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Starfinder alien archive download

Starfinder alien archive download

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View flipping ebook version of Starfinder Alien Archive published by Draconis Ferox on Interested in flipbooks about Starfinder Alien Archive? Download PDF Share Related Publications. Discover the best professional documents and content resources in AnyFlip Document Base. Search. Published by Draconis Ferox, 12/06/ · Starfinder. Alien Archive. pdf file. size 19,33 MB. added by Shadowrunner 06/12/ info modified 06/13/ Paizo, — p.. Strange aliens 28/08/ · View flipping ebook version of Alien Archive published by eddiejuarez on Interested in flipbooks about Alien Archive? Download PDF Share DOWNLOAD FILE. Recommend stories. Starfinder - Alien Archive 4. ALIEN ARCHIVE 4 ALIEN ARCHIVE 4 DEVELOPMENT LEAD Joe Pasini AUTHORS Kate Baker, Tineke DOWNLOAD FILE. Recommend stories. Starfinder - Alien Archive 3 PDF. Starfinder Alien Archive 4 presents a sampling of such aliens, designed both for Game Masters to use in ... read more




This makes them especially skilled at understanding the emotions of others, and they are naturally talented diplomats. When brenneris developed space travel sometime before the Gap, they enthusiastically began making expeditions from their home world to nearby planets in hopes of learning from their galactic neighbors. They quickly found that their empathetic nature allowed them favorable interactions, even with typically aggressive species. The brenneris began to intentionally hone this skill into diplomacy, and once they developed Drift travel, they were welcomed with open arms at Absalom Station and in the Pact Worlds at large. Now, a significant number of brenneris sell their skills as diplomats to other species that require ambassadors or that would prefer for brenneris to act on their behalf.


Brenneri diplomats usually work in pairs, knowing that the experience and judgment of another brenneri is invaluable. Most other species allow brenneri to work as duos, even in cases where only a single representative would normally acts on behalf of a particular group, such as intergalactic senates. Some brenneris partner up with members of other similarly minded species, such as vlakas Starfinder Alien Archive 2 Brenneris often find themselves apart from others of their kind, as their wide travels take them far from friends and family. Their fine-tuned sensitivity to emotions extends to their own, which can ALIEN ARCHIVE 3 sometimes lead to bouts of spiraling anxiety or melancholy. To help manage these moods, most brenneris keep a small token to help them calm their emotions and focus their minds on the task at hand. This can range from a simple object, such as a small stone, to more personal items, such as an image of a lover or a childhood relic.


A brenneri might even keep multiple items that they favor, choosing a specific object to suit a given situation. Though most brenneris find themselves acting as ambassadors of some kind or performing related tasks, there are many who break away from this tradition. This usually happens when they meet individuals who express great joy, excitement, or some other positive emotion about a profession, calling, or experience. Brenneris find themselves especially taken with enthusiastic shirrens, and many become early adopters of new technologies and lifestyles. BRENNERI STONES While a brenneri can chose almost any small object as their favored object, brenneris have learned to create magical stones that tap into the psychological effects of focusing on a favored object.


Darkvision: Brenneris have darkvision with a range of 60 feet. Favored Object: A brenneri can designate any object they own of negligible bulk as a favored object. Once per day, when a brenneri spends a Resolve Point and takes a 10 minute rest to regain Stamina Points, they can focus on a favored object during the rest and recover Hit Points equal to half their level minimum 1. Hold Breath: Brenneris can hold their breath for 10 minutes, and taking actions does not reduce this duration see Suffocation and Drowning on page of the Starfinder Core Rulebook. Swimmer: Brenneris have a swim speed of 20 feet. BRENNERI replicate the magical power of these stones to allow other species to experience their effects. BRENNERI STONE LEVELS 3—11 MAGIC ITEM PRICE VARIES BULK — This small, smooth stone glows with a pale light that sheds dim light in a foot radius around you. After you use the stone, the radius of its light effect is reduced to 5 feet for 24 hours.


You can gain the benefits of only one brenneri stone per day. Brenneris can use their favored object racial trait with a brenneri stone and gain the benefits of both the item and the class feature. Luminous: You lose the fatigued condition or reduce your exhausted condition to fatigued. mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning Defensive Abilities depth inured; Resistances cold 5 OFFENSE Speed 10 ft. Each sighted creature within 20 feet must succeed at a DC 13 Will saving throw or be fascinated for as long as the cephalume continues this presentation a standard action each round. Creature that understand Lumos are unaffected. This is a sense-dependent effect. Bioluminescence Ex A cephalume increases the light level by one step out to a radius of 20 feet. A cephalume also uses this light to communicate with others.


Depth Inured Ex A cephalume is immune to the dangers of extreme depths Starfinder Core Rulebook Symbiote Adaption Ex Cephalumes form symbiotic unions with krikiks, a living biological augmentation unique to their race. Most cephalumes have one of the following krikik symbiotes. Once per day as a swift action, the cephalume can double their movement speed for that round. Electrostatic Krikik: The krikik is covered in thin, electrically charged spines that allow the cephalume to cause any weapon they wield to deal half its damage as electricity damage, becoming lethal and non-archaic if it is not already. If the weapon already deals two damage types, this effect replaces one with electricity. In addition, this allows the cephalume to grant any weapon they wield the staggered critical hit effect. If the weapon has any other critical hit effects, the cephalume chooses only one to apply on a critical hit.


Siltsight Krikik: The krikik has heat-sensitive eyes that allow the cephalume to double the range of their darkvision and to see through non-magical fog, mist, and clouds without penalty, ignoring any cover or concealment bonuses from those effects. Cephalumes are native to the Near Space planet Luminar, a gas giant with a thick outer atmosphere of hydrogen and helium and a dense, high-pressure ocean of liquid methane with a frozen icy floor. Cephalumes predominantly live in the middle strata of these methane seas, a lightless expanse with no discernible ground or sky. Cephalumes have cephalopod-like bodies with a prominent head and a large single foot.


Their skin is naturally bioluminescent, and cephalumes flicker this light to communicate in Lumos, a visual language comprised of sequential, carefully timed blinks. As a result, most cephalume clothing and armor incorporate transparent force fields to allow light to shine through. Cephalumes form symbiotic unions with small bioelectric arthropods known as krikiks. These symbiotes can communicate with their hosts in a tactile variant of Lumos that uses soft electrical pulses. Krikiks have significantly longer life spans than cephalumes do, and they are sometimes gifted from cephalume to cephalume as heirlooms.


Cephalumes can bond with multiple krikiks as they age, though such a distinction is reserved for respected cephalumes of high station. Beguiling Glow: See page Bioluminescence: See page Cephalume Movement: Cephalumes have a land speed of 10 feet and a swim speed of 30 feet. Cold Resistance: Cephalumes have resistance 5 to cold. Darkvision: Cephalumes have darkvision with a range of 60 feet. Depth Inured: See page Plantlike: See page UCR. Symbiote Adaption: See page CEPHALUME curiosity, and exploration. Cephalumes engage in a unique form of ancestor worship, and the buildings in their settlements are actually the calcified remains of their dead, often the only solid structures to be found in the aquatic void they live in. Many cephalumes continue to regard these edifices as the people they once were, and even hold conversations with them to talk out their problems in times of stress. Like most other civilizations, cephalumes achieved spaceflight at some point during the Gap and now embark on celestial walkabouts across the galaxy.


They strive to learn about the technologies and cultures of other civilizations before they return to Luminar, adding their discoveries to the collective knowledge of their people. Cephalume starships, like their buildings, are made from the remains of their dead. Cephalumes consider it to be a great honor to explore the universe with one of your ancestors serving as your vessel. The DC of this check is equal to the highest DC to demoralize any one of the foes. If successful, all the targets become shaken for 1 round, increasing to 2 rounds if the defrex succeeds by 5 or more. Once a creature has been affected by this ability, it is immune to the menace ability of any defrex for 24 hours. If the defrex is flat-footed, the attacker can avoid this damage with a successful DC 15 Reflex save. A juvenile defrex is a quadruped with splayed, clawed legs and an array of spines along its back and tail. As it ages, the defrex becomes more muscular, developing broader jaws, thicker skin, the ability to stand upright for short periods of time, and a taste for meat.


Over the millennia, defrexes have inhabited the majority of Vesk-2 and have diverged from their common ancestor into numerous distinct species. These animals are among the top terrestrial predators on the planet. As mammals, defrexes give birth to live young, producing litters of 3 to 12 pups. The mother defends her offspring, but this instinct lasts only 5 to 7 weeks, depending on how well fed the mother is. After that, a female defrex views her offspring as competition and prey, consuming those that fail to leave the nest within a few days. Fortunately for them, young defrexes grow quickly and run even quicker. After weaning, defrexes eat plants, insects, and smaller animals. Defrex juveniles form cohorts of unrelated creatures that rely on each other for help and protection, including from defrex adults.


Defrex adolescent stages last about 5 years, after which a defrex sheds most of its spines, developing thick osteoderms beneath its skin. Some of its juvenile teeth fall out, replaced by shearing carnassial teeth and piercing canines. During this transition, defrexes are wild and bold, learning to hunt through trial and error. The more aggressive an adolescent defrex becomes, the more likely its cohort chases it away. Adult defrexes are loners, but they form loosely connected social networks maintained through scent marking and vocalizations, including howls some have described as haunting.


As a result, defrexes frequently cross paths, pausing to establish dominance when they do. These encounters are more likely when a defrex makes a kill, the scent of blood attracting other defrexes. Thanks to this behavior, an encounter with a wild defrex can escalate as the predators attract reinforcements with calls or the scent of blood. Escaping one defrex is no guarantee of safety. Shortly after vesk first landed on Vesk-2, the defrex captured their imagination and respect as a reflection of vesk virtues of dueling and fearlessness. A defrex mount or pet is a status symbol among vesk. Demand for defrex hide has led to defrex ranches, which are risky enterprises. DEFREX HIDE ARMOR Even juvenile defrex hide has layers of cartilaginous fibers that resist tearing, allowing for basic defrex hide Starfinder Core Rulebook Adult defrex hide contains osteoderms that can deflect high-speed projectiles.


Chemical treatments and modern materials can reinforce the hide to an even stronger degree. Dermal Plating: A dermal plating augmentation Core Rulebook can be installed in defrex hide armor, taking up one upgrade slot. severe wound and wound effects to arms, legs, and wings DESSAMAR THEURGIST CR 6 XP 2, OFFENSE Speed 20 ft. This ability otherwise functions as the dimension door spell. Ex, average , 20 ft. severe wound and wound effects to arms, legs, and wings Immunities vacuum Dessamars are humanoid natives of Koshoria, a world bathed in violet magical auras in Azlanti space. While adults resemble bipedal butterflies, dessamars hatch from eggs as tiny larvae that grow as they mature. Instars eat magic plants, so their flesh is coated with hallucinogenic powder, muddling the senses of would-be predators with guilt-tinged ALIEN ARCHIVE 3 visions. Instars are sapient, and older larvae are encouraged to explore the world on their own so they can discover their path in life before their metamorphosis into an adult.


Once the larvae feel ready, they feast enough to double their size before spinning magical cocoons. About two weeks later, a dessamar adult, called an imago, emerges. Occasionally, instars refuse to transform. Though most dessamars accept older instars, adults often encourage such larvae to seek physical maturity. Dessamar society is based largely on magic, the study of Koshorian auras, and the worship of Desna. Much like their goddess, dessamars are good-natured, whimsical, and given to exploration and self-expression. Dessamar technology is bioengineered, hybrid, or both. Their clannish social hierarchy is merit-based, with the wisest dessamars guiding the rest. Instars mostly pursue their passions, while imagos seek wisdom and mastery of a life path.


However, dessamars can be peaceful to a fault, and they can seem aloof and strangely detached. Other species find it hard to understand why, although the Azlanti Star Empire claims Koshoria, dessamars ignore the Azlanti. In turn, the Azlanti view dessamars as mere curiosities. Since the Azlanti and dessamars have no competing interests, and the Azlanti find dessamar tech mostly quaint, no clashes and little casual contact occur between the two societies. Dessamars, besides the occasional curious instar, usually avoid Azlanti enclaves. The Azlanti have yet to see any use for dessamars, resulting in some of the most harmonious Azlanti-alien relations in the empire. Dessamars have a secret, however. The magical violet auras of Koshoria have varying and mostly innocuous effects, such as giving off constant dim light or causing mild euphoria. However, some of these eldritch energies have bizarre connections to the Dark Tapestry.


Dessamars study the auras to ensure these connections never bring unwanted attention from aberrations from the dark among the stars to Koshoria. If the Azlanti, in their ignorant state, were to hinder efforts to monitor these auras, results could be disastrous. A typical dessamar adult is around 5 feet tall and weighs only 60 pounds. A developed instar is about 3 feet tall and weighs 40 pounds. Female dessamars are most often larger and stronger than males. Twinkle: See page Imago Movement: Imagos have a land speed of 20 feet and an extraordinary fly speed of 20 feet with average maneuverability. The imago takes a —2 penalty to saves against severe wound and wound critical hit effects against these limbs.


An imago treats one-handed objects of greater than light bulk as two-handed. Two-handed objects of 2 bulk require three hands, and objects of 3 bulk or more require four hands. Dream Dust: When an adjacent creature damages an instar, as a reaction the instar can puff out dream dust. An instar can use this ability again after taking a minute rest to recover Stamina Points. Instar Movement: Instars have a land speed of 30 feet and a climb speed of 30 feet. Poor Vision: An instar takes a —2 penalty on sight-based Perception checks, and anything farther than 60 feet away has concealment from the instar. ECOLOGY Environment cold aquatic Diaspora Organization solitary, pair, or brood 3—7 SPECIAL ABILITIES Darkwater Veil Su As a move action, a diaspora wyrm can alter the structure of water within a foot-radius spread so that it forms nanotubes that absorb light. This field moves with the wyrm, obscuring most sight and providing total concealment. A creature that has darkvision treats the field within 5 feet as if it provides only concealment.


The wyrm can dismiss the field as a move action, and the field ends after 1 minute if the wyrm takes no action to renew it. Electrocommunication Ex Diaspora wyrms communicate by shaping and reading electromagnetic fields. This functions as telepathy among creatures with this ability. Electromagnetic Blindness Ex To a diaspora wyrm, a strong electromagnetic field such as high radiation acts like fog. Multiple failures during the same round do not extend this duration. Tongue Ex A diaspora wyrm can use its long, sticky tongue to make a melee attack that targets EAC. While a creature is grappled as a result of this attack, the diaspora wyrm can attempt reposition combat maneuvers against that creature, but only to move it toward the diaspora wyrm.


ECOLOGY Environment cold aquatic Nisis Organization solitary, pair, or council 3—5 SPECIAL ABILITIES Darkwater Veil Su See page 16, but the veil works in a foot-radius spread. Electrocommunication Ex See page 16, but a diaspora wyrm sage can communicate through technological communication devices and to technological constructs. Electromagnetic Blindness Ex See page Tongue Ex See page The Pact Worlds claim these waters, but in their depths lurk elusive monstrosities that truly rule them. Younger wyrms are sleek and sinuous, while older ones bear fringes of calcium-based scales. Instead of eyes, a wyrm has frills sensitive to electromagnetic fields. Popular fiction depicts these wyrms as beasts, because in addition to being hostile to intruders in their seas, the wyrms communicate through electrocommunication in a way often undetectable without proper sensors.


Nevertheless, diaspora wyrms are sapient, and some grow sagacious over their centuries-long lives. They communicate among themselves, working to keep and pass on their legacy. According to their history, they evolved in a subterranean sea on one of the twin worlds that, when destroyed, created the asteroid belt. In its waters, the wyrms adjusted to their changed environment. They evolved the ability to alter the water around them to recreate the darkness that birthed them. The molecular change the wyrms create is lasting, and when the wyrm releases the changed water, it renders the surrounding liquid cloudy as the altered molecules disperse.


These particles break down, but not quickly. An average diaspora wyrm is 15 feet long and weighs 1, pounds. However, diaspora wyrms grow throughout their lives. The largest can be up to 30 feet long and weigh over 5 tons. DIASPORA WYRM DARKWATER GRENADE While diaspora wyrms remain largely unseen, the water they alter has been studied. The grenade has a foot range increment and a capacity of drawn, and its explode special property produces a foot-radius spread of light-absorbing mist, obscuring most sight and providing total concealment. This grenade works underwater and in a vacuum. The mist lingers for 10 minutes, but a light wind or current disperses it in 1 minute, a moderate in 4 rounds, and strong in 1 round. Explosive Charge Ex While the diatha has 4 or fewer Hit Points, as a full action, the creature can move up to double its speed and make a bite attack. Its detonate ability then triggers. It can avoid falling damage as if it had perfect maneuverability.


Detonate Ex See above, but the diatha elder is in the detonate state while at 20 or fewer Hit Points. Its explosion deals 2d6 fire damage and causes the burning condition dealing 1d4 fire damage Reflex DC 13 for half damage and no burning condition. Explosive Charge Ex See above, but the diatha elder can use this ability while at 20 or fewer Hit Points. When threatened, diathas bite. and they sometimes regurgitate volatile materials that ignite on contact with air into the wound. Diathas are cooperative creatures that organize themselves into hives. These hives live in warrens normal diathas slowly dig in the dirt, making distinctive mounds of churned soil with stable passages underneath.


Diathas usually dig their warrens 18 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 into gently rolling ground, but some can be found on hillsides or sheltered in ruins. The slugs have also adapted to maintenance tunnels and power conduits big enough to facilitate their movement. A single diatha hive claims a wide territory, building numerous communal mounds with extensive connecting tunnels. The diathas fiercely defend this territory, especially the hive mounds. Such an interconnected diatha hive can contain hundreds of normal diathas, which work to find food for larvae and for older, stronger diathas known as elders. Their ultimate defensive adaptation is the ability to detonate their energy-packed flesh while in an injured and excited state. If a foe manages to break into a diatha hive, each of the creatures within is a potential explosive deathtrap.


The loss of several diathas does little harm to the hive as a whole. However, the explosions can destroy or drive away predators much larger and more powerful than the diathas. While diatha flesh is explosive, it is stable under in most circumstances. Hurting a diatha initially has no effect. However, when a diatha is badly wounded, hormones released as a stress response destabilize its flesh. A diatha excited in this way launches itself into a suicide charge, slamming into a foe and detonating itself with an electrochemical spark from its brain. As diathas age, they become more energy-rich and buoyant with stored internal gases, and their malleable bodies can extend winglike flaps. These floating diathas rise in prominence within the hive and enjoy less and less work. Such elders are expected to scout for food and potential territory in places only they can reach.


They also guard the hive. Although all diathas can exchange sex cells at any time, they produce no young until they achieve elder status. Elder diathas produce larvae, with a birth rate based on how much food the hive has. Normal diathas then care for the offspring. A hive with a dearth of food may struggle to produce enough larvae to replace diathas that die defending the hive, while hives with plentiful forage can expand so rapidly that one hive breaks into multiple smaller hives, expanding diatha territory in the region. They spread through battlefields, settlements, and starships, seeking out and eating energy-rich material, such as flamer petrol.


A lone diatha is little threat. However, if an elder can break into a food source in a potential lair, that diatha can birth offspring. This new colony might become dangerous as the diatha population grows and the creatures become more territorial. Diathas that burrow into the infrastructure of starships are often carried to new star systems. Being resilient creatures, they quickly adapt to their new environments. Xenobiologists believe this to be one reason they can be found throughout the galaxy. Diathas can dominate worlds in early stages of biological development, displacing or killing native species. The Pact Worlds and Veskarium have strict quarantine measures for vessels arriving from systems known to have diatha infestations, as do many other planets.


However, these laws most often are passed in the wake of a diatha-related disaster. A typical diatha is 2 feet long and weighs 90 pounds. Elders can grow to nearly 4 feet, weighing up to 50 pounds. Such ammo is not only explosive ammunition Starfinder Armory 55 , but also has the ignite weapon special property, dealing 1d4 fire damage. This ammunition costs credits more than its unaugmented counterpart. Amplified diatha ammunition adds credits to the cost; its fiery property deals 2d4 fire damage. Diatha ammunition is 1 item level higher than normal explosive ammunition.


It increases the item level of any other ammunition it augments by 1, up to item level 8. radius, pull 10 ft. Arkanen home to two sapient species with a deeply intertwined history: dirindis and sazarons see page The two species co-govern their world and work on most major enterprises collaboratively. Dirindis provide creativity, optimism, and ideas, while the scholarly sazarons make sure projects stay on schedule and on budget. Dirindis are stout humanoids with three eyes and an affinity for humor and electricity. They greet each other with friendly zaps of electricity and outrageous retellings of recent adventures, and visitors to Arkanen are unlikely to avoid some enthusiastic zapping from the locals. Dirindi family units are large and complex, with extensive networks of siblings and cousins. Dirindis often adopt friends of other species into this chaos, especially sazarons, gnomes, and humans. Dirindis are born to two biological parents, but most are polyamorous, committing to multiple partners for long-term caring relationships and sharing the raising and education of the young.


Although dirindis can be found in every profession, they are drawn to social professions and are often bureaucrats, educators, merchants, and politicians. Dirindis love to laugh and believe there is no tale that cannot be made better with embellishment. Prone to exaggeration and hyperbole, they use allegories and jokes to approach deeper truths about the conditions and relationships of sapient beings. Dirindis treat con artists and other social predators as outcasts, and Arkanen law punishes such offenders harshly. Despite this—or perhaps because of it—dirindi newscasts are among the most popular in the Pact Worlds. What they lack in strict accuracy, they make up for in raw enthusiasm. Convivial: Dirindis know a number of bonus languages equal to twice their Intelligence bonus, half of which must be chosen from either the prevalent languages on page 41 of the Starfinder Core Rulebook or the racial languages their allies speak.


Dirindi Senses: Dirindis have blindsight electricity with a range of 60 feet and low-light vision. Electrical Affinity: Dirindis have resistance 5 to electricity, and they gain the following spell-like abilities. Parallel to but separate from the dirindi population on Arkanen is that of the moon Osoro, which dirindis populated before the Gap. Osoro has large predators and toxic-gas seas, but its highly charged atmosphere and frequent lightning storms proved irresistible for the dirindis who settled there. Proud of their pioneer heritage, they often look upon their Arkanen brethren as soft urbanites. Few sazarons travel to Osoro, and the dirindis on this moon have become more serious, self-reliant, and survival oriented.


They still tell wildly exaggerated tales of irokiroi see page 56 hunts and other adventures, and still celebrate some of the same holy days as their counterparts on Arkanen, but they see themselves as entirely independent. with bite Offensive Abilities breath weapon ft. Ancient myths assert that the first metallic dragons Starfinder Alien Archive 2 40—41 were created from metallic deposits. Draconic scholars hotly debate the merit of such tales, but less controversial is the existence of the rare creatures known as starmetal dragons. No one knows their origins, but they are most commonly found in especially remote areas of the galaxy. Starmetal dragons look different than most other true dragons, with scales that reflect their particular namesakes. STARMETAL DRAGON TEMPLATE GRAFTS Starmetal dragons reflect the unusual nature of the metals that share their names.


Other, rarer starmetal dragons might exist. They usually isolate themselves from others to avoid causing unintended harm and as such are often agitated by those who seek them out. Required Creature Type and Subtype: Dragon fire. Suggested Alignment: Neutral. Irradiation Ex : An abysium dragon emanates radiation Starfinder Core Rulebook in a foot radius. This radiation suffuses at foot increments as normal. Required Creature Type and Subtype: Dragon earth. Suggested Alignment: Lawful neutral. Adamantine Extension Su : An adamantine dragon can share some of its trademark toughness with its allies. Required Creature Type: Dragon. Temporal Anomaly Su : On its turn, a horacalcum dragon can shorten or extend the duration of any ongoing effect within 10 feet of it including an effect on itself ; this takes no action, and the number of rounds by which the dragon can alter the duration is equal to one-fourth its CR minimum 1.


If the effect is on an unwilling target, that target can attempt a Will saving throw to negate this effect. A horacalcum dragon can shorten or extend one effect per turn, and it can affect a given effect only once. Most make it their ambition to seek out and battle evil spellcasters. Suggested Alignment: Neutral good. Dampening Field Su : Magic is difficult to perform near a noqual dragon. Suggested Alignment: Chaotic neutral. At the start of combat, the dragon chooses whether this is resistance to cold or fire. Once it uses its breath weapon, the energy resistance changes to match the energy type of the breath weapon. These adjustments are cumulative. The first time a creature fails this save, its speeds decrease by 10 feet to a minimum of 0. The second time, it gains the staggered condition. The third time and each time thereafter, it gains the paralyzed condition.


These effects are cumulative and last for 1 minute or until the time eater is destroyed, whichever comes first. OFFENSE Speed fly 10 ft. As a full action while in the Drift, a Drift architect can reshape the matter in a foot cone. Each creature and unattended object in the area that is not native to the Drift must succeed at a DC 19 Fortitude save or take 6d10 acid damage; this damage ignores hardness and nonmagical damage reduction. A creature that fails this save by 5 or more is also subject to the wound critical hit effect; that creature can attempt an additional save against that effect at the same DC. Traverse Space Su Once per day as a full action, a Drift architect can teleport through the Drift instantaneously, 24 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 appearing wherever it wishes with perfect accuracy. It can bring up to 6 willing or unconscious creatures with it, as per teleport. The hyperspace plane of the Drift is effectively infinite, and so too is the variety of creatures it contains.


While some residents are inadvertently pulled into the Drift from their native planes, many more are truly unique products of the Drift itself. Some of the better known examples include driftdead see page 26 , paraforans see page 76 , and the rare and powerful spectra see page Whether these creatures were created by Triune or came about from the unnatural mingling of technological and planar forces is commonly debated among xenobiologists. Of the better-known Drift natives, the time eater is simultaneously one of the most benign yet terrifying. Typically these tentacles are entangled with those of other time eaters, forming large, weblike clusters.


Due to their transparency, such webs are extremely difficult to detect as they coast through the Drift. On their own, time eaters have limited mobility. However, when they make contact with animate creatures and constructs, they can unleash devastating tentacle attacks that seem to arrest the timelines of their victims while speeding up their own. Consequently, time eaters spend a majority of their indeterminate life spans gliding through the hyperspace plane in hopes of encountering creatures from which they can steal time. As creatures native to a plane with a relatively normal passage of time, time eaters have an unusual relationship with temporality.


This has lead scholars to speculate that the creatures were born from some strange interaction when pockets of the Dimension of Time were pulled into the Drift—but that realm is so poorly understood that even this explanation provides few clues. Even more harrowing tales revolve around a single time eater stowing away on a ship, trapping its crew an endless, timeless moment with no hope of escape. From the few surviving records of interactions with time eaters, it seems they use the energy drained from their victims to propagate more copies of themselves, either extending their own web or sending out spores to start a new web elsewhere. For these amorphous, gaseous creatures, concepts of position and distance are as malleable as clay in the hands of a master sculptor. These native Drift denizens have the ability to deconstruct foreign material, such as that constantly pulled into the plane by the activation of Drift engines, and knit those realities into the fundamental essence of the plane.


On more than one occasion, a drift architect has classified living creatures, constructs, and even starships from the Material Plane as appropriate material for translation, leading to sudden and desperate conflict. Drift architects are also able to travel to any part of the Drift almost instantaneously, making them one of few known creatures able to deftly navigate the ever-shifting plane without any external guidance. A small number of drift architects are constantly at work at the edges of Alluvion Starfinder Adventure Path 4 50 , the spiritual home of Triune and epicenter of the Drift, helping incorporate new material into the ever-growing city.


If Drift architects have a broader agenda, it is as yet unknown, as almost no known method of communication has proven successful in opening a dialogue with the creatures. They mostly ignore visitors to the Drift unless attacked or provoked, and even then they often flee rather than engage in combat. In those rare situations, drift architects can prove to be potent allies, transporting a small group of travelers to nearly any point in the Drift almost instantaneously. Drift Rip Su Just as the Drift tears away chunks of planar material, a driftdead can pull apart the molecular bonds of matter, ripping apart nearby creatures. This is a ranged attack against EAC that has a range of 30 feet. Spatial Incorporeality Ex Within the Drift, a driftdead has a physical body, but if removed from that plane, its physical body phases out of normal reality.


On the Material Plane or otherwise outside the Drift, a driftdead gains the incorporeal special ability Starfinder Core Rulebook If returned to the Drift, a driftdead 26 ALIEN ARCHIVE 3 immediately loses the incorporeal special ability as its physical body is restored. Drift Rip Su See above. Spatial Incorporeality Ex See above. When a mortal creature dies within the Drift while consumed with a strong negative emotion, it might become a driftdead, a restless undead spirit bound to that plane, unable to escape the confines of the Drift and reach its final judgment.


So overwhelming is this flux of emotions that a driftdead psychically broadcasts its confusion, affecting all who venture too close. A driftdead leaves its mortal remains behind and forms a new undead body out ALIEN ARCHIVE 3 of the mingled planar energies of the Drift—just as the Drift contains material snatched from countless planes. This body, however, is inextricably linked to the Drift. If a driftdead ever travels to the Material Plane or any other plane , its physical body remains within the Drift, and the driftdead becomes an incorporeal spirit. The driftdead resumes its corporeal form as soon as it returns to the Drift. Though humanoid driftdead are the most common driftdead, Drift travelers sometimes report encounters with undead entities created by the death of non-humanoid beings—indeed, driftdead can spawn from any sapient species.


On their own, these solitary undead tend to haunt the sites of their own death, reliving the moment in which they perished again and again in an agonizing loop. Their shattered memories, while not coherent enough to foster ordered thought patterns, often draw them to places, objects, or beings they were familiar with in life. Alternatively, driftdead might wend their way through the Drift, with no real direction other than trying to escape the anxiety associated with the places they died. Occasionally, multiple driftdead gather near Drift beacons or other entry points to the Material Plane that radiate life energy. On rare occasions, these lost souls fuse together into terrifying amalgams that are far more dangerous and powerful than a solitary driftdead. When these howling horrors sense the presence of a live mortal, driftdead amalgams relentlessly pursue and attack their targets until they either slay their victims or are destroyed.


Even those who survive such attacks often find themselves wracked with mental anguish, the agonizing pain experienced by driftdead amalgams indelibly imprinted upon the victims. Though driftdead retain a shred of the intelligence they possessed in life, their minds are irreparably shattered by the trauma of their deaths, leaving little room for higher thought as they single-mindedly seek the living. When it can sense no life to latch on to, driftdead are attracted to objects and places once frequented by living creatures. Driftdead, therefore, frequently haunt derelict starships or congregate near flotsam and jetsam from the Material Plane infused with life energy. Some evil and intelligent undead have even been known to deliberately lure and collect driftdead, installing the creatures as traps for the unwary living. Rumors claim that the Corpse Fleet conducts regular trawling missions through Drift wreckage to recover driftdead and then weaponize them against the living. Unfortunately, few survivors of Corpse Fleet aggression remain to shed light on the issue.


Required Creature Type and Subtype: Undead extraplanar. Suggested Array: Combatant. Traits: confusion aura see page 26; 2-round duration, increase to 4 rounds at CR 10 , spatial incorporeality see page 26 , fly 60 ft. Su, average , Drift rip see page Suggested Ability Modifiers: Dexterity, Strength. Traits: Blindsight life 60 ft. Bolt Ex When a dromada takes the run full action, they can move up to five times their speed, change direction once during the movement, and cross difficult terrain though such terrain requires extra movement as normal. This effect lasts 1 week and applies only once per creature. Bolt Ex See above. Savory Ex See above.


Dromadas are members of a bipedal mammalian species from the Near Space planet Dromaritia that average 5 feet tall and weigh around pounds. Their powerful unguligrade legs end in long, hooved toes, while their shorter forelimbs include strong dewclaws and fingers that allow the manipulation of tools. Long necks end in drooped heads, atop which stubby eyestalks allow their eyes to move independently, giving dromadas a wide field of vision. They have soft, fine fur that can be various shades of red or brown. The skittish creatures reacted to danger first by emitting a deep moan that would alert ALIEN ARCHIVE 3 the entire herd, then bolt for safety in huge stampedes. As they gradually learned to use tools, communicate with spoken language, and develop more advanced technology, dromadas retained these behaviors, which continue to serve them well even as they join the galactic community. While dromadas are a sapient species and as such are not considered food to most other sapient species, there are a few evil species willing to go to great lengths to obtain dromada meat, which is reported to have a unique and savory flavor.


Dromadas usually operate in large family units and rarely do anything individually. The herbivorous creatures prefer open spaces large enough for an entire group and with good visibility, especially when eating. Half the group eats while the other half keeps watch, with the groups switching roles so everyone gets to graze. Dromada homes are usually large, single-story buildings with plenty of exits that can accommodate an entire herd. The floors of such structures are often used to grow the grasses they feed on so that the dromadas can spend their free time grouped together grazing in the safety of their homes. Dromada herds can be large enough to staff entire corporations, where employees live and work together in large compounds with open floor plans. In their youth, dromadas train in specific skill sets so they can provide a variety of services to the herd as adults. Members of dromada society place great importance on their responsibilities; the more the herd can provide for itself, the less it needs to depend upon potentially dangerous outsiders.


When dromadas become curious about the outside world, they travel short distances from the herd in small groups called huddles. When confronted with anything they perceive as dangerous, members of the huddle flee to the safety of the herd and warn others about what they encountered. Smaller groups of dromadas living permanently in densely populated, cosmopolitan urban areas continue this trend, and frequently rely heavily on delivery services, ensuring no one has to leave the herd to obtain supplies. Dromadas do not consider leadership of a dromada herd to be an honor or something to aspire to, as leaders become targets simply by virtue of their position.


Most dromada herds elect their leaders democratically and for limited terms, but because an average dromada has no interest in taking on a leadership role, the herd itself nominates candidates for political office—whether an individual wants to run or not. Rather than focusing on their own achievements, many candidates instead highlight the accomplishments of their opponents in hopes of losing the election to someone else. Crime within dromada society is rare, as the punishment can be exile—a sentence akin to death for their distant ancestors. In truth, modern dromadas feel much the same way about this punishment, as most dromadas dread the prospect of being without their herd. Alert the Herd: See page Bolt: See page Dromada Senses: Dromadas have darkvision with a range of 60 feet and low-light vision.


Savory: See page Swift: Dromadas have a land speed of 40 feet. DROMADA alone, whether because they were exiled, they were the sole survivors of an attack, or they were left behind due to sickness or injury. Such dromadas instinctively look for a surrogate herd to join as soon as possible. As a result, individual dromadas can form strong bonds with members of other species, especially those with a similar generalized fear of danger, such as the sluglike osharus Starfinder Alien Archive 2 Dromada adventurers or mercenaries are extremely rare, as dromadas who choose such paths would need to overcome their powerful instincts to flee when in danger.


But when they are able to, dromadas make excellent lookouts, first responders, and even bodyguards, using their powerful legs for lightning-fast repositioning in the heat of battle. Their fearful natures also mean that most modern dromadas have some talent configuring and bypassing security systems and devices. DROMADA CLUTCHES As dromadas organized into corporations, their extreme wariness led to the development of these cases, designed to protect corporate secrets. When you purchase a dromada clutch or have access to one that is unsealed you can set a command word that magically seals and unseals the briefcase. While sealed, a dromada clutch protects its contents from being viewed—even by x-ray scanners and creatures with sense through. In addition, hybrid and magic items within a sealed dromada clutch cannot be detected by divination effects, such as detect magic and arcane sight.


A sealed dromada clutch acts as a container with a permanent security seal spell and a good lock. Flashing Strikes Ex This functions as the flashing strikes solarian class feature. Graviton Crush Su A periastra can crush an enemy with gravity; this is a ranged attack with a range of 30 feet and that targets EAC. A creature hit by graviton crush must succeed at a DC 16 Fortitude saving throw or be entangled. It can attempt a new Fortitude save once per round as a move action. A periastra cannot use graviton crush two turns in a row. If the periastra makes a full attack using graviton crush, it must use graviton crush for both attacks. Stellar Revelations Su A periastra can use the blazing orbit and defy gravity solarian stellar revelations.


However, it cannot use the same revelation two turns in a row, and it cannot use both revelations on the same turn. Sun Hurl Su A periastra can throw balls of superheated plasma at a foe. This is a ranged attack with a range increment of 30 feet and that targets EAC. A creature hit by sun hurl must succeed at a DC 16 Reflex save or gain the burning condition 1d6 fire damage. The periastra cannot use sun hurl two turns in a row. If the periastra makes a full attack using sun hurl, it must use sun hurl for both attacks. radius, 30 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 pull 25 ft. Perfect Alignment Su An apastra is always both fully graviton attuned and fully photon attuned. Solar Manifestation Su This functions as the solar manifestation solarian class feature.


Solar Storm Su Once a day, an apastra can give in to the gravitonic and photonic forces that rage within it, expelling this energy in a cataclysmic storm. The solar storm has a range of 60 feet and a foot radius. Creatures that enter the storm or that begin their turns in it take 8d6 fire damage Fortitude DC 21 half and must succeed at a DC 21 Reflex save or be hurled 1d6×10 feet in a random direction and fall prone creatures that hit a wall or other barrier take no additional damage. The storm is difficult terrain and obscures all sight beyond 5 feet. Creatures within 5 feet of an attacker while in the storm have concealment. When the apastra uses solar storm, it can maintain the storm for up to an additional 1d3 rounds. An apastra must take a full action each round to maintain the storm, and it can move the storm up to 30 feet as part of that full action.


Stellar Revelations Su An apastra can use the black hole and supernova solarian stellar revelations. It can use either stellar revelation once before that revelation needs to recharge. Once it has used each stellar revelation once, they both recharge in 1d4 rounds. Throw Solar Weapon Ex An apastra can throw its solar weapon at a foe as a ranged attack with a foot range increment. This does not cause the weapon to be dismissed. As equinoxians age and their connection to the Cycle grows, they must learn to master the perfect balance of the contradictory powers within themselves, lest they lose control of those forces. Equinoxian periastras are masters of the Cycle, perpetually balancing the gravitonic and photonic forces comprising their bodies, and they are legendary for their fighting prowess. They oppose forces of chaos and guard sites holy to solarians, allowing visitors to enter only after they have proven their mastery of the Cycle in combat.


Those equinoxians who cannot maintain balance are driven mad, becoming the tragic and powerful figures known as apastras. Apastras seek to cause imbalance and collapse wherever they can, and solarians justly fear the enraged creatures. PERIASTRA FEAT This feat represents training in the secret techniques of periastra tutors. Periastra Training Through sheer force of will, you can gain the effects of being fully attuned to your current stellar mode. D Prerequisites: Cha 13, Mysticism 5 ranks, stellar mode class feature. D Benefit: When you have 1 or 2 attunement points and use a stellar revelation, you can spend 1 Resolve Point to use that revelation as if you were fully attuned to your current mode. You cannot benefit from this feat if you have disproportionate revelations. mind-affecting effects ECOLOGY HP 13 OFFENSE ESPRAKSA PERFORMER CR 4 XP 1, Speed 30 ft.


Snatch Ex This functions as the grab universal creature rule, except the espraksa must hit with two talon attacks during the same turn to grab. mind-affecting effects HP 45 OFFENSE Speed 30 ft. Snatch Ex See above. The avian espraksas originated from the Near Space planet of Neeroon. A small, frigid planetoid at the farthest reaches of its star system, Neeroon is a rugged world with a variety of biomes, from taigas to rocky badlands, and sky-scraping mountains to ice-filled canyons. The coloration of espraksas varies depending 32 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 on the environment in which their ancestors evolved. Espraksas who adapted to the taigas of Neeroon developed deep-brown or russet feathers, while those who live in the snowy peaks have white or gray feathers lightly speckled with black or a mossy green.


Espraksas have a thick collar of feathers to keep their long, slender necks warm. They also have lengthy antennae-like feathers that extend from the inner corners of their eyes. Males have crests of feathers that extend from the crowns of their heads and are expressive enough to communicate emotion. Espraksas stand about 7 feet tall and weigh pounds. Their scale and appearance can be so unexpected that inexperienced starship crews sometimes mistake them for stellar phenomena. The statistics for a specific starship-sized elemental can be generated using one of the stat blocks above plus one of the four following grafts. ELEMENTAL STARSHIP GRAFTS The four types of elemental starship grafts are listed below. These grafts function similarly to the simple template grafts used for non-starship creatures Starfinder Alien Archive , providing minor changes to the main stat block as well as additional abilities. Elemental Plane of Fire speed through the inky darkness searching for ways to return to their home plane.


Burning Blasts Ex : Attacks from a starship-sized fire elemental are hot enough to melt starship hulls. The fire elemental increases damage dealt to Hull Points not damage that depletes Shield Points by an amount equal to its tier minimum 1. Water Elemental Starship Graft Starship-sized elementals from the Elemental Plane of Water retain their liquid forms even within the void of space. Traits: Water subtype; increase TL by 2; —1 penalty to gunnery checks; slippery stunts see below ; Languages: Aquan. Slippery Stunts Ex : When a starship-sized air elemental successfully performs a back off, barrel roll, evade, or slide stunt, and the result of the check exceeds the DC by 5 or more, the elemental can turn to face any direction at the end of its movement.


ELEMENTAL Overview A-D E-H I-L M-P Q-R S T-W Species Grafts Appendixes Air Elemental Starship Graft Despite being made of living wind, starship-sized elementals from the Elemental Plane of Air are surrounded by a mystical field of energy that keeps them from dissipating in a vacuum. Earth Elemental Starship Graft Elementals from the Elemental Plane of Earth tend to be composed of dirt, stone, and crystal, and they are sometimes mistaken for asteroids and comets. Traits: Earth subtype; increase AC by 2; increase distance between turns by 1 maximum 4 ; earthen fortifications see below ; Languages: Terran. Earthen Fortifications Ex : Penalties from critical damage conditions for the starship-sized earth elemental are reduced by 1. Demolition Su See desolation endling template graft below.


Rejuvenation Su See desolation endling template graft below. Over the passage of eons, myriad creatures have flourished and dwindled naturally as their eras have come and gone. In rare cases, spectral creatures known as endlings arise immediately after the last member of a species perishes. Endlings manifest as much larger spectral members of an extinct species. Xenobiologists differ on the exact nature of endlings. Koruvis were diminutive ungulates that lived in dens in a planetwide rain forest on a Near Space world. These small creatures had striped and spotted fur, prehensile snouts, and small horns, which they used to dig up fungi for sustenance.


In the feverish mining race that followed, factions from across the galaxy fought to gain a foothold on what came to be known as Calen 5. Invading miners razed vast swaths of forest, and koruvis, among the other native species of Calen 5, soon went extinct as their home was destroyed. ENDLING TEMPLATE GRAFTS The following template grafts represent endlings that arise from various extinction events. Desolation Endling Template Graft Desolation endlings can appear when a species goes extinct due to destruction of its habitat through technological means.


Whether through industrial deforestation of an ancient wood or damming a river for hydropower, desolation endlings despise the 32 ALIEN ARCHIVE 4 ALIEN ARCHIVE 4 structures built in place of their homes and the destructive technology used to that end. Required Creature Type and Subtype: Undead incorporeal. Suggested Alignment: Neutral. Antitech Natural Weapons Su : As an attack, a desolation endling can temporarily cause a body part to become substantial. A creature hit by this attack must attempt a Reflex save. On a failure, a random hybrid or technological item worn or wielded by the target ceases to function for 1 round, and if the target is a technological construct, it is shaken for 1 round.


The only way to permanently destroy an endling is to determine the reason for its extinction and perform some action to set right whatever prevents it from resting in peace. The exact means vary with each kind of endling and are determined by the GM. Invasion Endling Template Graft Invasion endlings manifest following the extinction of a species via unnatural predators—from colonists seeking to clear out pesky wildlife from a region they wish to settle to invasive species introduced from other parts of the galaxy. Fearsome Roar Su : As a standard action, an invasion endling can let out a terrifying roar. All non-endling creatures within 30 feet must succeed at a Will save or become shaken for 1 round. Creatures that fail this save by 5 or more are instead frightened for 1 round.


A creature that succeeds at this save is immune to the fearsome roar of all invasion endlings for 24 hours. Vicious Natural Weapons Su : As an attack, an invasion endling can temporarily cause a body part to become substantial. Plague Endling Template Graft Plague endlings result from extinction by disease. These endlings have become avatars of disease, turning their own pestilence against those who oppose them. Diseased Natural Weapons Su : As an attack, an invasion endling can temporarily cause a body part to become substantial. Plague Aura Su : A plague endling emits an aura of pestilence. A creature can benefit from only one tactical symbiosis at a time. Gear corona laser rifle with 2 batteries 20 charges each , fangblade with 2 batteries 20 charges each ECOLOGY Environment any forest or urban Organization solitary, pair, or commune 3—6 Entu colonies begin their life cycle as a collection of minuscule spores.


Over time, the spores fuse together through intricate networks of mycelia that function similarly to neurons, creating sapient and mobile fungal colonies. In their first weeks of life, entu spores gradually coalesce into amorphous pools of opalescent slime with malleable 34 ALIEN ARCHIVE 4 ALIEN ARCHIVE 4 pseudopod-like organs. At this stage, colonies can communicate telepathically with other creatures using a lexicon of sensory and emotional concepts. Entu colonies can reproduce asexually once they reach maturity, typically six months after they first sprout mycelia. Most of the resulting spores integrate into the parent colony, but some may split off to form a separate colony. Thought not parasitic, entu colonies feed on emotion and thought. In fact, some seek to consensually merge with other sentient creatures rather than form into full-fledged and independent colonies.


The resultant symbiotic life-form, called an entu symbiote, eventually attains self-awareness, complex thought, and even linguistic ability. The nelentu, one of the founding species of the Kreiholm Freehold, is a prominent example of a successful symbiosis that spans generations. Originally a species of bat-like animals called neleks that evolved on Agillae-2, these once unintelligent, fruit-eating creatures encountered entu spores early in their evolution and willingly became their hosts. The two species formed a society based on this symbiosis. Today, nelentus inhabit tiered jungle-cities built around green spaces, known as Gardens of Thought, where they cultivate entu spores for future generations. Nelentus consider themselves to be one species, referring to themselves and other nelentus using plural pronouns in deference to their dual nature.


They prefer to enter symbiotic relationships with creatures who can benefit from their cellular mimicry, living as long as the host creature does—and dying along with it. Entu colonies, on the other hand, can survive for up to years. Amorphous: An entu colony has the amorphous universal creature rule page Entu Colony Senses: An entu colony has blindsight emotion with a range of 60 feet. Limited Ooze Benefits: See page Limited Telepathy: Entu colonies have limited telepathy with a range of 30 feet. Tactical Symbiosis: See page Entu Symbiote Senses: An entu symbiote has blindsense emotion with a range of 30 feet and low-light vision.


Limited Telepathy: Entu symbiotes have limited telepathy with a range of 30 feet. Natural Weapons: Entu symbiotes have the natural weapons universal creature rule with a kinetic damage type chosen at character creation. Symbiotic Enhancement: At character creation, an entu symbiote chooses a fly speed Ex, average , burrow speed, climb speed, or swim speed, matching thematically the type of animal on which the entu symbiote is based. The entu symbiote has that speed with a value of 20 feet. Draining Aura Su An epokasite fixer radiates an aura that drains active technological items. Tech Resistance Su An epokasite naturally resists contemporary technology, including technological traps, most weapons, technomancer spells, hybrid gear, and the natural attacks of creatures with the technological subtype. Natural hazards, weapons with the archaic special weapon property, and other forms of magic bypass this defense. Draining Aura Su See above. Unless it succeeds at a DC 18 Fortitude save, the item transforms into an anachronistic analogue of itself, such as a rifle turning into a musket or steamoperated crossbow.


If the target is a weapon or armor that fails the save by 5 or more, it changes so dramatically that any user is treated as not proficient with the item. The runner can affect items of size Large or smaller with this ability, including terminals and vehicles. Tech Resistance Su See page Epokasites fixate on specific technological and cultural eras, believing them the purest expression of a culture and, by extension, nature itself. Where new developments interfere with this ideal, epokasites try to preserve historic machinery, even sabotaging new technologies in a stubborn defense of the old ways. Epokasites take two common forms: fixers and runners.


Fixers rarely stand at more than a foot tall, whereas runners exceed heights of 5 feet. Sensory papillae cover their noses, helping the fey detect a variety of stimuli, which they normally use to locate technology from their favored time period, such as hints of forge charcoal, motor oil on a combustion engine, or the tang of early lasers. Being shy creatures, fixers prefer to operate out of sight. Runners instead thrive on infiltrating the modern societies they so disdain, donning disguises and stealing credentials to access delicate technologies. Both epokasite varieties regularly sneak onto starships or into sensitive facilities as stowaways in the guise of hired hands, largely so that they can sabotage the technological affronts to their favored eras—acts they consider entirely helpful and for which they expect a reward from any who discover them in action.


Rarely, epokasites might live openly among a community, most often in groups of stubborn luddites, historical reenactors, or closely-aligned cosplayers. In those settings, they might act as excitable consultants and crafters. An epokasite most often imprints on the culture and time period in which they came into existence on the Material Plane. Less often, an epokasite might wander until they read about or experience an era that impresses them, thereafter adopting that period as their focus. The most tragic and contentious of all epokasites are those who embody eras now lost to the Gap. These distraught individuals rarely maintain more than a memento or faint memory from that lost time, and they strive to piece together whatever they can, sometimes teaming up with Starfinders and other scholars. In addition, at the beginning of its turn, a gray goo can automatically deal its melee attack damage to an unattended hybrid or technological object in its space.


Infest Ex As a standard action, a gray goo can infest an adjacent Medium or larger creature Fortitude save negates. A host reduced to 0 Hit Points while infested by a gray goo is reduced to dust and destroyed, as if killed by disintegrate. Over millennia, explorers from across the known galaxy pass down fearful tales of a sentient, liquid-like swarm of nanites that can envelop creatures and quickly turn them to dust. Once connected to grays, a mysterious species of abductors who used advanced fringe technology with a similar silvery sheen, these creatures gained the moniker gray goo. However, the term has survived despite there being no corroborating evidence that firmly links the two. The only solid information about gray goo originates from the scattered reports of rare surviving witnesses. Gray goo attacks its victims by surprise, taking advantage of any hapless beings it comes across as it roams a desolate wasteland.


However, even a simple error in their programming, or in some cases 38 ALIEN ARCHIVE 4 ALIEN ARCHIVE 4 the malicious introduction of a deadly code hack, can have disastrous effects, especially for swarms that can ingest a wide range of materials and self-replicate. Rumors persist of entire worlds, once prosperous technological paradises, now entirely covered in writhing swarms of gray goo. When not engaged in the consumption of material, most gray goos seem to have two driving directives: replicate and assimilate. The clouds of nanites have even hacked computer systems and technological constructs of sufficient sophistication, usually through brute force methods, to access and incorporate any useful data within. Because of a recent black-market item derived from gray goo see nanite capsules below , bounties and attempts at tracking down the swarms have risen dramatically to keep up with demand. Very few parties have successfully obtained more than a handful of viable samples—if they survive at all.


While gray goo is more commonly found among abandoned space debris and can survive the coldness of space, instances of the entity have cropped up in low-population spacecrafts and stations, especially among the Diaspora. The construct-populated Pact World of Aballon has outlawed any work related to the gray goo out of an abundance of caution—including even research projects related to the dangerous entities—and any being found in violation of this restriction receives an immediate and permanent ban from the planet. On a failure, you gain the shaken condition. On a success, you experience only a bitter taste and a strange tingling throughout your body. Your skin gains an odd, gray pallor or if already gray, it becomes weirdly iridescent. You take a —2 penalty to Diplomacy and Stealth checks.


Your physical capabilities are bolstered. Once during the duration, you can reroll a failed Fortitude or Reflex saving throw. Nanites focus on maintaining your structural integrity. The first time you take Hit Point damage during the duration, you gain fast healing equal to one-quarter your character level minimum fast healing 1 for 1 minute. A surge of nanites through your body helps you achieve extraordinary results. Nanites form a protective shell around your weakest areas. GRAY GOO Overview A-D E-H I-L M-P Q-R S T-W Species Grafts Appendixes NANITE CAPSULES Occasionally, an encounter with a gray goo—or even a damaged computer console or wiped drive—can leave behind a significant amount of salvageable, inert nanites. While standard operating procedure mandates the destruction of these nanites to prevent any possibility of future replication, scientists have recruited adventurers to obtain such samples for study in the hopes of recovering data from the parent goo and learning more about its strange abilities.


An ambitious scientist or inventor, their identity lost to the Gap, eventually found a use for the inert goo in the form of ingestible capsules. Some claim it has the power of transforming the living into constructs, while others claim it simply functions as an expensive placebo. Other Abilities no breath, void adaptation Gear second skin, bruiser decoupler AR with 2 batteries 20 charges each , voidglass longsword ECOLOGY Environment any Organization solitary, clutch 2—6 , or omen 7—20 plus 1 grioth eclipse seer SPECIAL ABILITIES Mindshock Su Once per day as a standard action, a grioth can unleash a wave of violent psychic energy.


Each non-grioth creature within 30 feet takes 2d6 damage and is shaken for 1d4 rounds. A creature that succeeds at a DC 12 Will save takes half damage and negates the shaken condition. Creatures that are immune to mind-affecting effects are immune to this poison. mind-affecting effects Defensive Abilities void adaptation; Immunities cold Weaknesses light blindness, vulnerable to sonic OFFENSE Speed 30 ft. with voidglass armor Other Abilities no breath Gear voidglass zeizerer diffractor IIPW, liquidator disintegration pistolAR with 2 batteries 20 charges each ECOLOGY Environment any Organization solitary or omen 1 plus 7—20 grioths SPECIAL ABILITIES Mindshock Su See page 40, but the grioth eclipse seer can use this ability three times per day, and the DC is Sadistic psychics and religious fanatics, grioths raid other worlds under the cover of darkness.


These unfathomably cruel creatures take delight in inflicting pain and sowing terror. Ancient grioths once inhabited planets adrift in the Dark Tapestry, where they encountered unthinkable horrors and embraced them as kin. Subsumed by darkness and fouler things, grioths are devoted thralls to their patron, the Haunter of the Dark, an aspect of the chaotic evil Outer God Nyarlathotep. Grioths appear as lean, stooped bat-like humanoids with four narrow eyes and exceptional hearing. They typically stand around 5 feet tall. They have dry, raspy voices and speak in an eerie language of clicks, squeaks, and sibilant sighs. Grioths live in vast crystalline spire cities.


With few resources available on their frozen, lightless worlds, they depend on raiding, theft, and war to obtain the resources they need to survive. Powerful grioth psychics known as eclipse seers organize raids that span entire galaxies. They serve as conduits to the Hunter of the Dark, enacting eldritch rituals to establish temporary portals to worlds undergoing an eclipse. Grioth soldiers and mercenaries pour through these mystical portals in a wave of blood and terror, glutting on violence and pillaging resources—primarily food, technology, and living sapient creatures. In addition to temporary portals, grioths maintain a series of permanent gateways to sunless worlds like their own, creating a web of cities among countless lost worlds. In their sleek voidglass starships, they travel the Drift and beyond in search of easy prey and resource-rich worlds to subjugate. Overview A-D Due to prolonged exposure to the Dark Tapestry, grioths can be born with strange physiological alterations, the terrors of the unknowable realm intruding into their forms or giving them powers far beyond their kin.


The most powerful become potent psychics who boast nigh-impenetrable mental defenses. These grioth paragons, known as Vessels, are considered blessed by the Haunter of the Dark and swiftly rise to positions of power, becoming CEOs of major corporations, military generals, religious leaders, or overseers of entire colonies. M-P VOIDGLASS T-W Voidglass is a jagged black crystal with a cloudy blue core that pulses when held by a sapient creature. Nurtured by grioths in the lightless depths of space and composed of solidified psychic anguish, voidglass resonates with the minds of those who wield it—intensifying their aggression, bolstering their mental defenses, and focusing their thoughts.


Targets that are immune to mind-affecting effects are immune to the bonus damage granted by voidglass. A hadrogaan can install an additional brain augmentation. Obsessive historians have reconstructed pieces of their history, but uncertainties and inconsistencies still plague the field. Faced with extinction, they scrambled for a possible solution. These scientists claimed that the crystalline organisms, collectively called kallestrine, not only willingly participated in these experiments, but that they had sent psychic signals to the scientists—leading the latter to discover them—and had even proposed merging the entire hadrogaan species with kallestrine.


Successful merging caused a rapid processing-power expansion that many felt could propel the two organisms into a new era of enlightenment, and in fact, many hadrogaans saw this way as their only hope for salvation. In their new symbiotic forms, hadrogaans formed ALIEN ARCHIVE 4 a society dedicated to science, philosophy, progress, and utilitarianism in all matters. Most hadrogaans stand at about 8 feet tall with long limbs, thin bodies, and elongated fingers. Large hollows perforate their torsos, limbs, and sometimes their necks and faces, each filled with glimmering crystals—the organism that hadrogaans merged with during the Gap. From infancy, hadrogaans have a constant internal dialogue between their organic brains and the crystalline neural network inhabiting their body. The crystal pushes them to consider the practicality and utility of every action, as well as that of any person or object they might encounter.


What is its purpose? How might it be of use? At what point does its usefulness outweigh its drawbacks? Luma hadrogaans have more dominant crystalline features and frailer bodies, while doluma hadrogaans have fewer crystals—sometimes only one or two hollows—but far more bulk. While genetically distinct, these two subspecies can still reproduce with the other. Luma hadrogaans possess the increased intellect that was, in theory, the goal of the merging. The crystals of doluma hadrogaans, on the other hand, tend to instead reinforce their musculature. Despite these physical differences, hadrogaans of both subspecies can serve in a variety of societal roles, though luma hadrogaans lean toward positions that require strategic thinking or deep and rapid analysis. Outside their home systems, they typically work as explorers, scientists, and diplomats.


Starfaring dolumas, on the other hand, more likely eke out their living as lone thrill-seekers, mercenaries, or bounty hunters. Most hadrogaans see no practical purpose in returning to their home planet and have made few efforts to directly study or explore the surface of Hadrogess, instead preferring to focus on future developments for their current lunar homes. A few iconoclastic philosophers and scientists have directed their attention to the planet, however, and the discovery of obliterated cities, desolate landscapes, and signs of a once-extant mutant population hint at a possibly more sinister past. RACIAL TRAITS Ability Adjustments: See below. Hit Points: 4 Size and Type: Hadrogaans are Medium humanoids with the hadrogaan subtype. Dual Nervous Systems: See page A hadrogaan has blindsense vibration with a range of 30 feet. This functions as a 4th-level holographic image spell CL 5th, Will DC 15 , but the harpy jasmine can only replay events it has already experienced and has no conscious control over the images, sounds, and sensations it creates.


Many of these flora boast complex protein chains that function as both nerves and fast-twitch muscles. Although the assassin vine is one of the most well-known examples, harpy jasmine infamously has one of the most sinister lures: psychic powers that draw in and pummel curious prey. Despite its colorful moniker—derived from its songs and fascination-based abilities—the blossom has nothing in common with actual harpies. In the wild, harpy jasmines grow as a large shrub with long runners, each studded with five-petaled flowers, stretching from their leafy bodies. Instead, harpy jasmines record nearby events and emotions that they replicate with little variation or apparent understanding. Animal memories rarely show more than instinctual scenes of distress or content grazing, but intelligent prey can inadvertently surrender secrets to the plants, which in some cases result in jarringly inappropriate lures. However, eccentric detectives and security companies have occasionally cultivated or provoked harpy jasmines to have the plants replay scenes of a nearby crime.


The flowers play a small role in lashunta mythology, serving as a symbol of death and knowledge. Lashunta legend claims that especially old and large examples of harpy jasmines grow to tree-like proportions and develop their own minds, amalgams built from the psychic impressions of countless previous victims. ALIEN ARCHIVE 4 After siphoning away the nutritious fluids of their prey to store in their bulbous taproots, harpy jasmines leave corpses to decay and nourish the soil, often burying a kill to protect the remains from scavengers. While the plants can disperse seeds into the wind, few sprouts reach the ideal, marshy conditions that juvenile plants need to sustain themselves until they develop the ability to move on their own.


The severed tendril can move independently and soon grows into a clone of the original. Like true jasmine, harpy jasmine prefers warm and humid environments, though it has the hardiness to survive anywhere that the ambient temperature stays above freezing. It grows across much of Castrovel, and shortsighted horticulturalists have transplanted it to many other warm climes throughout the Pact Worlds and Near Space. At least one luxury cruise line has also tried growing the plant aboard starships to enjoy their sweet, perfumed scent and the mild euphoria the plants generate when content—though a failure to properly prune and control the plants has led to bloodshed and lawsuits on at least one occasion. MOGRANT DRUGS Native lashuntas have domesticated smaller and less aggressive strains of harpy jasmine to exploit its natural psychic abilities, even developing techniques for breeding and pruning the jasmine to coax out different spell-like abilities: mourning wreaths record memories of a dying loved one, the brilliant yellow blossoms of float canary induce a relaxing trance, and scream blossoms trap traumatic memories for psychiatric patients to confront in a controlled environment.


Given these uses, biologists hypothesize that cousins of harpy jasmine— such as the desert-dwelling pyro flower or the leviathan lilies that grow in tropical lakes—were once domesticated by far older societies before being released into the wild. Despite the thriving niche market, the most common industrial application for harpy jasmine remains the cultivation of psychic drugs called mogrants. While they can provide relatively cheap and reliable psychic powers, mogrants also inflict narcotic side-effects, meaning they rarely see use except by criminals, reckless start-up companies, cultists, and adventurers. During this time, gain fear 2nd level and share language as spell-like abilities CL 6th , each usable once. Dragontongue bonds to the language center of the brain, granting psychic confidence and an intuitive understanding of languages. During this time, gain dancing lights, deep slumber, and wisp ally as spell-like abilities CL 9th , each usable once.


The most challenging mogrant to refine, fairy tale triggers soothing hallucinations, which the user can project into the minds of others or conjure into reality as flitting lights. During this time, gain detect thoughts and mind thrust 1st level as spell-like abilities CL 4th , each usable once. Moonflower develops into webs of sensory filaments that cause synesthesia, and they let the user sense psychic emanations and focus their own psychokinetic energy into a powerful attack. WHITE PETAL LEVEL 2 Type drug injury ; Save Fortitude DC 13; Addiction Will DC 13 mental ; Price per Dose Track Charisma; Effect —2 penalty to initiative checks and regain an additional 1d4 Hit Points when recovering Hit Points naturally for 10 hours.


During this time, gain detect magic as a spell-like ability CL 2nd , usable three times. The most common mogrant on the market, white petal causes a mild, dreamy high that lends itself to restful sleep. Spine Assault Ex See page While some experience flashes of the future in stunning clarity, others have preternaturally strong gut feelings that turn out true or even experience the foretelling of a positive or negative outcome as a particular shade of color or musical note. Instead, large choirs sing haunting melodies that drift down from the treetops. Some hunger for exploration; others follow fleeting visions of themselves on strange new worlds. Predreaming: See page Spine Assault: See page As such, they often seem wary of cutting-edge tech at first, but many take their time to study it and adapt. radius, 5d6 F], supernova [ft. With other hulsas, this ability functions as telepathy.


Otherwise, the hulsa mentally broadcasts to technological comm units. Flashing Strikes Ex When making a full attack entirely with melee weapons, a hulsa takes a —3 penalty to each attack roll instead of the normal —4 penalty. Kaleidoscopic Glow Su A hulsa is supernaturally luminous, shining bright light out to a range of 30 feet, normal light for another 30 feet, and dim light for another 30 feet. A magical effect can reduce the light in this area only if its source has a higher level or CR than the hulsa. A hulsa can extinguish or relight their light as a move action. In addition, the hulsa can spend 1 Resolve Point to oscillate the bright light from this ability for as long as the fey maintains concentration Starfinder Core Rulebook Creatures within 90 feet of the hulsa that can see this light become fascinated while the effect lasts and for 1 round after it ends Will DC 19 negates.


The hulsa can instead focus the glow on one creature, which works like the hypnotic glow stellar revelation Starfinder Core Rulebook of a 10th-level solarian DC 19, 10 rounds. Hulsas are immune to this ability. Life-Giving Glow Su A hulsa can spend 1 Resolve Point to heal living creatures within their bright light. They can heal themself or one other living creature as a standard action, or themself and other creatures of their choice in their bright light as a full action. Each target regains 8d8 Hit Points. When using this ability as a full action, the hulsa can spend 1 additional Resolve Point to also harm undead in the area, dealing 8d8 electricity and fire damage to each one Fortitude DC 19 half. These stout fey resemble metallic golems with their animated armor plates that emit bright, kaleidoscopic light.


A typical hulsa stands about 5 feet tall and weights pounds, though a few outliers tower more than 7 feet in height. Hulsa heads bear few features and virtually no expressions, offering only a few lines to suggest eyes or mouths. Rather than representing terrestrial environments like forests and oceans, hulsas connect to specific stars. In many ways, this connection is symbolic, such as how hulsas often speak of directions in relation to their star rather than by magnetic poles. Likewise, those fey tied to stars of a similar type such as white dwarves and red giants acknowledge each other as peers. These relationships can last eons, for hulsas appear ageless and claim to be as old as their respective stars. There are no known instances of hulsas expiring when their stars die, yet those whose stars have extinguished or exploded are never seen again. Only two things seem consistent with their behavior.


First, a hulsa demands that they and the forces they represent be treated with respect. Any insult, either direct or dismissive, marks the perpetrator for retribution. The hulsa even matter-of-factly explains why it punishes these other parties and rarely allows for other ways to seek atonement. The second consistent aspect of hulsa behavior is education. A hulsa might refuse to teach anything but the basics, require an obscure form of compensation for their efforts, or deny secrets to anyone unwilling to commit to a decades-long apprenticeship to absorb the lessons with the proper depth. Several kasatha-led monasteries maintain that a legendary hulsa taught their founders the solarian arts.


Although most hulsas contently travel alone, individual hulsas might seek out companions with whom they can experience cosmic phenomena. A few of these fey even find senior roles on starships that explore the Vast, trading their expertise for the opportunity to cruise around the cosmos with like-minded company. The weapon gains the kaleidoscopic charm critical hit effect. The target takes no damage from the attack and instead is charmed for 1d4 rounds, as though you had cast charm monster on it Will save negates. If the target is immune to this effect or negates it with a successful saving throw, the target takes the double damage as normal.


When you score a critical hit with a weapon that has multiple critical hit effects, you can apply only one of those effects of your choice. This fusion can only be applied to weapons that deal electricity or fire damage, or that have the aurora AR, bright, or fiery AR weapon special properties. cone, 6d6 F, DC 13 Reflex, usable every 1d4 rounds , vent Space 10 ft. Vent Su As a move action, or in place of making a bite attack when using multiattack, an ignurso can forcefully exhale a foot-radius cloud of choking smoke centered on itself. Non-ignursos in or entering the area are sickened for 1 round Fortitude DC 13 negates , and the cloud otherwise functions as fog cloud with a duration of 1d6 rounds.


Ignursos are ursine mammals typically found in geothermally active areas, from hot springs to calderas. Standing up to 10 feet tall when on their hind legs and weighing up to pounds, ignursos are physically intimidating. When they do act out of hunger or stress, ignursos become forces of destruction, their cyclopean eyes blazing with ferocity as the creatures exhale gouts of fire. Wiry, flame-resistant fur covers its legs and belly, giving the creature crucial insulation in cooler areas. Its back and head are protected by thick scales able to shed incoming blows and fiery ash with equal ease, allowing an ignurso to remain active even during moderate volcanic events. Thick foreclaws allow the ignurso to dig swiftly through soil and softer igneous rock, climb with ease, and knock down prey.


The only part of its body ill-suited to its fiery, subterranean terrain is its single eye—a liability around spraying soil or stray sparks. Except in regions with consistently hot surface climates, ignursos tunnel deep underground during winter to avoid the chill, hibernating for months at a time. In their volcanically active homes, burrowing means not only avoiding cold air but also getting closer to deep magma veins. Closer to the surface, ignursos tear through the soil in search of insect larvae and burrowing creatures. During volcanic events, ignursos seek out carrion, feasting on creatures that have suffocated by toxic gases or crushed by debris. They even carve surface trenches well ahead of eruptions and use the trenches to funnel lava into long barriers in which they trap their prey.


When other food is scarce, ignursos grudgingly leave their favored haunts—especially when trying to fatten up for hibernation. Dozens of viral videos chronicle the rare cases when ignursos wander into settlements. Unaware of the flammability of objects around them, ignursos often accidentally cause fiery explosions, then scramble away while roaring in shock as their surroundings go up in flame. Ignursos remain usually solitary unless courting a mate or raising cubs. Females give birth to live young and raise them for about 18 months before urging them to fend for themselves. Younger ignursos, known as burrowers, aggressively dig out their own domains and live out fairly animalistic existences. Ignursos have a natural lifespan of about 25 years, and in the last decade of life, the creatures develop exceptional cunning and resilience.


This seems to come from an intensifying attunement to their volcanic surroundings, as if communing with the fires deep below. In fact, not only do these elders apparently learn to understand Ignan and sense impending eruptions, but their fire breath changes to superheated plasma. Known as masons, these ignursos tunnel less and build more, using their breath to melt rock to a liquid consistency before shaping it into crude structures. Along with basic shelters, ignurso masons sculpt strange monuments and statues, the purpose of which continues to vex biologists. For all the danger they represent, ignursos serve two crucial roles in their ecosystems: volcanic mitigation and habitat creation.


In such events, the destruction is minimal, and geologists have determined that these vents release some of the underground pressure, making true eruptions less frequent and devastating. As some of the few creatures able to tunnel through solid rock, ignursos are also a keystone species in volcanically active areas. Their heavy claws pulverize the hard surface, making way for small plants to colonize the new soil, and their broad tunnels create new habitats for a variety of animals. As hot spots migrate over the millennia, so too do ignurso populations, consistently reshaping the land. IGNURSO Overview A-D E-H I-L M-P Q-R S T-W Species Grafts Appendixes IGNURSO KNUCKLES Ignursos wield enough strength to punch through rock, and even after death, their claws ignite with momentary heat when struck against another surface. This fascination lasts as long as the itmi vruh can see the object or the fascination ends normally, whichever comes first, up to a maximum of 24 hours.


Once the effect ends, the itmi vruh is immune to fascination by such objects for 24 hours. Drift Attraction Su The energies that ripped the itmi vruh from their body hold a strange attraction to the creature, drawing them in like a moth to flame. If a ship exits the Drift into a solar system with an itmi vruh, the itmi vruh can fly toward the ship at incredible speeds, arriving at the ship in 2d20 hours. Memory Deluge Su An itmi vruh 52 HP 70 ALIEN ARCHIVE 4 is filled with longing for their old life and projects the few memories they still retain, overwhelming many who encounter them. A creature that touches or is hit by the itmi vruh must succeed at a Will saving throw or take 1d3 Wisdom damage.


Possess Body Su Once per day as a full action, an itmi vruh can attempt to possess the body of an adjacent living creature. The itmi vruh does not need to know a common language to direct their victim. Leaving a possessed creature voluntarily is a move action. This is a mind-affecting compulsion effect. Possess Body Su See page Travel through space and the Drift is not without hazards. Even making the transition from normal space to the Drift presents a rare danger. Such a lost soul is known as an itmi vruh. The trauma of being ripped from their body and left adrift in space compels this spirit to crave only one thing: a return to their corporeal form.


Meanwhile, crew members who make the jump unscathed often find the corpse of their companion showing no signs of injury or illness. Thanks to the nature of the Drift and the utter trauma of the severance, jumping back to the point of departure is no help, and only those most familiar with the dangers of Drift travel ever guess at what might have happened. Doomed to wander, an itmi vruh sometimes encounters living creatures that remind the spirit of who they were during their life. In such circumstances, the undead finds themself compelled to take over the familiar creature in a futile effort to reclaim their old life. Usually, though, an itmi vruh possessing another creature concludes that the body the undead now inhabits is not their own. The more similar that body and its associated life is to their own, the longer it takes the intruding spirit to realize this.


Most possessions last somewhere between a few hours and a few days. While living in the new body, the itmi vruh behaves like they used to, going through the motions of eating, sleeping, and basic communication. In this fugue state, they often resemble a normal creature experiencing amnesia. One telltale sign of an itmi vruh possession is that they can become frantic when a ship is about to travel into the Drift; this is a manifestation of the trauma they suffered when they lost their original body. An itmi vruh that has possessed numerous bodies can slowly grow stronger as they absorb some of the residual energy, memories, and sometimes even abilities of those they have possessed, eventually becoming a powerful itmi vruh reminiscent. These rarer undead often have a number of additional magical abilities garnered from their victims over time. This untethered soul can then become an undead creature obsessed with finding its body.


Traits: blindsight life 60 ft. This is a poison effect. Liquid Crystal Display Ex An ixtangi has an innate ability to change their coloration as a standard action; this produces one of the following effects. Glimmer: The ixtangi flashes their coloration in a display that distracts onlookers. A creature can be affected by this ability only once per day. Stealth: The ixtangi mimics their surroundings, becoming almost invisible. Unflappable Climber Ex An ixtangi is an adept climber, using their sticky paw pads, tongue, and prehensile tail to stay stuck to surfaces. An ixtangi is not flat-footed while climbing and can take 10 on Athletics checks to climb even when in combat or immediate danger. Liquid Crystal Display Ex See above. Unflappable Climber Ex See above. Ixtangis are a species of chameleon-like people, originating from the jungle planet of Doganga in the Vast. ALIEN ARCHIVE 4 Ixtangis are tall and reptilian, and their default colorations are green, red, blue, or black.


Their scales are actually mostly transparent; any colors that ixtangis display result from their manipulation of the liquid crystals beneath their layer of glass-like scales. They are able to change the structure of these crystals and the resultant colors at will and can even become functionally invisible to observers by mimicking the scenery behind them. They have two sets of eyes that are able to move independently from one another, granting them a wide range of vision. Their snouts taper in thick, wedge-like horns, and some ixtangis also have large, bony crests that they like to accessorize with jewelry and precious stones. Their mouths are filled with razor-sharp teeth, and their tongues are long and retractable. Ixtangis have long, flexible tails that end in a scorpion-like stinger.


They rarely find themselves using this poisonous barb in modern times, but they may lash out if startled or if they have no other option. Before the Gap, ixtangis continually fought a planet-threatening disease called the Blighted Bark. This caused the magic to conjure shadowy and sickly vegetation and animals, which then spread this plague, known as the Blighted Bark, to the surrounding regions. Their efforts to repel the blight failed, and with no means of leaving the planet, they accepted their fate, resolving to die with their Doganga.


Then the Gap happened. Barb Poison: See page Climber: Ixtangis have a climb speed of 20 feet. Ixtangi Senses: Ixtangis have darkvision with a range of 60 feet and low-light vision. Liquid Crystal Display: See page Natural Weapons P : Ixtangis have the natural weapons universal creature rule page Unflappable Climber: See page IXTANGI Overview A-D E-H I-L M-P Q-R find themselves living lush and affluent lives in country-sized floating islands. Ixtangis scientists and historians attempt fruitlessly to figure out how their ancestors not only avoided destruction, but rebounded with a vengeance.


The Blighted Bark is all but gone, with only a few manageable outbreaks occurring once every couple of years. These unusually pallid ixtangis live and work beneath the shadows of the island-countries hovering above. Mostly industrial workers, duskdwellers live their lives gathering resources not only for their own shadowed settlements, but for the island-countries above who depend on duskdwellers to collect water, wood, stone, and other organic resources. Moonlily brewers then grind this flower into a thick paste, which they distill into an alcoholic drink that intoxicates consumers and grants them euphoric visions. Puff Up Ex As a move action, a jububnan can increase to Large size and gain a reach of 10 feet. The jububnan can maintain this size for up to 10 minutes before they must revert to their normal size; this does not take an action.


Puff Up Ex See page Jububnans resemble human-sized toads that stand on a single stout leg. Their coloration varies widely, often with neon splashes and splotches of darker colors. They maneuver by deftly hopping at the speed at which many humanoids walk, and they rarely remain motionless, instead preferring to gently sway when they must stay in a single spot for prolonged periods. Jububnans can inhale deeply, expanding their bodies to almost three times their normal size. Most jububnans stand between 5 and 6 feet tall and weigh about pounds, though puffed jububnans can be as tall as 10 feet. The jububnan homeworld, if it still exists, remains a mystery to the broader galaxy.


Though many jububnans have visited both the Pact Worlds and Veskarium, none have been known to disclose details about a homeworld. When directly confronted about their history, most simply state that their ancestors were starfaring wanderers. Today, jububnans travel as solitary wanderers, rarely meeting others of their kind. Luckily for their species, a jububnan can reproduce via parthenogenesis, allowing them to spawn dozens of eggs several times during their lifespan. During the periods leading up to their egg-laying, a jububnan remains in its larger puffed-up state for weeks; scientists believe that this is to properly gestate the necessary egg clutches, as well as a remnant behavior from less sapient times, when jububnans likely intimidated would-be predators with their increased size.


Since most jububnans have no societal cohesion, the beliefs and moral outlooks of these toad-like beings are more varied than those of many species. Likely as a result of their nomadic lifestyles, jububnans often veer away from exceptionally lawful institutions, though those who grow up under the dominion of larger civilizations tend to embrace order and authority. Darkvision: Jububnans have darkvision with a range of 60 feet. Astonishing Balance: See page Jububnan Movement: Jububnans have a land speed of 30 feet and a swim speed of 30 feet. Puff Up: See page JUBUBNAN Overview A-D E-H I-L M-P the Vast consist of jububnan outlaws who bred multiple generations of offspring with the sole goal of staffing starships and creating a larger enterprise with trusted family allies.


In other cases, jububnan explorers who come across sites of extreme value or danger may birth a new generational line whose existence is based on protecting such locations from outside interference. However, even when these larger groups of jububnans—known as tangles—form, the elders commonly encourage some of their offspring to depart and travel the galaxy, spreading their species throughout the reaches of space. As a result, members of jububnan tangles can often be found across several different planets, watching over specific sites of interest. Polarity Pulse Ex As a standard action, a kaion can release a magnetic pulse in a foot-radius spread. If a creature is affected only because of an object it holds, it can drop the object to cease being pulled; this does not require an action.


Unsecured metallic objects in the area are automatically pulled 60 feet toward the kaion. Sclerites Ex As a standard action, a kaion can fire a sclerite as a ranged attack with a range increment of 60 feet that targets KAC. The sclerite lodges in or sticks to the target on a hit, causing the target to become entangled as long as the sclerite remains. An entangled creature can remove a sclerite as a move action by succeeding at a DC 13 Athletics or Acrobatics check. Polarity Pulse Ex As a standard action, a kaion multipole can release a magnetic pulse that creates a foot-radius spread centered at a point within 60 feet. Unsecured metallic objects in the area are automatically pulled 60 feet toward the center of the pulse. Sclerites Ex See page 58; the DC is Sclerite Shower Ex Once every 1d4 rounds, a kaion multipole can shoot a cluster of sclerites in a foot cone or foot line burst. An affected creature can attempt a DC 18 Reflex save to take half damage and ignore the entangled effect.


CRITICAL CAPACITY USAGE BULK EmbedAR 1d6 25 sclerites 5 2 EmbedAR 1d8 50 sclerites 5 2 EmbedAR 1d12 sclerites 10 3 SPECIAL Unwieldy Unwieldy Unwieldy By using a nearby metallic surface as an anchor, kaions can propel themselves via magnetic levitation. As space travel has increased, kaions have expanded far beyond their native habitat of the Diaspora by hitching rides on unsuspecting starships. By creating a magnetic gradient down its arms, a kaion can detach one of its sclerites and accelerate it to railgun speeds. These projectiles lodge in or adhere to targets; subsequent magnetic pulses can reel prey back as though they were harpooned. Kaions are a social species organized into a pod structure, and whole pods cooperate to bring down larger prey.


When multiple kaions in a pod have reached a sufficient level of size and strength, they can instead become magnetically aligned with each other and form a single multichambered chimeric organism called a multipole, that can fly through space unaided. A sclerite harpooner is inlaid with spirals of kaion shell and magnetically fires either harvested or manufactured kaion sclerites along two rails; this ammunition is available in the same quantities and at the same price as darts. As a reaction, the weapon can be activated to reel in a target affected by its embed critical hit effect. Huge or larger creatures are not affected. KAION Overview A-D E-H I-L M-P Q-R S T-W Species Grafts Appendixes Kaions hound miners and shippers across the galaxy, feasting on starship hulls and mined ores alike.


These mollusk-like creatures produce their own energy via chemosynthesis. As a kaion scrapes up inorganic minerals from nearby rock with its radula, symbiotic bacteria in its shell produce energy and excrete any unwanted metals as a metabolic byproduct. Leeching Touch Su As a standard action, a khulan can strike with their incorporeal limbs, making an attack that targets EAC. On a hit against a living creature, this attack deals 3d6 cold damage, and the khulan regains a number of Hit Points equal to half the damage dealt. Leeching Touch Su See above; this attack deals 5d6 cold damage.



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com hosted blogs and archive. Want more? Advanced embedding details, examples, and help! Topics RPG Collection opensource Language English. plus-circle Add Review. Reviewer: m0riarty23 - favorite favorite favorite favorite favorite - December 16, Subject: Wow some oldies but goodies love to see more of your RPG collection for sure. Reviewer: noisician - - July 12, Subject: incomplete? These files appear to get us only half-way through the "A" section of this collection. Where is the rest of the collection? download files.



Starfinder. Alien Archive,

06/07/ · Alien Archive. Starfinder Alien Archive, a Starfinder Roleplaying Game sourcebook, was released on October 18, It contains 80 creatures and races for the DOWNLOAD FILE. Recommend stories. Starfinder - Alien Archive 4. ALIEN ARCHIVE 4 ALIEN ARCHIVE 4 DEVELOPMENT LEAD Joe Pasini AUTHORS Kate Baker, Tineke ABBYY FineReader Ppi. - - December 16, - - July 12, Subject: These files appear to get us only half-way through the "A" section of this collection. Where is the rest View flipping ebook version of Starfinder Alien Archive published by Draconis Ferox on Interested in flipbooks about Starfinder Alien Archive? Download PDF Share Related Publications. Discover the best professional documents and content resources in AnyFlip Document Base. Search. Published by Draconis Ferox, Dude same. Comic shop in fairbanks doesnt have either Alien Archive or the 2nd part of the adventure, not to mention the fact that ive been waiting on those damn pawn bases for like 2 Chart of Starfinder playable races through Alien Archive blogger.com - Google Drive ... read more



As a move action, a hobkins can levitate up to 20 feet straight up, 44 ALIEN ARCHIVE 3 but at the end of the movement, unless it has found something to cling to, it returns to 1 inch above the nearest flat surface below it. The hulsa can instead focus the glow on one creature, which works like the hypnotic glow stellar revelation Starfinder Core Rulebook of a 10th-level solarian DC 19, 10 rounds. The severed tendril can move independently and soon grows into a clone of the original. Hurting a diatha initially has no effect. Starfaring dolumas, on the other hand, more likely eke out their living as lone thrill-seekers, mercenaries, or bounty hunters.



Proud of their pioneer heritage, they often look upon their Arkanen brethren as soft urbanites. This is a sense-dependent effect. Once it uses its breath weapon, the energy resistance changes to match the energy type of the breath weapon. The Azlanti have yet to see any use for dessamars, resulting in some of the most harmonious Azlanti-alien relations in the empire. Paranormal Astrogation Su A gwahled can transport itself through space at astonishing speeds, arriving anywhere in the galaxy within starfinder alien archive download days.

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