that don’t require breathing.
Oozes are immune to the following effects, unless the effect specifies that it works against oozes.
Plants are immune to the following effects, unless the effect specifies it works against plants.
Other Ability
For effects targeting creatures by type, plantlike creatures count as both their type and plants (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They also receive a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning, unless the effect specifies that it works against plants.
Defensive Ability
The creature regains Hit Points at the start of its turn, as with fast healing, but it can’t die as long as its regeneration is still functioning (although creatures with regeneration still fall unconscious when their Hit Points reach 0). Certain attacks, typically those that deal acid or fire damage, cause a creature’s regeneration to stop functioning for 1 round. During this round, the creature doesn’t regain Hit Points and can die normally. The creature’s stat block describes the types of damage that suppress the regeneration.
Resistance
The creature ignores some damage of a certain type (acid, cold, electricity, fire, or sonic) per attack, but it doesn’t have total immunity. See page 264 of the Core Rulebook for more details.
The creature can see perfectly in darkness of any kind, including magical darkness.
The creature can sense through obstacles that would normally block the ability to perceive what is beyond them. The specific sense this ability applies to is indicated in parentheses after the sense through entry in the creature’s statistics. If the ability allows the creature to sense through only a specific material, that material is listed after the specific sense. For more information on sense through, see page 264 of the Starfinder Core Rulebook.
The creature doesn’t use any visual senses and is thus never subject to any effect that requires the creature to see a target or effect. Sightless creatures normally have some form of blindsight to compensate for their sightlessness, but if not, they’re assumed to be able to operate as well as a creature with normal vision unless the creature’s description says otherwise.
The creature can avoid the effects of some spells and spelllike abilities that would directly affect it. To determine whether a spell or spell-like ability works against a creature with spell resistance, the caster must attempt a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, though the creature can still attempt any saving throws normally allowed. See page 265 of the Starfinder Core Rulebook for more information.
Offensive Ability
The creature can attempt to summon creatures of the same creature type as itself as a full action. The summoned ally cannot summon its own allies, is worth 0 experience points, and returns to the place from which it came after 1 hour.
Offensive Ability
If the creature hits with the indicated attack (usually a bite attack), it deals the normal damage. If the creature’s attack roll hits the target’s KAC + 4, the creature also automatically grapples the foe as part of the attack action. (If it hits the target’s KAC + 13, it instead pins the target). The creature doesn’t need to have a free limb to perform this grapple. Unless otherwise specified, a creature can swallow whole only targets that are at least one size category smaller than itself, and it has room for a single target of that size in its stomach (doubling the maximum number of creatures it can have swallowed for each additional size category by which these creatures are smaller).
Offensive Ability
The creature automatically deals the listed damage to each creature whose space it occupies at the end of its turn with no attack roll needed. Swarm attacks aren’t subject to a miss chance for concealment or cover.
Defensive Ability
Swarms take damage from weapons differently depending on how the weapon targets them.
Swarms are immune to the following effects, unless the effect specifies it works against swarms.
Other Ability
The creature can use the Perception skill to perform the follow tracks task of the Survival skill with the listed sense. The sense is usually related to a type of signature that most creatures leave behind, such as a scent or heat trail. The creature might gain a bonus or penalty to its Perception check to follow tracks depending on the strength of the quarry’s signature, at the GM’s discretion. It is possible for stronger signatures to completely mask other signatures, making following tracks with a weaker signature very difficult.
Offensive Ability
As a full action, the creature can move up to its speed and through the space of any creatures that are at least one size smaller than itself. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can attempt a Reflex save with the listed DC to take half damage; if it attempts the save, it can’t make an attack of opportunity against the trampling creature due to the creature’s movement. A creature can deal trample damage to a given target only once per round.
Language
The creature can speak with any other creature that has a language. This ability is always active.
Undead are immune to the following effects, unless the effect specifies it works against undead creatures.
Defensive Ability
Flanking the creature doesn’t grant any bonuses, and abilities that only function against a creature that’s flanked don’t function against it.
Other Ability
The creature has no Constitution score or modifier. Any DCs or other statistics that rely on a Constitution score treat the creature as having a score of 10 (+0). The creature is immediately destroyed when it reaches 0 Hit Points. An unliving creature doesn’t heal damage naturally, but a construct can be repaired with the right tools. Spells, such as make whole, can heal constructs, and magic effects can heal undead. An unliving creature with fast healing (page 153) still benefits from that ability. Unliving creatures don’t breathe, eat, or sleep. They can’t be raised or resurrected, except through the use of miracle, wish, or a similar effect that specifically works on unliving creatures.
Offensive Ability
A vortex ability works identically to the whirlwind ability, except the creature gains a swim speed instead of a fly speed, it can form only in a liquid (such as in water), it cannot leave a liquid medium, and it always blocks all vision within it and line of sight past it. In addition, carried creatures must have a swim speed in order to attempt a Reflex save to escape.
The creature takes half again as much damage (+50%) when it takes damage of a specific type. Creatures with a vulnerability to an effect that doesn’t deal damage instead take a –4 penalty to saves against spells and effects that cause or use the listed vulnerability (such as enchantments). Some creatures might suffer additional effects, as noted in their stat blocks.
Other Ability
The creature can breathe water. It can’t breathe air unless it has the amphibious special ability.
Offensive Ability
The creature can transform into a whirlwind as a standard action. Unless otherwise specified, the creature can remain in whirlwind form for a number of rounds equal to half its CR. If the creature has a fly speed, it retains that in its whirlwind form. If it does not have a fly speed, it gains an extraordinary fly speed (with average maneuverability) equal to its base speed. A creature in whirlwind form can move freely into and through other creatures’ spaces, and it does not provoke attacks of opportunity as a result of its movement.

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.

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