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    "count": 219,
    "next": "https://api.starfinder.dragonlash.com/creatures/?format=api&page=2",
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    "results": [
        {
            "title": "Aeon Guard",
            "flavor_text": "",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "humanoid",
            "creature_subtype": "human",
            "initiative": "+5",
            "senses": "darkvision 60 ft.",
            "perception": "+8",
            "aura": "",
            "hp": "48",
            "rp": "",
            "eac": "19",
            "kac": "22",
            "fort_save": "+5",
            "ref_save": "+3",
            "will_save": "+4",
            "defensive_abilities": "",
            "immunities": "",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "20 ft.",
            "melee": "thunderstrike pulse gauntlet +8 (1d6+5 B & So; critical knockdown)",
            "ranged": "AG assault rifle +11 (1d8+3 P) or frag grenade II +11 (explode [15 ft., 2d6 P, DC 14]) or incendiary grenade I +11 (explode [5 ft., 1d6 F plus 1d4 burn, DC 14])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "fighting styles (sharpshoot), sniper’s aim",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+2",
            "dex": "+4",
            "con": "+1",
            "int": "+1",
            "wis": "+1",
            "cha": "+1",
            "skills": "Athletics +8, Intimidate +8, Profession (soldier) +8, Stealth +10",
            "languages": "Azlanti",
            "gear": "AG trooper battle dress (clear spindle aeon stone, jump jets), AG assault rifle with 4 magazines (100 longarm rounds), thunderstrike pulse gauntlet with 2 batteries, frag grenade II, incendiary grenade I",
            "other_abilities": "",
            "environment": "any (Azlanti Star Empire)",
            "organization": "fire team (3–6), squad (7–12), strike team (7–12 Aeon Guards plus 1 Aeon Guard specialist), or troop (21–48 Aeon Guards plus 1 Aeon Guard specialist)",
            "special_abilities": "",
            "description": "The powerful Azlanti Star Empire maintains its hold on its subject systems through the might of its military, which is divided into two arms: the Imperial Fleet and the Aeon Guard. Aeon Guards are the elite infantry of the Star Empire; they serve as marines aboard the warships of the Imperial Fleet, protect imperial government and military installations, quell dissent and crush rebellions, and spearhead invasions to conquer and occupy new territories for the Star Empire.\r\n\r\nAeon Guards swear personal oaths of loyalty to the Aeon Throne, and only death in service to the empire can release them from their duty. Only humans are accepted into the ranks of the Aeon Guard, and all of them must be paragons of the Azlanti race.\r\n\r\nAeon Guards are readily identifiable by their distinctive armor, which incorporates the magic of the empire’s legendary aeon stones, and many are given cybernetic and biotechnological augmentations in addition to their standard-issue gear. The Aeon Guard stat block on page 6 represents a rank-and-file trooper who can be found almost anywhere within the Azlanti Star Empire or on one of its starships. Aeon Guard specialists are capable of operating for weeks or even months at a time with little or no support, carrying out secretive missions of espionage, infiltration, reconnaissance, or sabotage."
        },
        {
            "title": "Ahav",
            "flavor_text": "",
            "cr": "12",
            "xp": "19200",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "construct",
            "creature_subtype": "technological",
            "initiative": "+8",
            "senses": "darkvision 60 ft., low-light vision, sensor suite",
            "perception": "+27",
            "aura": "",
            "hp": "200",
            "rp": "",
            "eac": "26",
            "kac": "28",
            "fort_save": "+12",
            "ref_save": "+12",
            "will_save": "+9",
            "defensive_abilities": "fast healing 5, hardness 15;",
            "immunities": "construct immunities",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "60 ft.",
            "melee": "",
            "ranged": "medium machine gun +26 (3d10+12 P) or hellhound-class flamethrower +26 (4d6+12 F; critical burn 4d6)",
            "space": "15 ft.",
            "reach": "15 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+5",
            "dex": "+8",
            "con": "-",
            "int": "-2",
            "wis": "+4",
            "cha": "+2",
            "skills": "Stealth +22",
            "languages": "Common",
            "gear": "hellhound-class flamethrower with 2 high-capacity petrol tanks, medium machine gun with 420 heavy rounds",
            "other_abilities": "MODEL, unliving",
            "environment": "any",
            "organization": "solitary or unit (1 AHAV plus 10–12 soldiers)",
            "special_abilities": "**MODEL (Ex)** An AHAV is created with one of the Mission Dependent Loadouts, or MODELs, listed below. MODELs are intended to allow AHAVs to serve in a variety of\r\nroles. This list is not exhaustive; the GM is free to design other MODELs at\r\nher discretion.\r\n\r\n_Advanced Maneuverability_: The AHAV has an extraordinary fly speed of 60 feet (perfect maneuverability) and the Spring Attack feat. \r\n\r\n_Autoloader:_ When the AHAV makes a full attack with its medium machine gun, it can make up to three attacks instead of two attacks. It takes a –5 penalty to these attacks instead of a –4 penalty.\r\n\r\n_Camouflage Plating_: The AHAV gains a +20 enhancement bonus to Stealth checks.\r\n\r\n_Harrying Arms_: The AHAV has numerous pistols or other small arms mounted to its chassis. As a full action, the AHAV automatically succeeds at the harrying fire action against every enemy within 60 feet.\r\n\r\n_Ram_: The AHAV gains a slam attack with a +23 attack bonus that deals 6d4+17 bludgeoning damage. If the AHAV hits with this attack after a charge, the target\r\nis also knocked back 30 feet. If the target is blocked from moving the full distance, it takes an additional 1d6 bludgeoning damage per 10 feet it can’t move.\r\n\r\n**Sensor Suite (Ex)** As a full action, an AHAV can gain one of the following benefits for 1 minute: blindsight (life), blindsight (vibration), sense through (vision), or a +10 enhancement bonus to Perception checks. It can change which benefit it receives as a full action. At the GM’s discretion, an AHAV might have access to more\r\noptions, such as blindsight (emotion) or blindsight (thought).",
            "description": "Military marvels of advanced weaponry and artificial- personality programming, AHAVs are ruthless machines of war, bound by their programming to follow their objectives without pause. The acronym AHAV stands for “autonomous heavy assault vehicle,” reflecting the constructs’ ability to operate independently and make basic decisions on the battlefield. While the term originated with a specific and popular early model produced by Ironfire Industries on Absalom Station shortly after the Gap, the name quickly spread in colloquial use to refer to all robotic war machines of similar designs, and these days many corporations on many different worlds use the term to market their own proprietary models. AHAVs are built to appear intimidating: sturdy armor-plated tanks that float on hovertreads, armed with various heavy weapons and bristling with antennae. AHAVs have a full complement of sensors, capable of detecting heat, vibration, and sometimes other signatures, though they don’t usually have enough processing power to activate every available sense at once.\r\n\r\nAHAVs are expensive and difficult to construct, so relatively few of them are found in the service of small planetary militaries and mercenary groups. Only the richest of worlds (and collectors interested in ensuring the safety of their private collections) can afford to purchase and maintain even a single AHAV.\r\n\r\nUnfortunately, since AHAVs’ basic programming leaves little room for independent thought and nuance, many of them can be easily tricked by those who can figure out the literal outlines of their objectives and work around them. As such, AHAVs have dropped off in popularity over the past few decades, though the corporations invested in building them are continually working to improve on this limitation.\r\n\r\nBefore they are programmed, AHAVs are outfitted with Mission Dependent Loadouts (MODELs for short), which are special abilities and equipment that aid a robot in its particular mission. An AHAV focused on reconnaissance might have an advanced sensor suite or stealth capabilities, while one intended to go head to head with a superior enemy force might have augmented weaponry. A sufficiently astute observer can use the MODEL of an AHAV to puzzle out its objective.\r\n\r\nAHAVs are built to last—a feature that sometimes means their objectives fail before they do.  For instance, an AHAV programmed to guard a particular site will continue to do so even though its handlers have long since perished. While such a construct might seem to be a sad sight, it pales in comparison to those AHAVs whose objectives have become unachievable or internally inconsistent over time. Such a state introduces subtle errors into the AHAV’s programming, which can result in behavior that would be called insane if exhibited by a flesh-and-blood creature. A technician who can uncover that robot’s original purpose might be able to speak with the machine, convincing it of the error of its ways or the irrationality of its objective, but AHAVs have an inherently confrontational worldview and are difficult to reason with. AHAVs that successfully confront such a misalignment are most likely to shut down entirely, becoming nothing but inert metal and circuitry."
        },
        {
            "title": "Anacite Laborer",
            "flavor_text": "",
            "cr": "7",
            "xp": "3200",
            "size": "Medium",
            "alignment": "LN",
            "creature_type": "construct",
            "creature_subtype": "technological",
            "initiative": "+2",
            "senses": "darkvision 60 ft., low-light vision;",
            "perception": "+19",
            "aura": "",
            "hp": "100",
            "rp": "",
            "eac": "19",
            "kac": "20",
            "fort_save": "+4",
            "ref_save": "+4",
            "will_save": "+8",
            "defensive_abilities": "",
            "immunities": "construct immunities",
            "resistances": "",
            "weaknesses": "sunlight dependency",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "40 ft.",
            "melee": "plasma cutter +16 (1d8+12 F)",
            "ranged": "electrical burst +14 (1d8+7 E)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+5",
            "dex": "+2",
            "con": "-",
            "int": "+4",
            "wis": "+0",
            "cha": "+0",
            "skills": "Computers +19, Engineering +19, Piloting +14, Stealth +14",
            "languages": "Common; shortwave 100 ft.",
            "gear": "",
            "other_abilities": "reconfigure, unliving",
            "environment": "any (Aballon)",
            "organization": "solitary, pair, or crew (3–8)",
            "special_abilities": "**Reconfigure (Ex)** Anacite laborers are capable of adapting and improving their designs. An anacite laborer has a number of built-in abilities equal to its CR divided by 3 (minimum 1), chosen from the list below. An anacite laborer can change these abilities by spending 1 uninterrupted hour for each ability it wants to change. The anacite laborer must also have access to an appropriate workspace for the duration. An ability can be gained only once unless stated otherwise. In addition, modifications other than those listed here might exist.\r\n\r\n* Advanced treads that increase its base speed to 60 feet.\r\n* A sensor that grants blindsight (vibration) 120 feet.\r\n* Elongated arms that extend its reach by 5 feet.\r\n* A modified chassis that grants a burrow, climb, or swim speed equal to its base speed. This ability can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new movement type.\r\n* Reinforced systems granting resistance 10 against a single energy type (acid, cold, electricity, fire, or sonic). This ability can be taken multiple times. Its effects\r\ndo not stack. Each time it is taken, it applies to a new energy type.\r\n* Specialized plating that increases its AC by 2. \r\n\r\n**Shortwave (Ex)** An anacite can communicate wirelessly.\r\n\r\nThis acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype.\r\n\r\n**Sunlight Dependency (Ex)** Anacites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, they gain the sickened condition.",
            "description": "Anacites are native to Aballon, the Pact World closest to the sun. A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem.\r\n\r\nThe most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances.\r\n\r\nIn the uncounted millennia since the departure of the so-called “First Ones,” anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different. While they variously wait for the First Ones to return or work toward taking on their progenitors’ mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal’s fulfillment.\r\n\r\nWhile “anacite” officially refers only to the sentient varieties of Aballonian machines—those capable of learning and participating in Aballonian society—many offworlders use it as a catchall term for the world’s mechanical life. Dragonfly- like wingbots are an example of Aballonian technobiology. These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet’s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack offworlders or other anacites."
        },
        {
            "title": "Anacite Wingbot",
            "flavor_text": "",
            "cr": ".25",
            "xp": "200",
            "size": "Small",
            "alignment": "N",
            "creature_type": "construct",
            "creature_subtype": "technological",
            "initiative": "+3",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+4",
            "aura": "",
            "hp": "13",
            "rp": "",
            "eac": "10",
            "kac": "12",
            "fort_save": "+0",
            "ref_save": "+0",
            "will_save": "-2",
            "defensive_abilities": "",
            "immunities": "construct immunities",
            "resistances": "",
            "weaknesses": "sunlight dependency",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "40 ft., fly 40 ft. (Ex, average)",
            "melee": "bite +4 (1d6+2 P)",
            "ranged": "laser ray +7 (1d4 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "trill",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+2",
            "dex": "+3",
            "con": "-",
            "int": "-5",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +9 (+17 when climbing), Stealth +4",
            "languages": "Common (can’t speak); shortwave 100 ft.",
            "gear": "",
            "other_abilities": "unliving",
            "environment": "any (Aballon)",
            "organization": "solitary or flock (2–6)",
            "special_abilities": "**Shortwave (Ex)** See _Anacite Laborer_\r\n\r\n**Sunlight Dependency (Ex)** See _Anacite Laborer_\r\n\r\n**Trill (Ex)** An anacite wingbot can create a shrill trilling noise as a standard action. Any creature within 30 feet, other than anacite wingbots, must succeed at a DC 9 Fortitude saving throw or be sickened for 1d3 rounds. Whether successful or not, a creature can’t be affected by the same anacite wingbot’s trill for 24 hours",
            "description": "Anacites are native to Aballon, the Pact World closest to the sun. A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem.\r\n\r\nThe most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances.\r\n\r\nIn the uncounted millennia since the departure of the so-called “First Ones,” anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different. While they variously wait for the First Ones to return or work toward taking on their progenitors’ mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal’s fulfillment.\r\n\r\nWhile “anacite” officially refers only to the sentient varieties of Aballonian machines—those capable of learning and participating in Aballonian society—many offworlders use it as a catchall term for the world’s mechanical life. Dragonfly- like wingbots are an example of Aballonian technobiology. These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet’s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack offworlders or other anacites."
        },
        {
            "title": "Angel, Barachius",
            "flavor_text": "",
            "cr": "7",
            "xp": "3200",
            "size": "Large",
            "alignment": "NG",
            "creature_type": "outsider",
            "creature_subtype": "angel extraplanar good",
            "initiative": "+4",
            "senses": "darkvision 60 ft., detect alignment, low light vision;",
            "perception": "+14",
            "aura": "protective aura (20 ft.)",
            "hp": "95",
            "rp": "",
            "eac": "21",
            "kac": "22",
            "fort_save": "+8",
            "ref_save": "+6",
            "will_save": "+10, +4 vs. poison",
            "defensive_abilities": "",
            "immunities": "acid, cold, petrification;",
            "resistances": "electricity 10, fire 10;",
            "weaknesses": "",
            "spell_resistance": "18",
            "damage_reduction": "",
            "speed": "50 ft., fly 100 ft. (Su, average)",
            "melee": "holy sintered longsword +16 (2d8+12 S)",
            "ranged": "holy corona laser rifle +14 (2d6+7 F; critical burn 1d6)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "offensive_abilities": "firewall",
            "spell_like_abilities": "(CL 7th; melee +16)\r\n1/day—arcing surge (DC 18), interplanetary teleport (self only)\r\n3/day—inject nanobots (DC 17), microbot assault",
            "spells_known": "",
            "str": "+5",
            "dex": "+4",
            "con": "+4",
            "int": "+1",
            "wis": "+2",
            "cha": "+2",
            "skills": "Computers +19, Culture +19, Engineering +19, Mysticism +14, Sense Motive +14",
            "languages": "Celestial, Draconic, Infernal; truespeech",
            "gear": "holy corona laser rifle with 2 high-capacity batteries (40 charges each), holy sintered longsword",
            "other_abilities": "upgrade",
            "environment": "any good-aligned planes",
            "organization": "solitary or pair",
            "special_abilities": "**Firewall (Su)** A barachius can summon a wall of digitally\r\nempowered divine fury within 30 feet as a standard action. This wall takes the shape of a line 10 feet high and 20 feet long; though it doesn’t need to emanate from the angel, the angel must be able to see every square the wall passes through. The wall lasts until the beginning of the angel’s next turn. An evil creature caught within or that enters one of the wall’s squares takes 2d6 damage (Will DC 17 half). An evil creature with the technological subtype takes twice this amount of damage.\r\n\r\n**Protective Aura (Su)** Any creature within 20 feet of a barachius (including the angel itself) gains a +2 divine bonus to its AC against attacks made by evil creatures and a +4 divine bonus to saving throws against effects created by evil creatures.\r\n\r\n**Upgrade (Su)** As a standard action, a barachius can touch a willing ally who is wielding a technological weapon or wearing technological armor. That creature receives a +1 divine bonus to attack rolls or to its AC (target’s choice). This bonus last for 3 rounds and cannot be dispelled.",
            "description": "While tools and technology are often considered neutral in their own right, able to be used for good or ill purposes depending on the natures of their wielders, some good- aligned deities have long preached caution regarding those technologies that can allow single individuals to cause great havoc. The ascension of the artificially intelligent god Triune, who now holds technology and artificial life as its domains, has not eased such fears. Despite Triune’s claim of neutrality, the ubiquity of technology throughout the Pact Worlds and beyond has spurred many divine powers to keep careful watch over both the ways in which current technology is employed as well as rapid technological progress that could threaten all life.\r\n\r\nAs angels have always been the messengers and enactors of the gods’ will, a particular order of angelic beings, known as barachiuses, oversees technological advances and ensures these creations don’t fall into the wrong hands or become twisted to serve evil gods and their minions. Outfitted with divinely blessed armor, weapons, and abilities, barachius angels are tasked with monitoring the planes both to protect mortal existence from technology gone awry and to quash technologically advanced cultures that present an explicit threat to all good creatures and causes.\r\n\r\nWhile all angels might be expected to protect the innocent from harm, barachiuses specialize in defending against subtle technological threats that might go unnoticed by the rank-and-file troops of the celestial legions. When a rapidly developing AI suddenly veers into true evil, when a new invention threatens to destroy countless innocents, when Hell’s hacker devils feed insidious viruses into mortal mainframes—these are when barachiuses truly shine.\r\n\r\nA barachius is an imposing figure, standing in what appears to be sleek, glowing armor and wielding a sword that pulses with the light of the stars or a glowing laser rifle. Its wings appear to be made of pure electricity, though a closer look reveals patterns within the feathery arcs that mimic digital arrays and computer wiring. Its face is often hidden behind an elaborate helm, and its voice—when it deigns to speak—is clipped and rapid-fire.\r\n\r\nYet a barachius’s true strength resides not within its presence or arms but in its near-prescient ability to understand the nature of any technological object or being that it encounters. Exactly how and why the angels deem some technology not just dangerous but immoral is a great mystery, as it’s not based solely on sheer destructive capacity. For instance, barachiuses have been known to hunt down and destroy individual robots with extreme determination while leaving similar models—and silos of nuclear missiles—entirely untouched.\r\n\r\nA barachius might serve its purpose in a wide variety of ways. It could secretly patrol a settlement that is already rife with technology, constantly on the search for malicious computer code, machines run amok, or creatures bent on using technology for nefarious ends. Alternatively, one could be found searching for scientists and laboratories where cutting-edge research is being conducted. Even researchers with the best of intentions may come under the scrutiny of a barachius that deems the ongoing work or latest invention too threatening to the society’s ongoing moral health. Barachiuses also keep watch over some planets and species that lack advanced technology to ensure that they’re not enslaved or annihilated by races with greater resources—though again, why they perform this action for some races and not others is a mystery deeply vexing to scholars and mystics. Many believe their choices are based on an ability to see lines of probability stretching into the future and the angels’ need to make minor course corrections\r\nnow and then to avoid catastrophe. Rarely, a barachius might take a more redemptive approach. Rather than destroying evil-aligned devices and technological life-forms, it might seek to turn a target to the path of good. Barachiuses minister to androids and robots in particular, hoping that merciful actions might inspire the artificial creatures to similar acts."
        },
        {
            "title": "Apari",
            "flavor_text": "",
            "cr": "7",
            "xp": "3200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "vermin",
            "creature_subtype": "",
            "initiative": "+2",
            "senses": "darkvision 60 ft.",
            "perception": "+14",
            "aura": "",
            "hp": "105",
            "rp": "4",
            "eac": "19",
            "kac": "21",
            "fort_save": "+11",
            "ref_save": "+6",
            "will_save": "+9",
            "defensive_abilities": "mutable",
            "immunities": "critical hits",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft.",
            "melee": "claw +17 (2d6+11 S)",
            "ranged": "spike +14 (2d8+7 P)",
            "space": "10 ft.",
            "reach": "10 ft.",
            "offensive_abilities": "spawn constituents",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+4",
            "dex": "+2",
            "con": "+5",
            "int": "-",
            "wis": "+0",
            "cha": "+0",
            "skills": "Athletics +19, Intimidate +14, Survival +14",
            "languages": "",
            "gear": "",
            "other_abilities": "mindless",
            "environment": "temperate or warm plains",
            "organization": "solitary",
            "special_abilities": "**Mutable (Ex)** Virtually every part of an apari’s internal physiology can be effectively repaired or replaced at a moment’s notice as constituents rush to fill the needed role. An apari is immune to critical hits, and when an apari would take ability damage or drain to a particular ability score, it can instead distribute that ability damage or drain as it wishes across all of its ability scores (though it must take at least 1 point in the targeted ability score).\r\n\r\n**Spawn Constituents (Ex)** Most aparis retain a force of combat-ready constituents waiting on call to defend the hive—or in dire circumstances, to sacrifice themselves to give the apari a better chance of escape. As a move action, an apari can spend 1 Resolve Point and lose 20 Hit Points to spawn a constituent in an empty adjacent square. An apari can use this ability only if it has 40 or more Hit Points.\r\n\r\n**Spike (Ex)** An apari’s ranged attack has a range increment of 30 feet.",
            "description": "An apari is a living hive, its gigantic beetle-like carapace animated by generations of tiny insects for whom it serves as both home and queen. Nestled within every apari’s exoskeleton is a mass of millions of writhing gray maggots, each no larger than a grain of rice. A constant stream of chemical signals, ferried by the living neurological system of the apari, directs the development of these maggots into the myriad forms needed both to support the hive’s gestalt biological functions and to maintain a flexible population of individual bugs, each of which has an extremely specialized role. Aparis can\r\nbe found on multiple worlds with various climates throughout the galaxy. So far no Pact Worlds entomologists have been able to\r\ntrace their evolution back to a particular planet, though the fossil record seems to indicate that their original diaspora must,have happened well before the Gap. A few fringe theories posit that aparis are progenitors of the Swarm, though this claim is contentious at best.\r\n\r\nHow the unintelligent creatures might have traveled between solar systems is anyone’s guess: some scholars believe they were deliberately seeded as livestock by a spacefaring race, others theorize they may have been placed there by planar travelers (likely insectile spellcasters from the city of Axis), and still others think they are the deliberately devolved children of a spacefaring race that chose regression into unthinking beings rather than face some species-wide threat or existential quandary.\r\n\r\nAparis quickly become a formidable force in almost any ecosystem to which they are introduced. Their constituents can forage for food (usually rotting vegetable material or carrion), while the hive itself hunts animals. Perhaps most disconcerting is when the two methods combine, with the apari tearing into a beast while its constituents stream into the wounds and devour it from the inside out. Additionally, aparis’ considerable mutability provides them protection from threats that would seriously endanger more sedentary collective species, such as flooding or an intelligent competitor’s targeted attempts at extermination.\r\n\r\nWhen the resources available to a single apari permit it to create more constituents than its body can efficiently support, it travels to a location in the center of its feeding territory and becomes temporarily stationary. Some of its constituents burrow into the ground beneath it and begin ferrying portions of the parent apari’s key biological systems—including half of its maggot core—while others continue to forage in the surrounding area to provide a steady stream of nutrients to the nascent hive. When the new hive is ready, the two aparis split the current hunting ground and expand the territories outward from that core, never explicitly working together but also not directly competing. Additionally, these aparis remain chemically linked, so that if disaster befalls one of them, surviving constituents can potentially join a linked hive and continue to thrive. In this way, entire planets have fallen to supercolonies of aparis whose influence spread across continents. Despite their mysterious presence on a variety of worlds, including both Triaxus and the insect moon of Nchak, aparis in the modern era are unable to colonize new worlds without an intelligent race to assist them. Fortunately for them, fried apari grubs are a delicacy in many Pact Worlds cultures, and attempts to hunt or ranch the creatures are dangerous but lucrative."
        },
        {
            "title": "Apari Constituent",
            "flavor_text": "",
            "cr": "-",
            "xp": "-",
            "size": "Tiny",
            "alignment": "N",
            "creature_type": "vermin",
            "creature_subtype": "",
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+7",
            "aura": "",
            "hp": "20",
            "rp": "",
            "eac": "13",
            "kac": "15",
            "fort_save": "+6",
            "ref_save": "+4",
            "will_save": "+1",
            "defensive_abilities": "",
            "immunities": "",
            "resistances": "",
            "weaknesses": "hive dependency",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "fly 30 ft. (Ex, perfect)",
            "melee": "claw +10 (1d6+4 S)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "fungible",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+2",
            "dex": "+4",
            "con": "+1",
            "int": "-",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +12 (+20 when flying), Intimidate +7, Survival +7",
            "languages": "",
            "gear": "",
            "other_abilities": "mindless, reincorporate",
            "environment": "any land",
            "organization": "collective (10+ plus 1 apari)",
            "special_abilities": "**Fungible (Ex)** An apari constituent can change its physiology to take advantage of its opponent’s weaknesses. As a move action, it can alter the type of kinetic damage it deals with its claw attack (bludgeoning, piercing, or slashing).\r\n\r\n**Hive Dependency (Ex)** An apari constituent can’t voluntarily travel more than 200 feet from the apari that spawned it. If taken beyond that range against its will, it gains the sickened condition and becomes single-minded in its focus on returning to its apari. An apari constituent can survive for only 1 hour after the apari that spawned it dies (unless it finds another apari).\r\n\r\n**Reincorporate (Ex)** As a standard action, an apari constituent adjacent to an apari can become part of the hive once again. The constituent’s current Hit Points are added to the apari’s, and the constituent is removed from play.",
            "description": "An apari is a living hive, its gigantic beetle-like carapace animated by generations of tiny insects for whom it serves as both home and queen. Nestled within every apari’s exoskeleton is a mass of millions of writhing gray maggots, each no larger than a grain of rice. A constant stream of chemical signals, ferried by the living neurological system of the apari, directs the development of these maggots into the myriad forms needed both to support the hive’s gestalt biological functions and to maintain a flexible population of individual bugs, each of which has an extremely specialized role. Aparis can be found on multiple worlds with various climates throughout the galaxy. So far no Pact Worlds entomologists have been able to trace their evolution back to a particular planet, though the fossil record seems to indicate that their original diaspora must,have happened well before the Gap. A few fringe theories posit that aparis are progenitors of the Swarm, though this claim is contentious at best.\r\n\r\nHow the unintelligent creatures might have traveled between solar systems is anyone’s guess: some scholars believe they were deliberately seeded as livestock by a spacefaring race, others theorize they may have been placed there by planar travelers (likely insectile spellcasters from the city of Axis), and still others think they are the deliberately devolved children of a spacefaring race that chose regression into unthinking beings rather than face some species-wide threat or existential quandary.\r\n\r\nAparis quickly become a formidable force in almost any ecosystem to which they are introduced. Their constituents can forage for food (usually rotting vegetable material or carrion), while the hive itself hunts animals. Perhaps most disconcerting is when the two methods combine, with the apari tearing into a beast while its constituents stream into the wounds and devour it from the inside out. Additionally, aparis’ considerable mutability provides them protection from threats that would seriously endanger more sedentary collective species, such as flooding or an intelligent competitor’s targeted attempts at extermination.\r\n\r\nWhen the resources available to a single apari permit it to create more constituents than its body can efficiently support, it travels to a location in the center of its feeding territory and becomes temporarily stationary. Some of its constituents burrow into the ground beneath it and begin ferrying portions of the parent apari’s key biological systems—including half of its maggot core—while others continue to forage in the surrounding area to provide a steady stream of nutrients to the nascent hive. When the new hive is ready, the two aparis split the current hunting ground and expand the territories outward from that core, never explicitly working together but also not directly competing. Additionally, these aparis remain chemically linked, so that if disaster befalls one of them, surviving constituents can potentially join a linked hive and continue to thrive. In this way, entire planets have fallen to supercolonies of aparis whose influence spread across continents. Despite their mysterious presence on a variety of worlds, including both Triaxus and the insect moon of Nchak, aparis in the modern era are unable to colonize new worlds without an intelligent race to assist them. Fortunately for them, fried apari grubs are a delicacy in many Pact Worlds cultures, and attempts to hunt or ranch the creatures are dangerous but lucrative.\r\n\r\n**Encountering Constituents**\r\n\r\nIt is possible for PCs to encounter constituents on their own, as they range from their hives to scavenge for food. While constituents spawned by an apari during a combat grant no additional XP, a single constituent is a CR 2 creature (worth 600 XP) and is usually encountered as a solitary creature or in a group\r\nof two to four."
        },
        {
            "title": "Assembly Ooze",
            "flavor_text": "",
            "cr": "1",
            "xp": "400",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "ooze",
            "creature_subtype": "technological",
            "initiative": "+4",
            "senses": "blindsight (vibration) 60 ft., sightless;",
            "perception": "+7",
            "aura": "",
            "hp": "17",
            "rp": "",
            "eac": "11",
            "kac": "12",
            "fort_save": "+3",
            "ref_save": "-1",
            "will_save": "+2",
            "defensive_abilities": "",
            "immunities": "ooze immunities",
            "resistances": "",
            "weaknesses": "vulnerable to electricity",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft.",
            "melee": "pseudopod +6 (1d4+3 B)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft. (10 ft. with pseudopod)",
            "offensive_abilities": "disassemble",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+2",
            "dex": "+1",
            "con": "+4",
            "int": "-",
            "wis": "+0",
            "cha": "+0",
            "skills": "Athletics +10, Stealth +10",
            "languages": "Common (can’t speak any language)",
            "gear": "",
            "other_abilities": "assemble, compression",
            "environment": "any urban",
            "organization": "solitary, pair, or manufactory (3–5)",
            "special_abilities": "**Assemble (Ex)** In a process that takes 1 uninterrupted minute, an assembly ooze can craft a random piece of technological gear using its store of virtual UPBs (see disassemble below). An assembly ooze can craft a piece of technological gear of no more than 5 bulk with a cost equal to the number of virtual UPBs it spends, but with an item level no greater than its CR + 2 (3 for most assembly oozes). There is a 25% chance that a piece of gear an assembly ooze crafts has the broken condition. Roll 1d8 on the table below to determine what kind of gear the assembly ooze creates.\r\n\r\nd8 | Gear\r\n:---|:---:\r\n1 | Basic or advanced melee weapon\r\n2 | Small arm or longarm\r\n3 | Heavy weapon or sniper weapon\r\n4 | Grenade\r\n5 | Ammunition\r\n6 | Light or heavy armor\r\n7 | Armor upgrade\r\n8 | Technological item\r\n\r\n**Disassemble (Ex)** As a full action, an assembly ooze can engulf an unattended piece of technological gear of no more than 5 bulk and with an item level no greater than its CR + 2 (3 for most assembly oozes) within reach of its pseudopod. Unless the object succeeds at a DC 12 Fortitude saving throw, the ooze moves into that object’s space and deconstructs it into its component parts.  The assembly ooze gains a number of virtual UPBs equal to the gear’s price in credits. An assembly ooze can hold a maximum number of virtual UPBs equal to 100 × its Constitution modifier (400 for most assembly oozes). In addition, if an assembly ooze succeeds at a grapple combat maneuver against a creature with the technological subtype, that creature takes 1d6+1 acid damage. The assembly ooze gains 1 virtual UPB for every point of damage it deals in this way.",
            "description": "Thought to have been created on the planet Bretheda as a biotechnological replacement for automation processes, assembly oozes are essentially cores of nanobots suspended within blobs of animated protoplasm. As the ooze absorbs raw materials, the nanobots work at the molecular level to turn that matter into a functioning technological device, the blueprints of which have been entered into the machines’ original programming.\r\n\r\nDue to sloppy programming procedures, the code embedded within an assembly ooze has an unfortunate tendency to easily become corrupted, causing the ooze to haphazardly deconstruct any nearby tech and use the pieces to build random items. The first time this occurred, several assembly oozes escaped the ensuing purge and built copies of themselves, eventually spreading to various shadowy corners of the galaxy. While these rogue oozes are not all that dangerous and have no innate malice, they are the bane of space stations, starships, weapon depots, and anywhere else technology is present. When discovered in such a location, assembly oozes are ruthlessly exterminated, lest their nonstop disassembling of all things mechanical and electronic destroy critical systems—to say nothing of the new, potentially lethal devices left in their wake. While assembly oozes are still used in some factories on Bretheda and its more toxic moons, their use is highly regulated.\r\n\r\nAn assembly ooze resembles a human-sized, silvery cube, though its amorphous form allows it to slip through incredibly small openings. As it moves, surging forward on its pseudopods, random scraps the ooze has already collected sometimes float near the creature’s surface before quickly disappearing into its form. Entirely focused on absorbing and reshaping any available technology, assembly oozes usually ignore organic matter, living or otherwise, unless threatened. However, should a creature have mechanical or cybernetic elements attached to or incorporated into its physical form, an assembly ooze could very well cause that creature incidental harm in its attempts to harvest the technological parts. Sentient robots are extremely wary of assembly oozes, as their entire bodies could be targeted for processing into raw resources.\r\n\r\nEvery so often, an assembly ooze holding its maximum number of virtual UPBs undergoes a form of mitosis, manufactures an identical copy of its computerized core, and splits its protoplasm into two equal parts. The nanobots of the two new assembly oozes then use the remaining virtual UPBs to build enough protoplasm to form an assembly ooze’s normal cube shape. This process usually takes about 1 hour and consumes all of the parent ooze’s virtual UPBs. That assembly oozes contain the programming necessary to reproduce is troubling to those who realize its implications: a single rogue assembly ooze introduced into an environment stocked with technological items could completely overrun such a place in a matter of days, leaving behind a wasteland of cheap laser pistols and smoke grenades that is inhabited only by the oozes—and any remaining organic beings unfortunate enough to be stranded in the area after their vessels are consumed.\r\n\r\nIn some cases, certain unscrupulous types have used assembly oozes as weapons. If slipped into a starship or military base, a manufactory of assembly oozes can easily cause enough chaos to allow an operative to sneak in and complete her mission with very little opposition. However, this is also highly risky to the would-be saboteur, as even one misplaced assembly ooze could render her escape vessel inoperative. Assembly oozes can be temporarily incapacitated by strong electrical fields and kept at bay by mystical force fields, but anyone restraining an assembly ooze must be constantly vigilant and stay out of reach of the ooze’s pseudopod.\r\nA single assembly ooze can craft handheld objects, but some claim to have seen assembly oozes working together to construct entire starships and other large and complex machinery. Where these oozes received their programming is unknown, as is whether such oozes have a master directing their efforts or if they have gained a collective sentience and are working for their own mysterious purposes. Nevertheless, most engineers agree that, given enough raw material and enough time, there is no technological item a directed horde of assembly oozes couldn’t build, putting it together piece by piece.\r\n\r\nAn assembly ooze is a cube exactly 5 feet on each side that weighs 400 pounds."
        },
        {
            "title": "Asteray",
            "flavor_text": "",
            "cr": "12",
            "xp": "19200",
            "size": "Medium",
            "alignment": "CN",
            "creature_type": "fey",
            "creature_subtype": "",
            "initiative": "+5",
            "senses": "low-light vision",
            "perception": "+22 (+30 in space)",
            "aura": "",
            "hp": "170",
            "rp": "",
            "eac": "25",
            "kac": "26",
            "fort_save": "+13",
            "ref_save": "+13",
            "will_save": "+15",
            "defensive_abilities": "",
            "immunities": "cold, fire, vacuum",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft., fly 60 ft. (Su, perfect)",
            "melee": "tail whip +20 (2d12+13 S)",
            "ranged": "electrical blast +18 (2d8+12 E)",
            "space": "5 ft.",
            "reach": "5 ft. (10 ft. with tail whip)",
            "offensive_abilities": "sensor song",
            "spell_like_abilities": "(CL 12th; melee +20)\r\n1/day—confusion (DC 23), overload systems (DC 23)\r\n3/day—arcane sight, charm monster (DC 22), discharge (DC 22), nondetection\r\nAt will—holographic image (2nd-level, DC 21), spider climb",
            "spells_known": "",
            "str": "+1",
            "dex": "+5",
            "con": "+4",
            "int": "+2",
            "wis": "+3",
            "cha": "+8",
            "skills": "Bluff +27, Culture +27, Stealth +22",
            "languages": "Common; telepathy 300 ft.",
            "gear": "",
            "other_abilities": "no breath, wake rider",
            "environment": "any vacuum",
            "organization": "solitary, pair, or choir (3–12)",
            "special_abilities": "**Electrical Blast (Ex)** As an attack, an asteray can unleash an electrical blast with a range increment of 70 feet at a single target.\r\n\r\n**Sensor Song (Ex)** An asteray can “sing” electronic signals that mask or mimic sensor readings. As a standard action, an asteray\r\ncan create a false image of an object as if it had cast the 4th-level version of the spell holographic image (CL 12th). This false reading affects only electronic sensors. Multiple asterays can sing together, increasing the caster level by 1 for each asteray beyond the first singer for the purposes of determining the spell’s range and area affected.\r\n\r\n**Wake Rider (Su)** By touching a starship, an asteray can bond to the energy wake it leaves as it travels. This allows the fey to match speeds with the starship and ride along with it, treating the ship as if it were the “ground” so long as it remains within 100 feet. If the starship enters the Drift, the asteray can choose to accompany the ship into the Drift, or it can disengage as a reaction and remain behind.",
            "description": "When humanoids first learned to ply the seas and oceans on Golarion, they encountered many beautiful and dangerous beings who cavorted in the waves and lured their vessels onto the enchanting songs. Into the rocks with enchanting songs.  In time, they learned to differentiate the playful mermaid, the cruel rusalka, the bloodthirsty scylla, and their kin, and with that knowledge, the damage these strange beings could inflict was minimized. But when humanoids blasted into the stars, they found a new array of mischievous, mysterious creatures that threatened to lead their vessels into danger.  among these threats is the wily asteray. Delicate and angelic looking in zero gravity, asterays are a race of vacuum- dwelling fey that ride the solar winds between space debris, asteroid belts, and planetary rings, playing in the dust, dancing in microgravity, and seeking new and beautiful sights. Their bodies consist of little beyond lightweight, flexible bones and the powerful sinews that bind them together, creating a vaguely humanoid upper body and a lower body consisting of a large appendage that absorbs cosmic radiation and grants the fey the ability to propel itself through space. With elegant forms and diaphanous tails, they appear gentle and welcoming. Wide eyes—blue or green in color—express a variety of emotions, though apart from their eyes and the long, thin slit for a mouth, asterays have featureless faces. They are well adapted to life in the void, with sensitive vision, a variety of natural spells, and the capability to generate powerful bolts of electricity to defend themselves. They are also ravenous beyond compare. While space dust and solar radiation carry just enough nourishment to fuel their antics, asterays hunger for organic molecules. They pause their endless dances to scour asteroids and explore wrecked ships for sustenance. When food grows too scarce or boredom overwhelms them, asterays crawl into the dark corners of space and hibernate for weeks, months, or years at a time.\r\n\r\nOften called “deep angels” for their habit of following ships through the vastness of space to scavenge any discarded treats and pick hulls clean of organic stowaways, asterays can also become menaces. The electronic signals they produce to communicate with one another mimic the sensor signals emitted by most starships, and in the eons that planet-bound creatures have explored their territory, asterays have learned to “sing” false sensor signals, mimicking ships’ distress signals or cloaking navigational hazards such as high-density debris fields. Individual asterays are a danger only to smaller spacefaring vessels, but several working in tandem can lure even well-equipped warships to their doom thanks to their inherent magic. While few of these fey are cruel enough to hunt humanoids for food, they hold few qualms about eating whatever remains after a frightened crew ejects from a incapacitated starship, including the corpses of any fallen.\r\n\r\nAsterays originally spawned in those few magic-rich star systems where the First World naturally overlapped with the void. For eons, they remained confined to these backwater systems, unable to reach inhabited areas within their lifetimes, but the first mortal vessels to explore space provided the fey an exit. Asterays can ride the cosmic wakes of starships, regardless of their speed, hitchhiking on these explorers like remoras on a shark, and for much the same purpose. Today, most settled star systems boast at least a small colony of the capricious fey. Their domains are often in spots that have easy access to major space lanes, and they are marked by large cave-pocked asteroids where the asterays build their nests and hoard treasures. Wrecked ships invariably float through these spaces, often serving as new navigational hazards the fey either cloak with their sensor songs or use as tempting targets to lure in greedy scavengers.\r\n\r\nWhile not inherently malicious, asterays are alien in mind and deed. They understand that most creatures need air, water, and food, but they have difficulty prioritizing others’ needs over their own hunger and amusement. Much of their apparent cruelty and greed stems from this alien mindset and boredom; thus, those travelers who can amuse them or compel some level of empathy stand to gain powerful allies in the void.\r\n\r\nA typical asteray is about 7-1/2 feet from its head to the end of its tail, though it could appear quite shorter if its lower appendage becomes bunched up or twisted. An average asteray weighs only 75 pounds."
        },
        {
            "title": "Early Stage Barathu",
            "flavor_text": "",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "LN",
            "creature_type": "aberration",
            "creature_subtype": "",
            "initiative": "+0",
            "senses": "darkvision 60 ft.",
            "perception": "+13",
            "aura": "",
            "hp": "23",
            "rp": "",
            "eac": "13",
            "kac": "14",
            "fort_save": "+3",
            "ref_save": "+1",
            "will_save": "+7",
            "defensive_abilities": "amorphous",
            "immunities": "",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "fly 30 ft. (Ex, average)",
            "melee": "slam +8 (1d4+3 B)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+1",
            "dex": "+0",
            "con": "+2",
            "int": "+1",
            "wis": "+4",
            "cha": "+0",
            "skills": "Acrobatics +13, Diplomacy +8, Life Science +8, Sense Motive +13",
            "languages": "Brethedan, Common; limited telepathy 30 ft.",
            "gear": "",
            "other_abilities": "along for the ride, early stage adaptation",
            "environment": "any sky (Bretheda)",
            "organization": "solitary or herd (4–12 plus 2–5 barathus)",
            "special_abilities": "**Along for the Ride (Ex)** Early stage barathus are not experienced enough to helpfully combine with mature barathus but can still physically merge with them for protection. An early stage barathu can combine with a mature barathu via the latter’s combine ability. Early stage barathus that are part of a combined creature contribute their Hit Points but not adaptations.\r\n\r\n**Early Stage Adaptation (Ex)** An early stage barathu’s body is mutable and can adapt to many different situations. Once every 1d4 rounds as a swift action, an early stage barathu can reshape its body and adjust its chemistry to gain one of the following qualities. The adaptation lasts until the beginning of the early stage barathu’s next turn. Unlike more mature barathus, early stage barathus are not generally capable of more complex adaptations.\r\n\r\n* Upper limb refinements enable the barathu to add an additional amount of damage to melee attacks equal to its Strength modifier.\r\n* A toughened dermal layer grants its a +1 racial bonus to AC.\r\n* Developed lower limbs grant it a base speed of 15 feet. \r\n* Molecular-level modifications grant it resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic).\r\n* Elongated limbs extend its reach to 10 feet.",
            "description": "Barathus are the sentient apex of Bretheda’s gas-giant ecosystem, blimp-like creatures vaguely reminiscent of jellyfish, with several unusual evolutionary adaptations. The first is their ability to rewrite their own genetic code instinctively and at will, adjusting their own biology to allow them to manufacture a huge array of substances—and even advanced biotechnology— within the crucibles of their own bodies. Yet while this ability makes them quite successful in the Pact Worlds economy, and has deeply influenced their culture’s understanding of wealth and trade, their more notable adaptation is the ability to combine with others of their kind into larger, hive-minded super-entities. These mergings create not merely amalgams of their component beings, but entirely new entities with unique and independent consciousnesses, yet which in turn often disband back into their component individuals after a particular need or threat has passed. Barathu culture tends to be easygoing but hard for some\r\n\r\nother races to understand, as the barathus’ frequent merging makes the concept of “self” somewhat nebulous to them. Young barathus who grow up surrounded by humanoids are an exception, as they are better able to appreciate the mindsets of creatures who exist in static, solitary configurations. Compared to older barathus, early stage barathus are more adventurous and individualistic, and their adaptation to the humanoid mindset makes it more difficult for them to merge completely with others of their kind. Most of these early stage barathus grow out of this phase, gaining the ability to fully integrate with others, yet recent generations have seen more and more barathus deliberately clinging to their juvenile mindsets. While plenty of barathus remain discrete entities for most of their lives, barathus nearing the ends of their lives often merge with massive, permanent combinatory entities that serve as corporations, governments, or cultural repositories."
        },
        {
            "title": "Barathu",
            "flavor_text": "",
            "cr": "5",
            "xp": "1600",
            "size": "Large",
            "alignment": "LN",
            "creature_type": "aberration",
            "creature_subtype": "",
            "initiative": "+0",
            "senses": "darkvision 60 ft",
            "perception": "+17",
            "aura": "",
            "hp": "65",
            "rp": "",
            "eac": "17",
            "kac": "18",
            "fort_save": "+4",
            "ref_save": "+4",
            "will_save": "+10",
            "defensive_abilities": "amorphous",
            "immunities": "",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "fly 30 ft. (Ex, perfect)",
            "melee": "slam +12 (1d4+6 B)",
            "ranged": "",
            "space": "10 ft.",
            "reach": "10 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+1",
            "dex": "+0",
            "con": "+3",
            "int": "+2",
            "wis": "+5",
            "cha": "+0",
            "skills": "Acrobatics +17, Diplomacy +12, Life Science +12, Sense Motive +17",
            "languages": "Brethedan, Common; telepathy 100 ft.",
            "gear": "",
            "other_abilities": "adaptation, combine",
            "environment": "any sky (Bretheda)",
            "organization": "solitary or herd (2–5 plus 4–12\r\nearly stage barathus)",
            "special_abilities": "**Adaptation (Ex)** A barathu’s body is extremely mutable and can adapt to respond to virtually any situation. Once per round as a swift action, a barathu can reshape its body and adjust its chemistry to adopt one of the following qualities. A barathu can have only one adaptation in effect at a time; a new adaptation replaces any other in effect. More extreme adaptations are also possible (at the GM’s discretion) but could take days to adopt.\r\n\r\n* The barathu adds an additional amount of damage on melee attacks equal to twice its Strength modifier.\r\n* It gains a +4 racial bonus to Armor Class.\r\n* Sturdy lower limbs grant it a base speed of 20 feet. D Rigid plates grant it DR 2/—.\r\n* It gains a ranged attack with a low attack bonus appropriate for its CR (+10 for most barathus) that deals bludgeoning damage appropriate for its CR (1d6+5 for most barathus) and has a range increment of 60 feet.\r\n* Molecular modifications grant it resistance 5 against a single energy type (acid, cold, electricity, fire, or sonic).\r\n* Its reach increases to 15 feet.\r\n\r\n** Combine (Ex)** Barathus can combine to work together as parts of a larger organism. As a swift action, a barathu adjacent to another barathu can merge with it, becoming a single creature occupying both barathus’ spaces. The merging barathu can no longer take actions, and it adds its current Hit Points to the new creature’s collective total. For every four component creatures, the combined creature’s size category increases by one. At this time, it also chooses one adaptation. The combined creature gains this adaption and cannot change it unless the combined creature uses its adaptation ability to do so. Any number of barathus can merge in this fashion, but each adaptation can be gained only once (though resistances to multiple energy types are allowed). The combined creature retains the ability to swap one adaptation each round (not once per component creature). The combined creature can split into its component creatures as a full action; the combined creature’s remaining Hit Points are divided evenly among all component creatures. For the purposes of CR-related effects, the CR of the combined creature is equal to the CR of the component creature with thevhighest CR.",
            "description": "Barathus are the sentient apex of Bretheda’s gas-giant ecosystem, blimp-like creatures vaguely reminiscent of jellyfish, with several unusual evolutionary adaptations. The first is their ability to rewrite their own genetic code instinctively and at will, adjusting their own biology to allow them to manufacture a huge array of substances—and even advanced biotechnology— within the crucibles of their own bodies. Yet while this ability makes them quite successful in the Pact Worlds economy, and has deeply influenced their culture’s understanding of wealth and trade, their more notable adaptation is the ability to combine with others of their kind into larger, hive-minded super-entities. These mergings create not merely amalgams of their component beings, but entirely new entities with unique and independent consciousnesses, yet which in turn often disband back into their component individuals after a particular need or threat has passed. Barathu culture tends to be easygoing but hard for some\r\n\r\nother races to understand, as the barathus’ frequent merging makes the concept of “self” somewhat nebulous to them. Young barathus who grow up surrounded by humanoids are an exception, as they are better able to appreciate the mindsets of creatures who exist in static, solitary configurations. Compared to older barathus, early stage barathus are more adventurous and individualistic, and their adaptation to the humanoid mindset makes it more difficult for them to merge completely with others of their kind. Most of these early stage barathus grow out of this phase, gaining the ability to fully integrate with others, yet recent generations have seen more and more barathus deliberately clinging to their juvenile mindsets. While plenty of barathus remain discrete entities for most of their lives, barathus nearing the ends of their lives often merge with massive, permanent combinatory entities that serve as corporations, governments, or cultural repositories."
        },
        {
            "title": "Bloodbrother",
            "flavor_text": "",
            "cr": "7",
            "xp": "3200",
            "size": "Huge",
            "alignment": "NE",
            "creature_type": "magical beast",
            "creature_subtype": "cold",
            "initiative": "+2",
            "senses": "blindsight (thermal) 60 ft.",
            "perception": "+14",
            "aura": "",
            "hp": "107",
            "rp": "",
            "eac": "19",
            "kac": "21",
            "fort_save": "+11",
            "ref_save": "+11",
            "will_save": "+6",
            "defensive_abilities": "fast healing 5",
            "immunities": "cold",
            "resistances": "",
            "weaknesses": "vulnerable to fire",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft., climb 20 ft.",
            "melee": "slam +18 (2d6+12 B plus 1d6 C and grab)",
            "ranged": "",
            "space": "15 ft.",
            "reach": "10 ft.",
            "offensive_abilities": "cold, rib cage prison",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+5",
            "dex": "+2",
            "con": "+4",
            "int": "+0",
            "wis": "+0",
            "cha": "+0",
            "skills": "Athletics +19 (+27 to climb), Intimidate +14, Survival +14",
            "languages": "Vercite (can’t speak any language)",
            "gear": "",
            "other_abilities": "",
            "environment": "any cold (Verces)",
            "organization": "solitary, pair, or clan (3–6)",
            "special_abilities": "** Cold (Su)** A bloodbrother’s body generates intense cold, dealing 1d6 cold damage to any creature that hits it with a natural weapon or unarmed strike and to any creature the bloodbrother hits with its slam attack. A creature that begins its turn grappled by a bloodbrother also takes this damage.\r\n\r\n** Rib Cage Prison (Su)** If a bloodbrother begins its turn grappling a creature that is Large or smaller, it can attempt a grapple combat maneuver as a standard action to transfer the creature into its rib cage prison. A creature in a bloodbrother’s rib cage prison has the grappled condition. As a reaction, a bloodbrother can force a creature in its rib cage prison to attempt a DC 15 Fortitude saving throw; on a failed save, the creature takes 1 point of Constitution damage. Any round that a creature in its rib cage prison takes this Constitution damage, the bloodbrother gains fast healing 5 for that round only; the above statistics assume a bloodbrother has a Small animal with a current Constitution score of 5 (its maximum Constitution score is 10) trapped in its rib cage prison at the beginning of combat. A bloodbrother can have only one creature in its rib cage prison at a time; if it imprisons a new creature, it must release the creature currently in its rib cage. Releasing a creature does not require an action.",
            "description": "Usually confined to the glaciers that float upon the seas of Darkside—the side of tidally locked Verces that’s always turned away from the sun and thus never feels its heat—the abominations known as bloodbrothers hunt smaller creatures for their vital essences.\r\n\r\nMeasuring over 15 feet tall and 11 feet long, a bloodbrother looks like a millipede or some other armored, wormlike arthropod from the waist down. Its upper half resembles that of a muscular humanoid with a set of bony appendages protruding from a cavity in its chest. This ersatz rib cage can open like a fanged mouth, and when a bloodbrother places captured prey within it, the bones clamp down on the creature while the walls of the enclosure exude thin tendrilous suckers. These suckers tap into the prey’s circulatory system. Rather than simply drinking its blood, though, the bloodbrother uses the trapped creature as an auxiliary heart, absorbing blood-borne nutrients and using the prey’s metabolism to help it heat and feed itself. Prey can be kept alive in this way for months, until all its stored energy has been used up and the bloodbrother lets the lifeless husk fall to the ground.\r\n\r\nA bloodbrother that hasn’t fed in a long time is almost sheer white, its chitinous exterior drying out and splitting like the husk of a coconut into hairlike fibers—the better to hold on to snow and disguise the creature for its ambushes. Once it’s successfully implanted a victim, however, its body takes on a purplish hue as it has rejuvenated with the flow of blood and vital fluids, while its fibrous hair lies back down and seals itself into smooth scales once more. This renewed appearance lasts for as long as the bloodbrother holds a victim and for several weeks thereafter.\r\n\r\nBloodbrothers’ gruesome feeding habits mean that intelligent creatures with any knowledge of the magical beasts usually flee from them or kill them on sight. However, a hungry bloodbrother’s fur is too stringy to be used as a pelt, and its meat tastes foul, meaning that hunting them provides nothing but a sense of bravado. As a result, the bloodbrother population on Verces has remained steady—and luckily small—for millennia. Their need for regular victims in an environment hostile to most life means that bloodbrothers usually live alone, though they may occasionally gather into small packs called clans. Even during times when prey is scarce, these bloodbrothers don’t cannibalize one another. Instead, they migrate toward more inhabited areas, fearlessly taking on overwhelming odds if it means refreshing the blood in their veins.\r\n\r\nDespite their name—a moniker assigned to them not by themselves but by humanoid Vercites—bloodbrothers have no sense of gender, and they reproduce asexually. At a certain point in a bloodbrother’s life, a handful of small, furry nodules appears along its spine. Biologists disagree on the exact conditions that cause this; some believe it is a rise in temperature, while others posit that reproduction requires specific nutrients in the blood of the creature’s most recent victim. As the months pass, the buds grow in size (and furriness) until they are about a foot across. Then, with a series of sickening squelches, these bulbs fall off the parent bloodbrother into the surrounding snow and ice. A few moments later, they uncurl into several immature bloodbrothers that are eager to entrap their first victims (usually tiny mammals or birds). In less than a year, a young bloodbrother reaches its full size and ferocity.\r\n\r\nDespite their horrific and merciless nature, bloodbrothers are not mere beasts and are actually as intelligent as the average human. This facet of their nature is often overlooked due to both their lack of tool use and their apparent lack of interest in communication with other races. “Interest” is the operative word here, for while bloodbrothers have no language of their own, they appear to be able to understand those of others—they simply don’t care to speak. Communication with other members of a clan is conducted entirely through actions, physical touch, and some form of advanced intuition into the other’s needs, perhaps aided by pheromones or other\r\nsignals not yet detected by researchers.\r\n\r\nBloodbrothers typically make their home in ice caves or stone caverns, patrolling the surrounding area for easy-to-capture prey. In the case of a clan, one member typically stays behind to protect the caves and any offspring therein, while those hunting return with an extra captive or two for them. When resting, the bloodbrothers slither onto one another to form one large pile. The blood-drained corpses of their pray lie scattered about the caves, eventually getting buried in the snow and ice, and trackers are quick to recognize a bloodbrother clan’s lair by the massive number of bones that can be found poking from\r\nthe floor and walls."
        },
        {
            "title": "Bryrvath",
            "flavor_text": "",
            "cr": "15",
            "xp": "51200",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "aberration",
            "creature_subtype": "chaotic evil",
            "initiative": "+9",
            "senses": "darkvision 60 ft., low-light vision;",
            "perception": "+26",
            "aura": "impossible aura (15 ft., DC 23)",
            "hp": "233",
            "rp": "",
            "eac": "28",
            "kac": "29",
            "fort_save": "+13",
            "ref_save": "+13",
            "will_save": "+20",
            "defensive_abilities": "",
            "immunities": "",
            "resistances": "electricity 15, fire 15;",
            "weaknesses": "vulnerable to cold",
            "spell_resistance": "26",
            "damage_reduction": "",
            "speed": "40 ft.",
            "melee": "claw +22 (5d8+22 S)",
            "ranged": "ray of light +24 (4d6+15 F)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "spectrend",
            "spell_like_abilities": "(CL 15th) 1/day—dominate person (DC 25), mislead (DC 25) 3/day—confusion (DC 24), greater invisibility, mind probe (DC 24), mind thrust (4th-level, DC 24)\r\nAt will—arcane sight, clairaudience/clairvoyance",
            "spells_known": "",
            "str": "+7",
            "dex": "+5",
            "con": "+5",
            "int": "+9",
            "wis": "+5",
            "cha": "+5",
            "skills": "Intimidate +26, Mysticism +31, Stealth +31",
            "languages": "Aklo, Common; telepathy 100 feet",
            "gear": "",
            "other_abilities": "light absorption",
            "environment": "any (Aucturn)",
            "organization": "solitary, pair, or canvas (3–7)",
            "special_abilities": "**Impossible Aura (Su)** Once per hour as a swift action, a bryrvath can emit an aura of colors that could not possibly exist; these inconceivable hues ravage the sanity of any creature that stands within them. This aura has a range of 15 feet and lasts for 5 rounds. A creature that begins its turn within or enters the aura must attempt a DC 23 Will saving throw. On a failure, the creature takes 1d4 Intelligence and Wisdom damage; a success means the creature takes 2d6 damage and is sickened until the beginning of its next turn. This is a mind-affecting, sense-dependent effect.\r\n\r\n**Light Absorption (Su)** When a bryrvath is within 10 feet of any light source, it can absorb a portion of the light into its body as a move action. The bryrvath attempts a caster level check (DC = 11 + the item level if the source is an item, or the spell’s caster level if the light comes from a spell); on a success, the light emitted from the target source is lowered by one step for 1 hour and the bryrvath regains 5 Hit Points.\r\n\r\n**Ray of Light (Su)** As an attack, a bryrvath can unleash a focused ray of light that can burn a target like the beam of a powerful laser rifle. This ray has a range increment of 120 feet, but it doesn’t function in areas of bright light.\r\n\r\n** Spectrend (Su)** In an area illuminated by dim light or brighter, a bryrvath can slash its claws through the air\r\nin a square adjacent to it, rending the spectrum into tatters. This produces a stationary anomaly of twisting and roiling, half-seen, non-Euclidean shapes that persists for 1d4 rounds. A creature that can see this anomaly at the start of its turn can attempt a DC 23 Will saving throw. If it fails, it is confused for 1 round; if it succeeds, it is instead dazzled for 1 round. This is amind-affecting,sense- dependent effect.",
            "description": "For many creatures, light is a source of hopecand healing, often associated with benevolent gods and their servants. For others, light is an abhorrence to be shunned at all costs, as it causes disorientation and pain, if not complete extermination, upon exposure. For adventurers, light can be an invaluable resource, guiding them through uncharted territory or acting as a beacon to draw them home after they have become lost in the darkness of space.\r\n\r\nFor bryrvaths, light is a plaything that they twist into an impossible spectrum. Dwelling primarily on the foreboding planet of Aucturn, bryrvaths are a bane to creatures that use light for survival. A bryrvath appears to feed upon any source of light it can find, regardless of whether the light is natural, technological, or magical in origin. It can absorb light in its immediate vicinity, using the waves and packets of photons to nourish itself. Speculation endlessly spins around whether a bryrvath actually consumes light out of hunger or whether it seeks to snuff out light as a source of perverse pleasure. The truth may be utterly alien to any sane mind.\r\n\r\nA bryrvath is difficult to describe because of the way its body interacts with light and darkness. Those who have seen a bryrvath and survived provide conflicting accounts of the creature. Cobbled together, these many tales tell of a multilimbed humanoid (some say two limbs, some say eight, while others say an infinite number) whose head is constantly masked by swirling shadows. At least one pair of its limbs ends in obsidian claws. Its body has several lipless gashes that open to draw in light. A bryrvath appears to have no actual skeletal structure, moving like rubber— sometimes upright, sometimes on all its limbs, and other times tumbling and clambering about in chaotic locomotion. Whenever it moves, its body seems somehow out of joint with itself: its limbs may appear detached in one moment, and then in the next, its entire torso may seem to split at an impossible angle, as if viewed through a pane of cracked glass, never quite aligning in a way that makes sense.\r\n\r\nIn the act of feeding, a bryrvath emanates a distorted aura of colors that can’t possibly exist in this multiverse; some who see this display have horrific dreams for the rest of their lives, envisioning alien cities or whole planets baking beneath a sun that blazes with hues no eye has ever seen. Oddly, such victims also display a tendency toward a mental condition that prevents them from properly recognizing color, rendering them fully color-blind.\r\n\r\nMany occult scholars posit that what can be seen of a bryrvath’s form is only a fraction of its true self and that it exists simultaneously in several other dimensions. This theory goes on to explain that a bryrvath’s impossible aura is but a glimpse of the aberration’s other facets (hence the strange, mind-bending colors). The academics who put forth this hypothesis have yet to present any kind of proof, though they work tirelessly to fabricate the necessary detection equipment to prove or disprove the theory. This has given rise to an obscure branch of study called esoteric optics that blends the physics of light with various arcane rituals. Though not many in the Pact Worlds have heard of this field, it occasionally appears in news vidfeeds, such as when an expert is committed to a psychiatric hospital after splashing acid in his eyes and raving about “the impending refraction.”\r\n\r\nWhile bryrvaths are very intelligent, they don’t appear to have an advanced society of any kind. They occasionally gather in small groups for unknown reasons, usually near a source of bright light, much in the way certain animals congregate around a watering hole. Also, despite their intelligence, bryrvaths have very little use for tools, as their unusual feeding needs don’t require them; they instead rely on their spell-like abilities and natural weapons to defend themselves.\r\n\r\nThe average bryrvath is 6 feet tall when standing upright and weighs approximately 250 pounds. While often found in areas that are primarily covered in darkness—presumably to plunge those who carry artificial light sources into terrible inky blackness—a bryrvath shows no fear of natural light, though it tends not to linger in areas exposed to it."
        },
        {
            "title": "Caypin",
            "flavor_text": "",
            "cr": "6",
            "xp": "2400",
            "size": "Large",
            "alignment": "N",
            "creature_type": "magical beast",
            "creature_subtype": "aquatic",
            "initiative": "+2",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+13",
            "aura": "",
            "hp": "90",
            "rp": "",
            "eac": "18",
            "kac": "20",
            "fort_save": "+10",
            "ref_save": "+10",
            "will_save": "+5",
            "defensive_abilities": "",
            "immunities": "",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "40 ft., swim 30 ft.",
            "melee": "bite +14 (3d4+13 P)",
            "ranged": "",
            "space": "10 ft.",
            "reach": "10 ft.",
            "offensive_abilities": "feeding appendages",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+5",
            "dex": "+2",
            "con": "+3",
            "int": "-4",
            "wis": "-1",
            "cha": "-1",
            "skills": "Acrobatics +13, Athletics +13 (+21 when swimming), Stealth +18",
            "languages": "",
            "gear": "",
            "other_abilities": "amphibious",
            "environment": "any swamp",
            "organization": "solitary or pair",
            "special_abilities": "Feeding Appendages (Ex) Instead of a lower jaw, a\r\ncaypin has a mass of writhing eyestalks that grant the creature sight and also chew its food with tiny, lamprey-like mouths. As a move action, a caypin can detach these appendages (or reattach any adjacent appendages), which are capable of ambulating on their own and transmitting visual data back to the caypin.\r\n\r\nAn appendage that moves farther than 100 feet from the caypin’s body immediately dies.\r\n\r\nWhile caypin appendages are harmless individually, they become more formidable in groups. A caypin has enough appendages to form up to two such groups at once. While detached, the appendages share a single\r\nset of actions with the caypin and act on the caypin’s initiative count. Each group of appendages has the aquatic subtype and is amphibious as per the universal creature rule; darkvision to a range of 60 feet and low-light vision; 18 Hit Points; and a base speed of 20 feet and a swim speed of 15 feet. A group of appendages takes up 5 feet of space and has a 5-foot reach. When applicable, a group of appendages uses the caypin’s Armor Class, saving throw bonuses, skill check bonuses, and other qualities.\r\n\r\nAs a standard action, a group of appendages can enter an adjacent creature’s square without provoking an attack of opportunity from that creature. When in another creature’s square, the appendages can attack that creature as a swift action (using the caypin’s bite attack bonus and damage). Multiple groups of caypin feeding appendages cannot share a space with the same creature at once. Other than this ability to swarm an opponent, a group of appendages cannot attack.\r\n\r\nIf all of a caypin’s appendages are detached, the creature can see only what its detached appendages see. If all of a caypin’s appendages are destroyed but the caypin still lives, the creature has the blinded condition for 3 days, after which it grows new appendages that function as normal.",
            "description": "Caypins are some of the most insidious creatures to inhabit the galaxy’s marshes. Although they are hulking beasts, their physiques somewhere between those of wolves and crocodiles, they’re best known for the strange, detachable tentacles that contain both their eyes and their mouths. These eyestalks are able to wriggle like eels both on land and in water, and they can travel up to 100 feet from their “host,” allowing the caypin to both hunt and keep eyes on its territory—literally— while still lurking safely out of sight, often underwater. While the tentacles are capable of transmitting information back to their caypin via poorly understood psychic phenomena, the tentacles are relatively weak on their own and generally return to their host or gather together in groups before engaging with prey or intruders. In marshy areas where caypins are known to hunt, only the foolish wade into water without first checking to make sure that no fat, vermian tentacles with tiny mouths lurk nearby.\r\n\r\nCaypins live on multiple planets throughout the galaxy and are most plentiful on worlds that support extensive swamps or marshes full of meaty prey. Contrary to most people’s assumptions, caypins are not naturally evil—their limited intellects are incapable of truly understanding moral questions at all—but they are apex predators singularly driven by an insatiable hunger for huge amounts of raw meat. Caypins tend to eat half of their body weight in meat every few days, chewing away at the corpses of prey with their dozens of tiny mouths, and more than a few planets have seen native populations of slow-moving mammals, flightless birds, or languid amphibians go extinct due to caypins’ voracious hunting patterns. Likely for this reason, caypins typically live and hunt alone, although occasionally a mated pair shares a single swamp that both use as a killing field. Caypins typically live several hundred years or longer. However, caypins that cannot regularly feed fall into torpor, sometimes sleeping for years at a time in the muck of a river bottom before awakening with a driving hunger.\r\n\r\nCaypin biology is as fascinating as it is terrifying, as scholars from both universities and private industry have all so far failed to identify the mechanism by which its detachable appendages communicate with the main body. The wolf-shaped body of a caypin has no eyes or mouth of its own—rather, it sees and eats only via the contributions of dozens of thick, stalk-like appendages that hang from a jawlike protrusion on the front of their skulls. Each appendage bears a bloodshot eyeball looming over a tiny mouth with multiple rows of razor-sharp teeth. While their stalks are attached to their jaws, caypins feed normally, with the tiny mouth-tentacles passing along nutrients through a receptive socket in the jaw. Yet these tentacles can also detach and hunt independently, swarming over unwitting creatures, stripping the victims of meat, and carrying the masticated nourishment back to the caypin’s body. Once reattached, these appendages inject the meat into the feeding sockets to be digested\r\n\r\nas normal. Caypins can drink without the aid of their feeding appendages, ingesting water directly through the tentacles’ attachment sockets. Lacking digestive organs of their own, these tentacles are reliant on the main body to refresh the nutrients in their blood. Whether this strange system is the result of two symbiotic creatures having evolved to rely on each other or a single creature evolving a curious trait remains anyone’s guess. While many biologists believe the caypin’s control of its tentacles is the result of some unknown (and so far untraceable) form of psychic magic, others posit that the caypin’s nervous system relies on quantum entanglement, thus removing any need for physical connection. Either way, many corporations would love to uncover the secret of the caypin’s instantaneous, untraceable communication.\r\n\r\nOccasionally, a caypin’s stalks are destroyed during a difficult hunt. In these cases, the caypin is blind and cannot eat for 3 days while its appendages regrow. A caypin that has lost its feeding appendages typically hides and avoids interacting with other living beings, but if startled or cornered, it may go into a frenzy, attacking anything near it, though its blindness makes it a much less formidable opponent than it would be normally.\r\n\r\nMost xenobiologists consider caypins an invasive species that likely originated somewhere in the Veskarium, given the reptilian people’s admiration for the beasts. Some powerful vesk have managed to train caypins and keep them as pets, and have been known to intentionally import them to worlds they conquer. However, given caypins’ prevalence on planets that have had no known contact with the vesk, it’s likely that caypins or variations thereof evolved along parallel routes on several worlds. Caypins’ superficial biology supports this theory—caypins on different worlds often have somewhat divergent physiologies, and caypins with dramatically different abilities likely await discovery.\r\n\r\nA typical caypin is 14 feet long and weighs 1,500 pounds."
        },
        {
            "title": "Contemplative",
            "flavor_text": "",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "monstrous humanoid",
            "creature_subtype": "",
            "initiative": "+1",
            "senses": "blindsense (thought) 60 ft., darkvision 60 ft.",
            "perception": "+7",
            "aura": "",
            "hp": "18",
            "rp": "",
            "eac": "13",
            "kac": "12",
            "fort_save": "+1",
            "ref_save": "+3",
            "will_save": "+7 (+11 vs. mind-affecting effects)",
            "defensive_abilities": "",
            "immunities": "",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "5 ft., fly 30 ft. (Su, perfect)",
            "melee": "law +5 (1d4 S)",
            "ranged": "azimuth laser pistol +7 (1d4+2 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "applied knowledge",
            "spell_like_abilities": "(CL 2nd) 1/day—detect thoughts (DC 15), mind thrust (1st-level, DC 15) At will—daze (DC 14), psychokinetic hand",
            "spells_known": "",
            "str": "-2",
            "dex": "1",
            "con": "-1",
            "int": "5",
            "wis": "3",
            "cha": "2",
            "skills": "Computers +7, Engineering +7, Life Science +12, Mysticism +12, Physical Science +7",
            "languages": "Akitonian, Common, Ysoki; telepathy 100 ft.",
            "gear": "second skin, azimuth laser pistol with 2 batteries (20\r\ncharges each)",
            "other_abilities": "",
            "environment": "any urban (Akiton)",
            "organization": "solitary, pair, or symposium (3–7)",
            "special_abilities": "**Applied Knowledge (Ex)** Once per day before attempting a skill check or saving throw against a creature, a contemplative can use its bonus for the skill associated with that creature’s type (such as Life Science for an ooze or Mysticism for an outsider) in place of its normal bonus.\r\n\r\n**Atrophied (Ex)** A contemplative’s limbs are practically vestigial. A contemplative can manipulate most tools and one-handed weapons (including small arms) without difficulty. A contemplative can’t properly wield a two-handed weapon without dedicating its telekinetic powers to supporting the weapon, and even then it takes a –4 penalty to attack rolls. It also can’t use its spell-like abilities or fly until it is no longer wielding that weapon.",
            "description": "The beings known through the Pact Worlds as contemplatives of Ashok were once humanoids of extreme intelligence living on Akiton. Upon unlocking exceptional psychic powers, they deliberately evolved their brains, to the detriment of their bodies. Now, contemplatives float along using telekinesis, their atrophied bodies dangling from pulsating brain-sacs.\r\n\r\nContemplatives’ specialized evolution dates back to long before the Gap, and only piecemeal records hint at their original appearance. Were they more interested in power and influence as a species, they likely would have conquered their home planet of Akiton, but instead, most contemplatives are content to ponder the multiverse and its secrets, most famously debating their conclusions in Akiton’s Halls of Reason. Contemplatives scholars are universally welcomed in laboratories, research facilities, and universities throughout the Pact Worlds, making them among the most prolific academic authors. Those who turn their minds to more worldly pursuits are rare, yet it is small cabals of such financial masterminds and political theorists that have best exploited Akiton’s recent economic downturn. These moguls have purchased large swaths of the planet’s real estate, ruling as silent overlords of ghost towns and thriving neighborhoods alike.\r\n\r\nAlthough contemplatives are known to be extraordinarily intelligent, observant, and confident, their behavior is often jarring to their colleagues of other species. Individual contemplatives often refer to groups of their kindred using the first-person plural, suggesting some degree of racial hivemind, telepathic union, or sacred sense of shared existence. Further supporting this theory is the fact that contemplatives rarely come into conflict with one another, with few instances of intraracial violence in recorded history. Despite contemplatives’ relative peacefulness, other races often perceive them as aloof, overly logical, and emotionally sterile.\r\n\r\nContemplatives are able to speak, though their voices are reedy and soft. Most consider verbal communication rather crude, favoring telepathy. Those who regularly need to speak often wear inexpensive contact speakers that translate their telepathic thoughts into spoken words. They’re also able to sing in keening wails, although they rarely do so except around others of their kind or their most honored colleagues. The few ethnographers who study this behavior directly have compared the songs to religious paeans—an association contemplatives find absurd, in part because most prefer to study faith objectively rather than as worshipers.\r\n\r\nDespite their frail appearance, contemplatives are able to survive in unforgiving environments. They find indoor sites far more comfortable, however especially areas that are cool and still, as these conditions facilitate their concentration. When contemplatives do build their own communities, the structures are often windowless and difficult to navigate for those unable to fly."
        },
        {
            "title": "Contemplative Mentor",
            "flavor_text": "",
            "cr": "18",
            "xp": "153600",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "monstrous humanoid",
            "creature_subtype": "",
            "initiative": "+3",
            "senses": "blindsense (thought) 60 ft., darkvision 60 ft.",
            "perception": "+31",
            "aura": "",
            "hp": "290",
            "rp": "6",
            "eac": "32",
            "kac": "31",
            "fort_save": "+15",
            "ref_save": "+17",
            "will_save": "+22 (+26 vs. mind-affecting effects)",
            "defensive_abilities": "share pain (DC 27)",
            "immunities": "",
            "resistances": "",
            "weaknesses": "atrophied",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "5 ft., fly 30 ft. (Su, perfect)",
            "melee": "psychokinetic claw +26 (8d8+17 B)",
            "ranged": "zenith laser pistol +28 (8d4+18 F; critical burn 4d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "applied knowledge, backlash (18 damage), explode head (DC 27), mental anguish (DC 27), mind-breaking link (DC 27), mindkiller (DC 27), sow doubt (9 rounds, DC 27)",
            "spell_like_abilities": "(CL 18th) At will—mindlink, telepathic bond",
            "spells_known": "(CL 18th; ranged +28) 6th (3/day)—mind thrust (DC 27), psychic surgery 5th (6/day)—crush skull (DC 26), feeblemind (DC 26), greater synaptic pulse (DC 26), modify memory (DC 26) 4th (at will)—confusion (DC 25), mind probe (DC 25) Connection mindbreaker",
            "str": "-1",
            "dex": "+3",
            "con": "0",
            "int": "11",
            "wis": "8",
            "cha": "6",
            "skills": "Computers +30, Engineering +30, Life Science +36, Mysticism +36, Physical Science +30",
            "languages": "Akitonian, Common, Ysoki; telepathy 100 ft.",
            "gear": "elite hardlight series, zenith laser pistol with 2 ultra-capacity batteries (100 charges each)",
            "other_abilities": "",
            "environment": "any urban (Akiton)",
            "organization": "solitary or pair",
            "special_abilities": "**Applied Knowledge (Ex)** Once per day before attempting a skill check or saving throw against a creature, a contemplative can use its bonus for the skill associated with that creature’s type (such as Life Science for an ooze or Mysticism for an outsider) in place of its normal bonus.\r\n\r\n**Atrophied (Ex)** A contemplative’s limbs are practically vestigial. A contemplative can manipulate most tools and one-handed weapons (including small arms) without difficulty. A contemplative can’t properly wield a two-handed weapon without dedicating its telekinetic powers to supporting the weapon, and even then it takes a –4 penalty to attack rolls. It also can’t use its spell-like abilities or fly until it is no longer wielding that weapon.",
            "description": "The beings known through the Pact Worlds as contemplatives of Ashok were once humanoids of extreme intelligence living on Akiton. Upon unlocking exceptional psychic powers, they deliberately evolved their brains, to the detriment of their bodies. Now, contemplatives float along using telekinesis, their atrophied bodies dangling from pulsating brain-sacs.\r\n\r\nContemplatives’ specialized evolution dates back to long before the Gap, and only piecemeal records hint at their original appearance. Were they more interested in power and influence as a species, they likely would have conquered their home planet of Akiton, but instead, most contemplatives are content to ponder the multiverse and its secrets, most famously debating their conclusions in Akiton’s Halls of Reason. Contemplatives scholars are universally welcomed in laboratories, research facilities, and universities throughout the Pact Worlds, making them among the most prolific academic authors. Those who turn their minds to more worldly pursuits are rare, yet it is small cabals of such financial masterminds and political theorists that have best exploited Akiton’s recent economic downturn. These moguls have purchased large swaths of the planet’s real estate, ruling as silent overlords of ghost towns and thriving neighborhoods alike.\r\n\r\nAlthough contemplatives are known to be extraordinarily intelligent, observant, and confident, their behavior is often jarring to their colleagues of other species. Individual contemplatives often refer to groups of their kindred using the first-person plural, suggesting some degree of racial hivemind, telepathic union, or sacred sense of shared existence. Further supporting this theory is the fact that contemplatives rarely come into conflict with one another, with few instances of intraracial violence in recorded history. Despite contemplatives’ relative peacefulness, other races often perceive them as aloof, overly logical, and emotionally sterile.\r\n\r\nContemplatives are able to speak, though their voices are reedy and soft. Most consider verbal communication rather crude, favoring telepathy. Those who regularly need to speak often wear inexpensive contact speakers that translate their telepathic thoughts into spoken words. They’re also able to sing in keening wails, although they rarely do so except around others of their kind or their most honored colleagues. The few ethnographers who study this behavior directly have compared the songs to religious paeans—an association contemplatives find absurd, in part because most prefer to study faith objectively rather than as worshipers.\r\n\r\nDespite their frail appearance, contemplatives are able to survive in unforgiving environments. They find indoor sites far more comfortable, however especially areas that are cool and still, as these conditions facilitate their concentration. When contemplatives do build their own communities, the structures are often windowless and difficult to navigate for those unable to fly."
        },
        {
            "title": "Aasimar",
            "flavor_text": "Alien Archive 2 pg. 98",
            "cr": "1",
            "xp": "400",
            "size": "Medium",
            "alignment": "NG",
            "creature_type": "outsider",
            "creature_subtype": "native",
            "initiative": "+2",
            "senses": "darkvision 60 ft.",
            "perception": "+10",
            "aura": null,
            "hp": "17",
            "rp": null,
            "eac": "11",
            "kac": "12",
            "fort_save": "+1",
            "ref_save": "+3",
            "will_save": "+4",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "acid 5, cold 5, electricity 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "tactical dueling sword +4 (1d6 S)",
            "ranged": "azimuth laser pistol +6 (1d4+1 F; critical burn 1d4) or frag grenade I +6 (explode [15 ft., 1d6 P, DC 12]) or smoke grenade I +6 (explode [20 ft., smoke cloud 1 minute, DC 12])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+2",
            "con": "+0",
            "int": "+0",
            "wis": "+1",
            "cha": "+4",
            "skills": "Culture +5, Diplomacy +10, Medicine +5, Sense Motive +10",
            "languages": "Celestial, Elven, Common",
            "gear": "flight suit stationwear, azimuth laser pistol with 2 batteries (20 charges each), tactical dueling sword, frag grenade I, smoke grenade I",
            "other_abilities": "celestial radiance, envoy improvisation (not in the face [DC 14])",
            "environment": "any",
            "organization": "solitary, pair, or band (3–6)",
            "special_abilities": "<b>Celestial Radiance (Su)</b> As a standard action, an aasimar can shed light, causing light within 10 feet of him to increase two steps, up to bright, and light for 10 more feet beyond that to increase one step, up to normal. This lasts for 1 minute, but the aasimar can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it’s from an item or creature of a level or CR higher than that of the aasimar. An aasimar can use this ability once per day, plus a number of times equal to half his CR or level.",
            "description": "Many kinds of extraplanar beings can infuse humanoids’ bloodlines, whether as a side effect of powerful magic or the result of a tryst; those in whom extraplanar traits surface strongly are known as planar scions. Aasimars and tieflings, the mortal offspring of celestials and fiends, respectively, are the most common of these. Though planar scions resemble their humanoid kin, their appearance and demeanor bear supernatural touches. Tieflings might have horns, vestigial wings, or cloven hooves, while aasimars may have glowing eyes or a metallic sheen to their hair and skin.\r\n\r\n Because of their innate curiosity, humans are more likely to dally with outsiders, and as a consequence, a significant percentage of planar scions living in the Pact Worlds are descended from humans. However, because humans are far less populous than in pre-Gap eras, planar scions descended from other humanoid races are now far more numerous. A planar scion might pass for a member of the humanoid parent’s species, or the scion’s otherworldly features could make their origin obvious to those who are familiar with the species’ normal characteristics. Those whose outsider blood is evident still find acceptance in most major settlements across the Pact Worlds, where diverse beings coexist in peace. On Absalom Station, the hub of interspecies relations, few people bat an eye when they meet an aasimar or tiefling.\r\n\r\nHowever, in insular or tradition-bound communities, any signs of plane-touched heritage can be a blessing—or a death sentence—depending on the dominant traditions. The demon-worshiping drow of Apostae see tieflings as a favor from demonic patrons, while the elves of Sovyrian on Castrovel are likely to banish children who bear such fiendish heritage. The Radiant Cathedral, on the other hand, trains aasimars to become beacons of the Sarenite faith, and also guides tieflings to a brighter future than their heritage suggests. Formians, shobhads, vesk, and other species with flexible morality view aasimars and tieflings, particularly those descended from their own kind, with both admiration and suspicion.\r\n\r\n Planar scions are often outliers in their community, either put on a pedestal or ostracized because of their ancestry. The potent blood that courses through the veins of aasimars and tieflings also makes them ambitious; many choose a dangerous but rewarding profession, such as explorer, mercenary, spy, or pilot."
        },
        {
            "title": "Adult Nyssholora",
            "flavor_text": "Alien Archive 2 pg. 86",
            "cr": "11",
            "xp": "12800",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+0",
            "senses": "darkvision 60 ft., low-light vision, telepathy sense 60 ft.",
            "perception": "+20",
            "aura": null,
            "hp": "180",
            "rp": null,
            "eac": "24",
            "kac": "26",
            "fort_save": "+15",
            "ref_save": "+10",
            "will_save": "+13",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "electricity 10, sonic 10",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "bite +24 (4d6+19 P plus swallow whole) or phasic claws +24 (2d8+19 So; critical wound [DC 18]) or tail scourge +24 (2d8+19 E)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "breath weapon (30-ft. cone, 11d6 So [see text], Reflex DC 18 half, usable every 1d6 rounds [see text]), swallow whole (4d6+19 B, EAC 24, KAC 22, 45 HP)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+0",
            "con": "+5",
            "int": "-4",
            "wis": "+3",
            "cha": "-2",
            "skills": "Athletics +25",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "temperate or warm plains (Castrovel)",
            "organization": "solitary, pair, or brood (1–2 adults plus 3–6 juveniles)",
            "special_abilities": "<b>Breath Weapon (Su)</b> A creature that fails its saving throw against the breath weapon is also staggered for 1 round. This breath weapon ignores an object’s hardness. An adult nyssholora can't use its breath weapon if it has a creature grappled in its mouth or for at least 1 round after swallowing a creature.<br/><br/> <b>Phasic Claws (Su)</b> A nyssholora’s claws ignore half an object’s hardness.<br/><br/> <b>Telepathy Sense (Su)</b>",
            "description": "Among the most feared and deadly apex predators on Castrovel, a nyssholora is a dinosaur-like monster that stalks the wilderness across both Asana and the Colonies. These fearless hunters eat whatever they can catch and kill. They have plagued lashuntas and formians enough to figure prominently in the mythology of both species for millennia.\r\n\r\n A nyssholora resembles a tyrannosaur, standing on its hind legs and counterbalancing its massive head with a long, muscular tail. A nyssholora has a pair of upper appendages with claws that resemble scythe blades, as well as a smaller pair of similar arms the creature uses to mark its territory and communicate its location to offspring, hunting partners, or a mate. A wide maw filled with two rows of fangs dominates the creature’s head, and eight beady eyes run in two vertical rows along the bridge of its nose. A wide, flat crest tops its skull, behind which writhe a mass of short, smooth tentacles. A smaller bundle of tentacles tips the nyssholora’s tail. These tentacles serve two purposes. First, the nyssholora uses them to collect energy from the atmosphere. Second, they aid the nyssholora in sensing the presence of telepathic prey, including formians and lashuntas. Stealth in the plains is all but impossible for a creature the size of a nyssholora, and it makes little effort to camouflage itself, sporting bright neon striations of yellow and orange across its thick purple or pink hide.\r\n\r\n Nyssholoras nest and lay eggs, and both parents keep watch over unhatched young in the treacherous Castrovelian wilderness. Brooding nyssholoras are particularly aggressive, due to hunger and the desire to protect their offspring. When young nyssholoras hatch, they remain in the nest for only a day. They then stay near a parent, learning how to hunt. Juvenile nyssholoras become more and more independent over the course of a month and then set out on their own or in small groups that typically end up breaking up a couple months later. Adult nyssholoras have been known to respond to distress calls of their own offspring up to a year after separation.\r\n\r\n The people of Castrovel hunt nyssholoras to keep their numbers down. Big-game hunters collect the beasts’ phasic claws, the third segment of the creature’s forearms. These bladed talons are sharp, but their real danger is that they vibrate at ultrasonic speeds, creating a blade of concentrated sound waves that precedes the physical structure of the claw as it swipes through the air. This can cut through even extremely dense materials. Because of these adaptations, Castrovelian scientists have long believed that nyssholoras evolved to hunt prey that had both telepathy and preternaturally strong armor. This hypothetical prey has long since vanished from Castrovel, but the nyssholora, lacking predators to challenge its position at the top of the food chain, has remained. More than one nyssholora has used its talons to carve open vehicle hulls or cut into city walls to get at prey.\r\n\r\n Similarly, the volume and force with which a nyssholora releases its low, resonant roar are enough to weaken the structural integrity of buildings and concuss the bodies of other creatures. This mighty bellow offers potential prey an early warning to the beast’s approach since, in the absence of overwhelming ambient noise, a nyssholora’s cry can be heard as far as 20 miles away. The beast’s roar is so iconic that an entire genre of loud, growling music popular among korasha lashuntas adopted its name—originally as an insult from the style’s detractors, but quickly embraced by fans. Nyssholoran roar performances can be heard in counterculture hot spots throughout the Pact Worlds.\r\n\r\n In its horizontal walking pose, an adult nyssholora is 15 feet tall at the hip but can stand upright to over 20 feet. The typical adult nyssholora stretches as much as 40 feet from the tip of its tail to its nose and weighs 15 tons, although formian and lashunta legends tell of epic specimens two or three times recorded sizes. Juvenile nyssholoras are less than half the size and weigh almost 2 tons."
        },
        {
            "title": "Adult Silver Dragon",
            "flavor_text": "Alien Archive 2 pg. 40",
            "cr": "14",
            "xp": "38400",
            "size": "Huge",
            "alignment": "LG",
            "creature_type": "dragon",
            "creature_subtype": "cold",
            "initiative": "+3",
            "senses": "blindsense (vibration) 60 ft., darkvision 120 ft., detect alignment, low-light vision",
            "perception": "+25",
            "aura": "frightful presence (200 ft., DC 22)",
            "hp": "235",
            "rp": "",
            "eac": "28",
            "kac": "29",
            "fort_save": "+14",
            "ref_save": "+14",
            "will_save": "+19",
            "defensive_abilities": "",
            "immunities": "cold, paralysis, sleep",
            "resistances": "",
            "weaknesses": "vulnerable to fire",
            "spell_resistance": "25",
            "damage_reduction": "10/magic",
            "speed": "40 ft., fly 200 ft. (Ex, clumsy), cloudwalking",
            "melee": "bite +26 (6d6+22 P)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "breath weapon (50-ft. cone, 15d8 C, Reflex DC 22 half, usable every 1d4 rounds), crush (6d6+22 B), paralyzing breath (30-ft cone, 1d6+7 rounds, DC 22)",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+8",
            "dex": "+3",
            "con": "+3",
            "int": "+6",
            "wis": "+3",
            "cha": "+4",
            "skills": "Acrobatics +25 (+17 to fly), Computers +30, Diplomacy +30, Disguise +25, Life Science +30, Mysticism +25, Physical Science +30, Sense Motive +25",
            "languages": "Auran, Common, Draconic, Dwarven, Terran",
            "gear": "",
            "other_abilities": "change shape (animal or humanoid)",
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Cloudwalking (Su)</b> A silver dragon can tread on clouds or fog as though on solid ground.<br/><br/> <b>Paralyzing Breath (Su)</b> Instead of a cone of cold, a silver dragon can breathe a 30-foot cone of paralyzing gas. Each creature within the cone that inhales the gas must succeed at a Fortitude save or be paralyzed for 1d6 rounds plus a number of additional rounds equal to half the dragon’s CR.",
            "description": "Dragons are powerful reptilian creatures of high intelligence and great ingenuity. The vast majority of dragons fall into one of two categories: chromatic or metallic (though other categories exist). Chromatic dragons are often evil, indulging in machinations that benefit themselves or destroy their enemies. Metallic dragons (see below) are generally good, endeavoring to improve societal conditions for everyone. Dragons usually grow larger as they age, though a few dragons undergo expensive genetic modifications to remain small enough to fit within starships and space stations built by the humanoids of the Pact Worlds. Others develop the supernatural ability to change their forms to blend in with Pact Worlds society.\r\n\r\n Several metallic dragons lead countries and corporations found within the Drakelands of Triaxus, occasionally engaging in warfare (corporate and militaristic) with the chromatic dragons of that planet. The metallic dragons claim these struggles are for the good of those under their care, though those same people are sometimes trampled in the process."
        },
        {
            "title": "Akata",
            "flavor_text": "Alien Archive 2 pg. 8",
            "cr": "1",
            "xp": "400",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+6",
            "senses": "blindsense (life) 10 ft., blindsense (scent) 60 ft., darkvision 120 ft.",
            "perception": "+5",
            "aura": null,
            "hp": "18",
            "rp": null,
            "eac": "12",
            "kac": "13",
            "fort_save": "+3",
            "ref_save": "+3",
            "will_save": "+3",
            "defensive_abilities": null,
            "immunities": "cold, disease, poison, starvation",
            "resistances": "fire 5",
            "weaknesses": "susceptible to salt water",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., climb 20 ft.",
            "melee": "bite +8 (1d6+2 P plus void bite)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+2",
            "con": "+4",
            "int": "-4",
            "wis": "+1",
            "cha": "+0",
            "skills": "Acrobatics +5, Athletics +5 (+13 to climb), Stealth +10",
            "languages": null,
            "gear": null,
            "other_abilities": "deaf, hibernation, no breath",
            "environment": "any",
            "organization": "solitary, pair, pack (3–11), or colony (12–30)",
            "special_abilities": "<b>Deaf (Ex)</b> Akatas cannot attempt Perception checks to listen and are immune to effects that rely on hearing to function.<br/><br/> <b>Hibernation (Ex)</b> Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. After 3 or more days without eating, an akata can secrete a fibrous material that hardens into a dense cocoon of the starmetal called noqual. The cocoon has hardness 30 and 30 Hit Points, and it is immune to bludgeoning and fire damage. As long as the cocoon remains intact, the akata within remains unharmed. The akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature with its blindsense, at which point it claws itself free of its cocoon in 1d4 minutes, leaving the fragments of its cocoon behind.<br/><br/> <b>Susceptible to Salt Water (Ex)</b> A splash of salt water deals 1d6 damage to an akata, and full immersion in salt water deals 4d6 damage per round.<br/><br/> <b>Void Bite (Ex)</b> Akatas hold hundreds of microscopic larval young within their mouths, and they spread their parasitic offspring to hosts through their bite. Only humanoids make suitable hosts for akata young—all other creature types are immune to this parasitic infection. This affliction is known as void death.<h3 class=\"framing\">Void Death</h3> <b>Type</b> disease (injury); <b>Save </b>Fortitude DC 10<br/> <b>Track </b>physical; <b>Frequency </b>1/day<br/> <b>Effect </b>No latent/carrier state; an infected creature that dies rises as a void zombie 2d4 hours later.<br/> <b>Cure </b>2 consecutive saves",
            "description": ""
        },
        {
            "title": "Anacite Ambassador",
            "flavor_text": "Alien Archive 2 pg. 10",
            "cr": "6",
            "xp": "2400",
            "size": "Medium",
            "alignment": "LN",
            "creature_type": "construct",
            "creature_subtype": "technological",
            "initiative": "+3",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+13",
            "aura": null,
            "hp": "90",
            "rp": null,
            "eac": "18",
            "kac": "20",
            "fort_save": "+3",
            "ref_save": "+3",
            "will_save": "+7",
            "defensive_abilities": "retractable laser",
            "immunities": "construct immunities",
            "resistances": null,
            "weaknesses": "light dependency",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "slam +13 (1d6+6 B)",
            "ranged": "retractable laser +15 (1d6+6 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+3",
            "con": "—",
            "int": "+4",
            "wis": "+1",
            "cha": "+4",
            "skills": "Bluff +13, Culture +18, Diplomacy +18, Sense Motive +13",
            "languages": "Common, up to four others; shortwave 100 ft.",
            "gear": null,
            "other_abilities": "language assimilation, unliving",
            "environment": "any (Aballon)",
            "organization": "solitary or pair",
            "special_abilities": "<b>Language Assimilation (Ex)</b> An anacite ambassador can spend 1 minute accessing a planet’s infosphere to learn any language commonly spoken on that planet. Alternatively, the anacite can learn a language by spending 1 day listening to it and reading it. An anacite ambassador can store knowledge of up to four languages at a time in this way, and it can choose which language to replace when it wants to learn a new one.<br/><br/> <b>Light Dependency (Ex)</b> An anacite ambassador can acquire power from dim or brighter light, and it can store power generated in this way. The anacite can operate in darkness for 2 hours. After this time, the anacite gains the sickened condition until it returns to an area of dim or brighter light.<br/><br/> <b>Retractable Laser (Ex)</b> An anacite ambassador’s retractable laser has a range increment of 90 feet. When not in use, this weapon is folded inside the anacite’s arm and hidden from sight. A creature unaware of the anacite’s hidden weapon must succeed at a DC 24 Perception check to find its compartment. The anacite can deploy or retract this weapon as a swift action or as part of making an attack or full attack. The weapon is mounted and leaves the anacite’s hands free, and the anacite can’t be disarmed of it. While deployed, the laser can be sundered as an item with a level equal to the anacite’s CR.<br/><br/> <b>Shortwave (Ex)</b> An anacite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype.",
            "description": "Anacites are native to Aballon, the Pact World closest to the sun. A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem.\r\n\r\n The most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances.\r\n\r\n In the uncounted millennia since the departure of the so-called “First Ones,” anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different. While they variously wait for the First Ones to return or work toward taking on their progenitors’ mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal’s fulfillment.\r\n\r\n While “anacite” officially refers only to the sentient varieties of Aballonian machines—those capable of learning and participating in Aballonian society—many offworlders use it as a catchall term for the world’s mechanical life. Dragonflylike wingbots are an example of Aballonian technobiology. These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet’s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack offworlders or other anacites."
        },
        {
            "title": "Anacite Predator Drone",
            "flavor_text": "Alien Archive 2 pg. 10",
            "cr": "10",
            "xp": "9600",
            "size": "Large",
            "alignment": "LN",
            "creature_type": "construct",
            "creature_subtype": "technological",
            "initiative": "+5",
            "senses": "blindsight (heat) 60 ft., darkvision 60 ft., low-light vision",
            "perception": "+19",
            "aura": null,
            "hp": "165",
            "rp": null,
            "eac": "23",
            "kac": "25",
            "fort_save": "+10",
            "ref_save": "+10",
            "will_save": "+7",
            "defensive_abilities": "integrated weapons",
            "immunities": "construct immunities",
            "resistances": null,
            "weaknesses": "sunlight dependency",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., fly 60 ft. (Ex, perfect)",
            "melee": "horn +23 (2d10+18 P)",
            "ranged": "integrated automatic laser +20 (4d4+10 F; critical 2d4 burn) or integrated electric ray +20 (3d6+10 E; critical 2d6 arc)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "target lock",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+5",
            "con": "—",
            "int": "+0",
            "wis": "+3",
            "cha": "+0",
            "skills": "Acrobatics +19 (+27 to fly), Athletics +24, Stealth +19",
            "languages": "Common; shortwave 100 ft.",
            "gear": null,
            "other_abilities": "tracking (heat), unliving",
            "environment": "any (Aballon)",
            "organization": "solitary, pair, or squadron (3–6)",
            "special_abilities": "<b>Automatic Laser (Ex)</b> An anacite predator drone’s automatic laser can fire in automatic mode each round at up to five targets. The weapon has a range increment of 60 feet.<br/><br/> <b>Electric Ray (Ex)</b> An anacite predator drone’s electric ray has a range increment of 60 feet.<br/><br/> <b>Shortwave (Ex)</b> An anacite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype.<br/><br/> <b>Sunlight Dependency (Ex)</b> Anacites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, they gain the sickened condition.<br/><br/> <b>Target Lock (Ex)</b> As a move action, an anacite predator drone can lock on to a target within 60 feet that it can see. The anacite can have only one locked target at a time. Against the anacite’s attacks, a locked target gains no benefit from concealment less than total concealment, and a locked target reduces its bonus to AC due to cover by 2.",
            "description": "Anacites are native to Aballon, the Pact World closest to the sun. A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem.\r\n\r\n The most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances.\r\n\r\n In the uncounted millennia since the departure of the so-called “First Ones,” anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different. While they variously wait for the First Ones to return or work toward taking on their progenitors’ mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal’s fulfillment.\r\n\r\n While “anacite” officially refers only to the sentient varieties of Aballonian machines—those capable of learning and participating in Aballonian society—many offworlders use it as a catchall term for the world’s mechanical life. Dragonflylike wingbots are an example of Aballonian technobiology. These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet’s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack offworlders or other anacites."
        },
        {
            "title": "Anchorite",
            "flavor_text": "Alien Archive 2 pg. 128",
            "cr": "4",
            "xp": "1200",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "outsider",
            "creature_subtype": "evil",
            "initiative": "+5",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+10",
            "aura": "",
            "hp": "50",
            "rp": "",
            "eac": "16",
            "kac": "18",
            "fort_save": "+6",
            "ref_save": "+8",
            "will_save": "+3",
            "defensive_abilities": "paired pain, regeneration 5 (good or silver)",
            "immunities": "cold",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft.",
            "melee": "ascetic velstrac flenser +10 (1d4+5 S & So; critical bleed 1d4)",
            "ranged": "tactical acid dart rifle +13 (1d8+4 A & P; critical corrode 1d4) or frag grenade II +13 (explode [15 ft., 2d6 P, DC 13])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "unnerving gaze (30 ft., DC 13)",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+1",
            "dex": "+5",
            "con": "+3",
            "int": "+0",
            "wis": "+1",
            "cha": "+1",
            "skills": "Acrobatics +15, Athletics +10, Intimidate +10, Sense Motive +10",
            "languages": "Common, Infernal; telepathy 30 ft.",
            "gear": "velstrac harness (functions as defrex hide), tactical acid dart rifle with 20 darts, ascetic velstrac flenser (see page 129) with 1 battery (20 charges), frag grenades II (2)",
            "other_abilities": "",
            "environment": "any (Shadow Plane)",
            "organization": "solitary, pair, habit (3–6), or priory (7–12)",
            "special_abilities": "<b>Paired Pain (Su)</b> As a reaction after taking damage, an anchorite can telepathically link with a willing allied velstrac that it can see within 30 feet. When either of the velstracs paired in this way takes further damage, that damage is divided evenly between the two. A velstrac of a higher CR can share its damage with an anchorite while refusing to take the anchorite’s shared damage. An anchorite already paired with another velstrac can’t use this ability to create a new pair. The pairing lasts for 1 minute, until one of the pair dies, or until one of the pair ends it as a move action. The pairing also ends if one partner is ever more than 30 feet from the other.<br/><br/> <b>Unnerving Gaze (Su)</b> The anchorite’s visage causes viewers to see themselves as the subject of the velstrac’s selfmutilation. A creature that fails a DC 13 Will save against this gaze is shaken for 1 round. This is a mind-affecting, fear effect.",
            "description": "Sometimes called “kytons” by mortals, velstracs are cruel fiends who dwell on the Shadow Plane. Each velstrac seeks to unlock its highest potential by following a path of methodical, self-inflicted pain while also psychically feeding on the fear and anguish of mortal creatures. Velstracs care only for this path of pain and its mystical destination; they see “lesser” beings as nothing more than stepping-stones for their own ascension.\r\n\r\n Transformation requires a velstrac to excise pieces of itself, spiritually and physically. Dross is cut away and replaced with grafts—artificial or natural, flesh or spirit, magical or technological. Each graft brings the velstrac closer to its ideal state and increases its power. In this practice, velstracs are more fanatical than even the Augmented are about cybernetic augmentations. The emotions and pain experienced during each step, they believe, cause spiritual evolution.\r\n\r\n Legend holds that the first velstracs emerged when mortals conceived of cruelty as an acceptable means of personal advancement. The goodly gods, astonished and dismayed, chained the velstracs in Hell. However, instead of struggling against their bonds, the velstracs subsumed their chains and eventually escaped into the Shadow Plane.\r\n\r\n Velstracs leave the Shadow Plane to prey on sentient creatures. They maintain installations and portals in dark locales, launching forays into the Material Plane from such places. Most mortals who fall into velstrac clutches are doomed to live out the remainder of their days—or minutes—in agony. However, such mortals can sometimes become velstracs themselves. The supposed methods of this shift differ wildly, but all involve terrible suffering that only escalates after the transformation is complete. These newest velstracs often become anchorites, fiendish ascetics devoted to the torment of themselves as much as of others. An anchorite’s first act must be to willingly mutilate its flesh, showing its dedication to the velstrac way.\r\n\r\n Anchorites are among the lowest-ranking fiends in the velstrac hierarchy. Often working in pairs or squads, they are crafters, gophers, and soldiers. Anchorite labor produces the majority of velstrac equipment, from their starships to their hide armors with inward-pointing studs and spikes. Anchorites take pains to make their creations macabre and ornate. These velstracs also make up the rank and file of velstrac exploration teams and starship crews.\r\n\r\n In battle, anchorites aim to inflict maximum amounts of delicious agony upon themselves and their foes. Sharing pain is an ecstasy to anchorites as they guide each other along the path of evolution. Few velstracs of any sort refuse to telepathically pair with an anchorite and at least taste its pain, and it’s a rare and disgraceful act for an anchorite to refuse to share with another. A stronger velstrac who takes advantage of an anchorite to survive an otherwise deadly conflict is not considered to be acting dishonorably because in velstrac doctrine, the weak exist to serve the needs of the mighty. All velstracs answer to the demands of their strongest, the velstrac demagogues.\r\n\r\n A clear hierarchy commands all velstrac groupings, including the fiends’ starfaring forces. The velstracs’ fast and sleek \r\n\r\n serve as heavy scouts and raiders, cutting into enemy territory and fleets like serrated blades. In starship combat, corvette crews fight as they would in personal combat, with the aim to deal maximum damage as brutally as possible. After strafing disabled ships with chain cannons, corvettes usually make boarding maneuvers to take prisoners. Corvette anchorite crews have even been known to use their escape pods as ballistic weapons against ships with weakened defenses, hoping to overcome those defenses and, perhaps, to improvise boarding at the same time. \r\n\r\nVelstracs wield \r\n\r\n—blades designed to slice skin from muscle and muscle from bone—sometimes mounting these knives on rifles as bayonets. Flensers are honed to supernatural sharpness and powered to vibrate with the rhythms of the wielder’s body. Velstracs have mastered the art of using these advanced melee weapons to inflict wounds while keeping targets alive. The table above shows an array of flensers, which can be purchased only in the darkest corners of the galaxy."
        },
        {
            "title": "Arquand Gazelle",
            "flavor_text": "Alien Archive 2 pg. 12",
            "cr": "4",
            "xp": "1200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+5",
            "senses": "low-light vision",
            "perception": "+10",
            "aura": "tranquility (60 ft., DC 13)",
            "hp": "50",
            "rp": null,
            "eac": "16",
            "kac": "18",
            "fort_save": "+7",
            "ref_save": "+9",
            "will_save": "+3",
            "defensive_abilities": null,
            "immunities": "Arquand immunities",
            "resistances": null,
            "weaknesses": "docile",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "50 ft.",
            "melee": "gore +9 (1d6+7 P) or if not docile +12 (1d6+7 P; critical bleed 1d4)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "stampede, trample (1d6+7, DC 13)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+3",
            "dex": "+5",
            "con": "+0",
            "int": "-4",
            "wis": "+0",
            "cha": "+1",
            "skills": "Athletics +15",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any forests, hills, or plains (Arquand)",
            "organization": "solitary, pair, or herd (4–40)",
            "special_abilities": "<b>Arquand Immunities (Su)</b> While on their native planet, Arquand gazelles don’t age and are immune to disease, exhaustion, and fatigue.<br/><br/> <b>Docile (Ex)</b> Arquand gazelles are naturally unaggressive creatures. An Arquand gazelle loses this weakness if trained for combat, a function of the rear a wild animal task of the Survival skill.<br/><br/> <b>Stampede (Ex)</b> A stampede occurs if three or more Arquand gazelles trample while remaining adjacent to each other. While stampeding, the gazelles can trample foes of their size or smaller, and the trample ability’s save DC increases by 2.<br/><br/> <b>Tranquility Aura (Su)</b> An Arquand gazelle exudes tranquility that has a sedative effect and causes mild hallucinations in creatures within 60 feet. Such hallucinations are pleasant if the gazelle is docile and on Arquand, but less pleasant if the gazelle isn’t on Arquand, wasn’t born on Arquand, or lacks the docile weakness. The effects are unpleasant if the gazelle is aggressive or scared; a creature in the aura must succeed at a DC 13 Will saving throw to attack, cast any spell on an unwilling target, or take any action that involves breaking or disabling an object or device. Creatures that succeed at the save are immune to the same Arquand gazelle’s aura for 24 hours. Arquand gazelles are immune to this aura. This is a mind-affecting, emotion effect.",
            "description": "Life on the sentient planet of Arquand is idyllic for its native inhabitants. Lithe, six-legged gazelles spring merrily over hills, peer at anything that sparks their curiosity, and playfully charge at each other. Arquand gazelles, like most native Arquand species, are friendly and trusting, especially to juvenile creatures of any species. They interact peacefully with one another and other indigenous animals.<br/><br/> The nimble creatures are black, brown, or white, depending on which part of their home planet they come from. Their home planet itself spurs them to wander, using weather and terrain to guide them and growing plentiful and nutritious vegetation and fruit wherever they roam. The gazelles graze contentedly on the abundant food, never knowing struggle, and grow up to 12 feet tall and just as long. They can weigh up to 1,600 pounds.<br/><br/> These gazelles have an unlimited lifespan on Arquand’s surface. They grow neither old nor ill, but they can be killed. Arquand gazelles reproduce very slowly. The creatures have no family units, instead living in large herds. If taken to a different planet, an Arquand gazelle lives up to 30 years. Would-be settlers on Arquand might see these elegant ungulates as a source of meat. Poachers have an easy time capturing the gazelles, which remain friendly even when caged. But killing them is much more difficult than it appears, as the beasts have a tranquilizing affect on beings near them. Successfully slaying a gazelle can mean more trouble, since Arquand doesn’t take kindly to those who harm its creatures or irritate it in other ways.<br/><br/> Many governments, including the Pact Council, have made the removal of gazelles from Arquand illegal. Nevertheless, the animals fetch a high price on the black market. Collectors of exotic pets prize Arquand gazelles; therefore, poachers brave the planet’s wrath to capture the beasts alive. Creative landowners purchase entire herds for security, since the animals’ tranquility aura prevents attacks and break-ins. Some people use the aura for self-medication, while others keep the affable and childloving gazelles as companion animals. Those under the pleasant effects of the gazelle’s aura can’t help but return the creature’s friendliness, so affection grows.<br/><br/> Gazelles accustomed to Arquand have difficulty adjusting to life on other planets. They have little natural survival instinct or skill, since foraging on Arquand is easy and safe. Severe weather spooks them because they never experience it on their home world. However, it is possible to breed Arquand gazelles on other worlds. Domesticated gazelles are still docile and still have a tranquility aura, but the aura is less pleasant, so most collectors prefer Arquand-born gazelles. Those who use the animals solely for security are less particular, and breeders can do brisk business with such clients. Breeding Arquand gazelles is commonly legal, but law officers keep an eye out for native-born animals in breeding stock."
        },
        {
            "title": "Assassin Robot",
            "flavor_text": "Alien Archive 2 pg. 108",
            "cr": "9",
            "xp": "6400",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "construct",
            "creature_subtype": "technological",
            "initiative": "+6",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+22",
            "aura": null,
            "hp": "135",
            "rp": null,
            "eac": "22",
            "kac": "23",
            "fort_save": "+6",
            "ref_save": "+10",
            "will_save": "+6",
            "defensive_abilities": "integrated weapons, retractable weapons",
            "immunities": "construct immunities",
            "resistances": null,
            "weaknesses": "vulnerable to critical hits, vulnerable to electricity",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., climb 40 ft.",
            "melee": "microserrated longsword +18 (2d10+13 S; critical bleed 2d6)",
            "ranged": "advanced semi-auto pistol +20 (2d6+9 P) or advanced shirren-eye rifle +20 (2d10+9 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "holographic trick",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+6",
            "con": "—",
            "int": "+1",
            "wis": "+2",
            "cha": "+0",
            "skills": "Acrobatics +22, Athletics +17 (+25 to climb), Computers +17, Stealth +22",
            "languages": "Common",
            "gear": "microserrated longsword, advanced semi-auto pistol with 48 small arm rounds, advanced shirren-eye rifle with 16 sniper rounds",
            "other_abilities": "holographic camouflage, nanite repair, target tracking, unliving",
            "environment": "any",
            "organization": "solitary, pair, or team (3–5)",
            "special_abilities": "<b>Holographic Camouflage (Ex)</b> An assassin robot uses advanced sensors in conjunction with a holographic projector to blend in with its surroundings. If the assassin robot remains still for 1 round, it gains a +10 bonus to Stealth checks and is treated as having concealment until it moves out of its square; this doesn’t stack with invisibility or similar effects. As a move action, the robot can amplify this camouflage for up to 10 rounds per day, using the duration in 1-round increments. While the camouflage is amplified, the robot is affected as if by the <i>invisibility</i> spell.<br/><br/> <b>Holographic Trick (Ex)</b> As a full action, an assassin robot can move up to its speed, blurred by holographic camouflage, and then make an attack with a one-handed melee weapon or small arm. After its movement, the robot can attempt a Stealth check; this check is opposed by a Perception check attempted by its target, and if the robot is successful, its target is flat-footed against the attack and takes 5d8 additional damage on a hit.<br/><br/> <b>Nanite Repair (Ex)</b> An assassin robot’s nanites heal it, restoring a number of Hit Points per hour equal to its CR. Once per day as a full action, the robot can regain 6d8 Hit Points.<br/><br/> <b>Retractable Weapons (Ex)</b> When not in use, each of an assassin robot’s weapons is folded inside the robot’s body and hidden from sight. A creature unaware of the robot’s hidden weapons must succeed at a DC 35 Perception check to notice one. An assassin robot can deploy any or all of its weapons as a swift action or as part of making an attack or full attack. Its weapons are mounted, leaving the robot’s hands free, and the robot can’t be disarmed of them. As a swift action, the robot can retract any or all of its weapons.<br/><br/> <b>Target Tracking (Ex)</b> As a move action, an assassin robot can lock on to one target it can see. The tracked target doesn’t benefit from concealment against the robot and can’t succeed at Bluff checks against the robot to create a diversion. This tracking ends if the tracked target dies or is destroyed, the robot ceases being able to see the target, or the robot ends it as a move action.",
            "description": "Robots serve a variety of functions. They’re often employed in situations where the risks to living beings are too great or emotional responses are a hindrance—notably murder and war.\r\n\r\n Assassin robots are killing machines useful for stealthy slayings or gruesome public displays. A user can program targets into the robot, dispatch the unit, and rest assured. The robot relentlessly pursues its quarry, fearing nothing and using microfiber setae on its hands and feet to traverse vertical and horizontal surfaces with ease. Whether it succeeds, fails, escapes, or suffers destruction, the robot leaves little evidence behind—an assassin robot that is captured or destroyed automatically purges its memory and burns out its sensitive hardware components, making tracing the robot’s mission and origin extremely difficult.\r\n\r\n Typical assassin robots are 6 feet tall, weigh 300 pounds, and use the weapons detailed in the stat block on page 108, but they can be outfitted with other armaments as a mission requires. In particular, assassin robots on missions where more subtlety is called for use needler pistols stocked with poisoned darts.\r\n\r\n There is nothing subtle, however, about a siege robot. These machines serve as artificially intelligent assault vehicles, and many rightly fear these engines of war. Merciless and efficient, a siege robot is as effective at unloading massive damage against a single target as it is at mowing down enemy troops en masse, and its vehicle form makes it difficult to escape from on an open battlefield. Most siege robots are outfitted with large reserves of ammunition, enough to sustain a constant barrage for minutes at a time. \r\n\r\nA siege robot can be used as a vehicle in vehicle combat or vehicle chases. In such cases it acts as its own pilot and has the following additional statistics: item level equal to its CR; drive speed 60 ft., full speed 500 ft., overland speed 60 mph, (hover); hardness 8; collision damage 16d10 B (DC 19); –3 attack roll penalty (–6 at full speed). A siege robot acting as a vehicle can carry up to 4 Medium passengers but provides them no cover."
        },
        {
            "title": "Bodysnatcher Autocrat",
            "flavor_text": "Alien Archive 2 pg. 18",
            "cr": "10",
            "xp": "9600",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "ooze",
            "creature_subtype": null,
            "initiative": "+5",
            "senses": "blindsight (vibration) 60 ft.",
            "perception": "+19",
            "aura": null,
            "hp": "140",
            "rp": null,
            "eac": "23",
            "kac": "23",
            "fort_save": "+11",
            "ref_save": "+8",
            "will_save": "+11",
            "defensive_abilities": "share body",
            "immunities": "ooze immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "20 ft., climb 20 ft.",
            "melee": "slam +20 (2d8+14 B plus grab)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "bodysnatch",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+5",
            "con": "+5",
            "int": "-1",
            "wis": "+2",
            "cha": "-1",
            "skills": "Athletics +19 (+27 to climb), Bluff +24, Disguise +19, Stealth +24; see neural integration",
            "languages": "See neural integration",
            "gear": null,
            "other_abilities": null,
            "environment": "any land",
            "organization": "solitary",
            "special_abilities": "<b>Bodysnatch (Ex)</b> This ability functions as the bodysnatcher slime ability, but the autocrat can infest a Medium, Large, or Huge creature (Fortitude DC 19 negates). The autocrat can also use any of the creature’s supernatural abilities. It takes a DC 25 Medicine check to expel an autocrat, and each failed check deals the host 2d6 damage.<br/><br/> <b>Neural Integration (Su)</b> This ability functions as the bodysnatcher slime ability, but the skill bonus is +19.<br/><br/> <b>Share Body (Ex)</b> This ability functions as the bodysnatcher slime ability, but the autocrat leaves the host only after taking 70 or more damage.",
            "description": "Purportedly born from some ill-informed experiment performed during the Gap, bodysnatcher slimes are parasitic organisms that commandeer hosts to experience life through their senses. Unlike most oozes, these slimes contain a complex yet amorphous neural network that enables learning, memory, and reasoning. These neurons can also integrate with a host’s nervous system, enabling nearly instantaneous communication between the two beings. Studies suggest the slimes replicate and absorb copies of their hosts’ neurons, so hypothetically, a prolific slime could grow smarter over time.\r\n\r\n In most cases, though, a bodysnatcher slime never grows to occupy more than several cubic feet. Replicating neurons grants the slime greater control over its form, allowing it to grow and still coordinate its movements and metabolism. However, bigger oozes find it more difficult to fit inside hosts without causing the body to bulge such that it betrays the parasite’s presence. Furthermore, the slime’s modified neural network can develop multiple personalities that compete for resources and control. Ultimately, such a creature splits and forms two new slimes, each of which begins rebuilding the vast stores of knowledge and neurons that it lost in the process. Rarely, an ooze retains control over its growing mental prowess and so avoids splitting. These rare bodysnatcher autocrats selectively infest hosts they perceive as powerful.\r\n\r\n As with humanoid brains, a slime’s neural network requires the slime to consume a large number of calories to sustain it While infesting a host, the slime draws its necessary nutrients from the host’s body and digestive system; this process adds a faintly citrus scent to the host’s sweat and excrement. However, without a host, a bodysnatcher slime can absorb nutrients from a wide variety of foods, favoring high-calorie options like sugars and flesh. When denied sustenance, the slime can enter hibernation, awaiting suitable prey for months at a time.\r\n\r\n Bodysnatcher slimes aren’t malicious, but they are insidious. When spoken to, they are baffled by claims that abducting others is reprehensible. Given the oozes’ simple physiology and psychology, this mindset likely results from a lack of higher thought processes and capacity for self-reflection. However, bodysnatcher slimes grow increasingly ambitious the longer they spend in hosts and the larger they become, suggesting a moral compass doesn’t accompany greater intelligence.\r\n\r\n Having stowed away on countless ships, the slimes have spread across the Pact Worlds, the Veskarium, and beyond. Stewards officers have logged several reports of people having extended blackouts and behaving strangely on Absalom Station, and although several operations have cornered and eliminated bodysnatcher slimes, the reports continue to come in. With increasing frequency, authorities contract independent trackers to eliminate these slimes; as such, the bodysnatchers have learned to recognize and avoid the Stewards. The oozes are common on Verces, where hosts have dispersed these parasites along the habitable Ring of Nations. Several cohorts of the Augmented have designated bodysnatcher slimes not as enemies but as intelligent biotech that they accept into their bodies."
        },
        {
            "title": "Bodysnatcher Slime",
            "flavor_text": "Alien Archive 2 pg. 18",
            "cr": "3",
            "xp": "800",
            "size": "Small",
            "alignment": "N",
            "creature_type": "ooze",
            "creature_subtype": null,
            "initiative": "+3",
            "senses": "blindsight (vibration) 60 ft.",
            "perception": "+8",
            "aura": null,
            "hp": "33",
            "rp": null,
            "eac": "14",
            "kac": "14",
            "fort_save": "+4",
            "ref_save": "+2",
            "will_save": "+4",
            "defensive_abilities": "share body",
            "immunities": "ooze immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "20 ft., climb 20 ft.",
            "melee": "slam +9 (1d4+5 B plus grab)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "bodysnatch",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+3",
            "con": "+2",
            "int": "-3",
            "wis": "+0",
            "cha": "-1",
            "skills": "Athletics +8 (+16 to climb), Disguise +8, Stealth +13; see neural integration",
            "languages": "see neural integration",
            "gear": null,
            "other_abilities": null,
            "environment": "any land",
            "organization": "solitary or heist (2–5)",
            "special_abilities": "<b>Bodysnatch (Ex)</b> If a bodysnatcher slime starts its turn grappling a Small, Medium, or Large living creature, the slime can distribute itself throughout that creature’s body as a swift action (Fortitude DC 14 negates). While infesting a creature in this way, a bodysnatcher slime has total cover and can take no actions. However, it controls the infested creature’s (host’s) actions, including using equipment and weapons (using the slime’s attack bonus), using the slime’s or its host’s saving throw bonuses (whichever is higher), using the host’s extraordinary abilities, and using the slime’s or its host’s natural attacks.<br/><br/> After 24 hours inside a body, a bodysnatcher slime must succeed at a DC 14 Fortitude save or be forced out of the body and be unable to infest that same creature for 24 hours. If it succeeds at the save, it can continue infesting that creature for another 24 hours. A creature adjacent to a pinned or helpless host can attempt a DC 15 Medicine check as a full action to force the slime to vacate the host and move into an adjacent square.<br/><br/> Bodysnatch is a compulsion effect that works on a living creature or the intact corpse of a living creature. The corpse can save as if it were its living version. <b>Neural Integration (Su)</b> While in a host, a bodysnatcher slime integrates with the creature’s neural physiology. The slime can speak and understand one language the host knows, use the host’s weapon proficiencies, and use three of the host’s trained skills with a +8 total bonus.<br/><br/> <b>Share Body (Ex)</b> Any damage dealt to a bodysnatcher slime’s host is split between the host and the slime. If a bodysnatcher slime takes 16 or more damage while in a host, the slime leaves the host, moving into an adjacent square, and cannot infest that host again for 24 hours.",
            "description": "Purportedly born from some ill-informed experiment performed during the Gap, bodysnatcher slimes are parasitic organisms that commandeer hosts to experience life through their senses. Unlike most oozes, these slimes contain a complex yet amorphous neural network that enables learning, memory, and reasoning. These neurons can also integrate with a host’s nervous system, enabling nearly instantaneous communication between the two beings. Studies suggest the slimes replicate and absorb copies of their hosts’ neurons, so hypothetically, a prolific slime could grow smarter over time.\r\n\r\n In most cases, though, a bodysnatcher slime never grows to occupy more than several cubic feet. Replicating neurons grants the slime greater control over its form, allowing it to grow and still coordinate its movements and metabolism. However, bigger oozes find it more difficult to fit inside hosts without causing the body to bulge such that it betrays the parasite’s presence. Furthermore, the slime’s modified neural network can develop multiple personalities that compete for resources and control. Ultimately, such a creature splits and forms two new slimes, each of which begins rebuilding the vast stores of knowledge and neurons that it lost in the process. Rarely, an ooze retains control over its growing mental prowess and so avoids splitting. These rare bodysnatcher autocrats selectively infest hosts they perceive as powerful.\r\n\r\n As with humanoid brains, a slime’s neural network requires the slime to consume a large number of calories to sustain it While infesting a host, the slime draws its necessary nutrients from the host’s body and digestive system; this process adds a faintly citrus scent to the host’s sweat and excrement. However, without a host, a bodysnatcher slime can absorb nutrients from a wide variety of foods, favoring high-calorie options like sugars and flesh. When denied sustenance, the slime can enter hibernation, awaiting suitable prey for months at a time.\r\n\r\n Bodysnatcher slimes aren’t malicious, but they are insidious. When spoken to, they are baffled by claims that abducting others is reprehensible. Given the oozes’ simple physiology and psychology, this mindset likely results from a lack of higher thought processes and capacity for self-reflection. However, bodysnatcher slimes grow increasingly ambitious the longer they spend in hosts and the larger they become, suggesting a moral compass doesn’t accompany greater intelligence.\r\n\r\n Having stowed away on countless ships, the slimes have spread across the Pact Worlds, the Veskarium, and beyond. Stewards officers have logged several reports of people having extended blackouts and behaving strangely on Absalom Station, and although several operations have cornered and eliminated bodysnatcher slimes, the reports continue to come in. With increasing frequency, authorities contract independent trackers to eliminate these slimes; as such, the bodysnatchers have learned to recognize and avoid the Stewards. The oozes are common on Verces, where hosts have dispersed these parasites along the habitable Ring of Nations. Several cohorts of the Augmented have designated bodysnatcher slimes not as enemies but as intelligent biotech that they accept into their bodies."
        },
        {
            "title": "Bolida Miner",
            "flavor_text": "Alien Archive 2 pg. 20",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "CN",
            "creature_type": "vermin",
            "creature_subtype": null,
            "initiative": "+5",
            "senses": "blindsense (vibration) 60 ft., darkvision 60 ft., low-light vision",
            "perception": "+7",
            "aura": null,
            "hp": "25",
            "rp": null,
            "eac": "14",
            "kac": "17",
            "fort_save": "+4",
            "ref_save": "+2",
            "will_save": "+3",
            "defensive_abilities": "defensive ball",
            "immunities": null,
            "resistances": "fire 5",
            "weaknesses": "light blindness",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., burrow 30 ft. (35 ft., burrow 25 ft. in armor)",
            "melee": "tactical pike +10 (1d8+6 P)",
            "ranged": "tactical crossbolter +7 (1d10+2 P) or frag grenade I +7 (explode [15 ft., 1d6 P, DC 11])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "fighting styles (blitz), rolling charge",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+1",
            "con": "+2",
            "int": "+0",
            "wis": "+1",
            "cha": "+0",
            "skills": "Athletics +7, Physical Science +7, Survival +12",
            "languages": "Bolidan, Common",
            "gear": "hidden soldier armor, tactical crossbolter with 20 arrows, tactical pike, frag grenades I (2)",
            "other_abilities": null,
            "environment": "any underground",
            "organization": "solitary, pair, or convoy (3–6 miners plus 1 overseer)",
            "special_abilities": "<b>Defensive Ball (Ex)</b> As a move action, a bolida can roll its body into a nearly impenetrable defensive ball. While rolled up this way, a bolida can only uncurl itself as a move action, take the total defense action, or use its rolling charge ability. If the bolida takes the total defense action, its bonus to AC is increased to +5.<br/><br/> <b>Rolling Charge (Ex)</b> A bolida that is rolled up in a defensive ball can charge without taking the normal charge penalties to the attack roll or its AC, and it gains a +5 circumstance bonus to AC against attacks of opportunity during its movement. It can’t make a melee attack at the end of its movement, but it can instead attempt either a bull rush or reposition combat maneuver against its target with a +4 circumstance bonus to the attack roll. A bolida can’t use this ability again until it takes a 10-minute rest to recover Stamina Points.",
            "description": "Bolidas are arthropodan creatures that dwell not on the faces of the planets they inhabit, but far underground, in cave systems that are so deep below the surface that they are blasted by the unforgiving heat of the planets’ molten cores. The centipede-like creatures are protected from these extreme environs by metallic, chitinous plates that cover the entirety of their backs, from head to tail tip. This innate armor also protects them from subterranean hazards such as rock falls and the friction of traveling through cramped cave tunnels. Bolidas support themselves on their many sets of legs, holding only the uppermost portion of their bodies upright to wield weapons or manipulate objects. They have evolved over millions of years to thrive in darkness, and they therefore tend to avoid traveling up to the surface world; if they choose to live on a planet’s surface or a space station, they prefer to maintain nocturnal schedules, as sunlight blinds them if they’re not wearing protective eyewear.\r\n\r\n Only a few decades ago, a group of offworld explorers on the bolidas’ home planet, Zafaiga, first encountered the modest miners while quarrying the unique stones that they assumed had no claimant. Though the bolidas were territorial, wary, and somewhat xenophobic, it was overall an amicable, if tense, meeting. Afterward, the bolidas reluctantly agreed to establish a mutually beneficial relationship with other species, contracting trade agreements and eventually even adopting Common into their lexicon. Though the broader galaxy has known of their existence for only a few decades, bolidas have been extant for millennia, unconcerned with and largely unaware of the outside world. They independently developed their own technology (though it is predominantly analog and therefore considered primitive by some races), which they use to dig for resources and excavate cavernous dwellings. Even those bolidas who travel the galaxy tend to be rather aloof, blowing off attempts at personal friendships by members of surface races, whom they dismiss as capricious “light dwellers.” They choose instead to spend their time alone, with other bolidas, or with members of subterranean races with whom they can share their passion for excavation.\r\n\r\n Digging is a euphoric activity for bolidas, and they spend a large portion of their lives creating new tunnels and caves to house their ever-expanding populations. New settlements can grow from a single small cave to hundreds of miles of mazelike tunnels and dozens of vast caverns in mere months. Because of this natural disposition, bolidas have proven themselves to be indispensable in the acquisition and trade of rare minerals. Their ability to thrive in the heat deep underground on moltencore planets means they are often hired as miners by individuals and organizations all across the galaxy to excavate subterranean dig sites that most other races are unable to withstand.\r\n\r\n Bolidas exhibit no discernible sexual dimorphism or gender, and each bolida is capable of carrying and fertilizing eggs—oftentimes they will take on both roles. They also sometimes mate in groups, covering the floors of their nursery caves with eggs that are incubated by the heat of the depths. The average bolida is 7 feet long and weighs 350 pounds."
        },
        {
            "title": "Bolida Overseer",
            "flavor_text": "Alien Archive 2 pg. 20",
            "cr": "8",
            "xp": "4800",
            "size": "Medium",
            "alignment": "CN",
            "creature_type": "vermin",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "blindsense (vibration) 60 ft., darkvision 60 ft., low-light vision",
            "perception": "+18",
            "aura": null,
            "hp": "115",
            "rp": null,
            "eac": "21",
            "kac": "22",
            "fort_save": "+9",
            "ref_save": "+9",
            "will_save": "+9",
            "defensive_abilities": "defensive ball",
            "immunities": null,
            "resistances": "fire 5",
            "weaknesses": "light blindness",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., burrow 30 ft.",
            "melee": "carbon staff +17 (1d8+10 B; critical knockdown)",
            "ranged": "advanced semi-auto pistol +15 (2d6+8 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "overload (DC 18), rolling charge, target tracking",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+2",
            "con": "+4",
            "int": "+6",
            "wis": "+1",
            "cha": "+0",
            "skills": "Athletics +16, Engineering +21, Computers +21, Physical Science + 16, Survival +21",
            "languages": "Bolidan, Common",
            "gear": "kasatha microcord III, advanced semi-auto pistol with 24 small arm rounds, carbon staff",
            "other_abilities": "artificial intelligence (exocortex), expert rig (armor upgrade), mechanic tricks (quick repair), miracle worker (1/day), remote hack (DC 18), wireless hack",
            "environment": "any underground",
            "organization": "solitary, pair, or convoy (1 overseer plus 3–6 miners)",
            "special_abilities": "<b>Defensive Ball (Ex)</b> As a move action, a bolida can roll its body into a nearly impenetrable defensive ball. While rolled up this way, a bolida can only uncurl itself as a move action, take the total defense action, or use its rolling charge ability. If the bolida takes the total defense action, its bonus to AC is increased to +5.<br/><br/> <b>Rolling Charge (Ex)</b> A bolida that is rolled up in a defensive ball can charge without taking the normal charge penalties to the attack roll or its AC, and it gains a +5 circumstance bonus to AC against attacks of opportunity during its movement. It can’t make a melee attack at the end of its movement, but it can instead attempt either a bull rush or reposition combat maneuver against its target with a +4 circumstance bonus to the attack roll. A bolida can’t use this ability again until it takes a 10-minute rest to recover Stamina Points.",
            "description": "Bolidas are arthropodan creatures that dwell not on the faces of the planets they inhabit, but far underground, in cave systems that are so deep below the surface that they are blasted by the unforgiving heat of the planets’ molten cores. The centipede-like creatures are protected from these extreme environs by metallic, chitinous plates that cover the entirety of their backs, from head to tail tip. This innate armor also protects them from subterranean hazards such as rock falls and the friction of traveling through cramped cave tunnels. Bolidas support themselves on their many sets of legs, holding only the uppermost portion of their bodies upright to wield weapons or manipulate objects. They have evolved over millions of years to thrive in darkness, and they therefore tend to avoid traveling up to the surface world; if they choose to live on a planet’s surface or a space station, they prefer to maintain nocturnal schedules, as sunlight blinds them if they’re not wearing protective eyewear.\r\n\r\n Only a few decades ago, a group of offworld explorers on the bolidas’ home planet, Zafaiga, first encountered the modest miners while quarrying the unique stones that they assumed had no claimant. Though the bolidas were territorial, wary, and somewhat xenophobic, it was overall an amicable, if tense, meeting. Afterward, the bolidas reluctantly agreed to establish a mutually beneficial relationship with other species, contracting trade agreements and eventually even adopting Common into their lexicon. Though the broader galaxy has known of their existence for only a few decades, bolidas have been extant for millennia, unconcerned with and largely unaware of the outside world. They independently developed their own technology (though it is predominantly analog and therefore considered primitive by some races), which they use to dig for resources and excavate cavernous dwellings. Even those bolidas who travel the galaxy tend to be rather aloof, blowing off attempts at personal friendships by members of surface races, whom they dismiss as capricious “light dwellers.” They choose instead to spend their time alone, with other bolidas, or with members of subterranean races with whom they can share their passion for excavation.\r\n\r\n Digging is a euphoric activity for bolidas, and they spend a large portion of their lives creating new tunnels and caves to house their ever-expanding populations. New settlements can grow from a single small cave to hundreds of miles of mazelike tunnels and dozens of vast caverns in mere months. Because of this natural disposition, bolidas have proven themselves to be indispensable in the acquisition and trade of rare minerals. Their ability to thrive in the heat deep underground on moltencore planets means they are often hired as miners by individuals and organizations all across the galaxy to excavate subterranean dig sites that most other races are unable to withstand.\r\n\r\n Bolidas exhibit no discernible sexual dimorphism or gender, and each bolida is capable of carrying and fertilizing eggs—oftentimes they will take on both roles. They also sometimes mate in groups, covering the floors of their nursery caves with eggs that are incubated by the heat of the depths. The average bolida is 7 feet long and weighs 350 pounds."
        },
        {
            "title": "Bone Trooper Captain",
            "flavor_text": "Alien Archive 2 pg. 22",
            "cr": "8",
            "xp": "4800",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+10",
            "senses": "darkvision 60 ft.",
            "perception": "+16",
            "aura": null,
            "hp": "125",
            "rp": "4",
            "eac": "20",
            "kac": "23",
            "fort_save": "+10",
            "ref_save": "+10",
            "will_save": "+9",
            "defensive_abilities": null,
            "immunities": "cold, undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/—",
            "speed": "30 ft.",
            "melee": null,
            "ranged": "red star plasma pistol +19 (1d8+8 E & F; critical burn 1d8)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "fighting styles (arcane assailant), gear boosts (plasma immolation [1d8]), style techniques (rune of the eldritch knight, secret of the magi)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+6",
            "con": "—",
            "int": "+2",
            "wis": "+2",
            "cha": "+2",
            "skills": "Diplomacy +16, Engineering +16, Intimidate +16, Piloting +21",
            "languages": "Common, Eoxian",
            "gear": "skitterhide II (with black force field), officer dueling sword, red star plasma pistol with 3 batteries (20 charges each)",
            "other_abilities": "unliving",
            "environment": "any",
            "organization": "solitary or crew (1 plus 5–10 bone trooper technomancers)",
            "special_abilities": null,
            "description": "Using magic rituals, technomantic experiments, or both, powerful spellcasters can animate the bones of the dead. Although many of these undead are mindless and easily controlled, others retain their intellects, memories, and personalities, and thus they are able to continue a semblance of their former lives. Called skeletal champions in previous ages, these undead are now more commonly known as bone troopers because of their frequent association with the Corpse Fleet, a renegade starship navy of undead.\r\n\r\n A member of almost any sapient species that has a skeleton can become a bone trooper. Bone troopers keep all of the abilities, class features, and skills they had when they were living, and they can benefit from class grafts. When the dead planet Eox suffered the cataclysm that nearly destroyed the world, its inhabitants looked to necromancy for their salvation. The most powerful elebrians became bone sages, but a significant proportion of Eox’s populace that managed to survive did so as bone troopers. As a result, most bone troopers in the Pact Worlds are elebrians from Eox, recognizable by the elongated elebrian cranium.\r\n\r\n The Corpse Fleet employs countless elebrian bone troopers, which far outnumber other undead in the exiled navy’s ranks. Most of these troopers are soldiers, although many specialize as operatives, technomancers, or mindbreaker mystics.\r\n\r\n A bone trooper looks like a fleshless skeleton with a cold, cunning light burning in its eye sockets. Bone troopers wear normal clothing or armor and wield contemporary weapons."
        },
        {
            "title": "Bone Trooper Technomancer",
            "flavor_text": "Alien Archive 2 pg. 22",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+7",
            "senses": "darkvision 60 ft.",
            "perception": "+8",
            "aura": null,
            "hp": "34",
            "rp": null,
            "eac": "13",
            "kac": "14",
            "fort_save": "+2",
            "ref_save": "+2",
            "will_save": "+8",
            "defensive_abilities": null,
            "immunities": "cold, undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/—",
            "speed": "30 ft.",
            "melee": "tactical dueling sword +5 (1d6+4 S) or claw +5 (1d4+4 S)",
            "ranged": "tactical semi-auto pistol +7 (1d6+3 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": "Spells Known",
            "str": "+1",
            "dex": "+3",
            "con": "—",
            "int": "+4",
            "wis": "+0",
            "cha": "+1",
            "skills": "Computers +13, Mysticism +8, Piloting +13",
            "languages": "Common, Eoxian",
            "gear": "skitterhide I, tactical dueling sword, tactical semi-auto pistol with 36 small arm rounds",
            "other_abilities": "magic hacks (countertech), spell cache (rank insignia), unliving",
            "environment": "any",
            "organization": "solitary, pair, or platoon (3-12)",
            "special_abilities": null,
            "description": "Using magic rituals, technomantic experiments, or both, powerful spellcasters can animate the bones of the dead. Although many of these undead are mindless and easily controlled, others retain their intellects, memories, and personalities, and thus they are able to continue a semblance of their former lives. Called skeletal champions in previous ages, these undead are now more commonly known as bone troopers because of their frequent association with the Corpse Fleet, a renegade starship navy of undead.\r\n\r\n A member of almost any sapient species that has a skeleton can become a bone trooper. Bone troopers keep all of the abilities, class features, and skills they had when they were living, and they can benefit from class grafts. When the dead planet Eox suffered the cataclysm that nearly destroyed the world, its inhabitants looked to necromancy for their salvation. The most powerful elebrians became bone sages, but a significant proportion of Eox’s populace that managed to survive did so as bone troopers. As a result, most bone troopers in the Pact Worlds are elebrians from Eox, recognizable by the elongated elebrian cranium.\r\n\r\n The Corpse Fleet employs countless elebrian bone troopers, which far outnumber other undead in the exiled navy’s ranks. Most of these troopers are soldiers, although many specialize as operatives, technomancers, or mindbreaker mystics.\r\n\r\n A bone trooper looks like a fleshless skeleton with a cold, cunning light burning in its eye sockets. Bone troopers wear normal clothing or armor and wield contemporary weapons."
        },
        {
            "title": "Calecor",
            "flavor_text": "Alien Archive 2 pg. 24",
            "cr": "17",
            "xp": "102400",
            "size": "Large",
            "alignment": "CN",
            "creature_type": "fey",
            "creature_subtype": null,
            "initiative": "+5",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+29",
            "aura": null,
            "hp": "300",
            "rp": "6",
            "eac": "30",
            "kac": "31",
            "fort_save": "+17",
            "ref_save": "+17",
            "will_save": "+20",
            "defensive_abilities": "void adaptation",
            "immunities": "mind-affecting effects, paralysis, poison, polymorph, radiation, sleep, stunning",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "60 ft., fly 120 ft. (Su, perfect)",
            "melee": "slam +25 (8d6+21 B plus ruined mind)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "ruined mind, sympathetic ruin",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+5",
            "con": "+4",
            "int": "+2",
            "wis": "+8",
            "cha": "+11",
            "skills": "Acrobatics +29 (+37 to fly), Life Science +34, Survival +34",
            "languages": "truespeech",
            "gear": null,
            "other_abilities": "planetary bond",
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Planetary Bond (Su)</b> A calecor is bonded to a planet devastated by cataclysm. The creature is dimly aware of everything happening on that world. However, this deluge of information is difficult for it to process. The calecor has a 33% chance to become aware of anything occurring on the planet that might affect the fey, its goals, or the world itself. Once aware of an event, the calecor can take a full action to observe that occurrence as if using <i>clairaudience/clairvoyance</i>, but without any restrictions on range and duration. This ability functions even when the calecor is not on the bonded planet, and the entire planet is considered to be familiar to the calecor.<br/><br/> <b>Ruined Mind (Su)</b> A calecor’s traumatized and divided mind makes the fey dangerous to interact with on a mental level. Any creature that touches a calecor (or is touched by one), uses mind-affecting or mind-reading magic on the fey, or attempts to communicate with it telepathically must attempt a DC 24 Will save. On a failure, the creature takes 4d10 damage and becomes confused for 1 round. The calecor can suppress this ability at will. This is a mind-affecting effect.<br/><br/> <b>Sympathetic Ruin (Su)</b> As a standard action, the calecor can project the mental torment of its ruined mind into the mind of a creature within 250 feet. If the target fails the save against ruined mined, it suffers the effects of that ability.",
            "description": "When a world suffers a global calamity—a tremendous loss of resident life-forms due to asteroid impact, rapid climate change, war, or other apocalyptic scenario—the ramifications can ripple far beyond that planet. In some cases, as the torrent of souls leaves the planet, bound for Pharasma’s Boneyard, some of the life energy from dying fey creatures and nonsentient organisms ripples back to the First World, tearing a hole in the fabric of the Material Plane. The essence of the First World surrounds and contains this blast of anguished energy, waves of planar force wrapping around it like an oyster making a pearl, until the two elements combine and solidify into a new entity, a calecor.<br/><br/> A calecor is the fey embodiment of the planetary disaster that birthed it—nature’s violent reaction to the cycle of birth, growth, evolution, and death being catastrophically and irreparably interrupted. Biologists and mystics are unsure why some disasters result in the creation of a calecor while others do not. After all, most planets suffer events that were disastrous for some and beneficial for others, and evolution itself kills off existing species through natural processes, such as when newly evolved trees absorb enough carbon dioxide from an atmosphere to cause global cooling. To date, the best theory is that the dying fey associated with a world’s biome have an innate sense of a planet’s natural order, a sort of racial memory for the planet as a whole. Therefore, only extinctions that this aggregate fey consciousness deems the work of outside actors trigger enough resentment to coalesce into a calecor.<br/><br/> Calecors not only take forms suiting their planet’s primary environments, but also have sphinx-like shapes, with the body of a hunting cat and great wings of overlapping leaves. A calecor’s body is formed not of flesh, but rather vines that wrap and twist around pieces of broken stone, such as rubble from a native civilization destroyed by the calamity. Instead of a head, the vines of the creature’s neck writhe up and cradle a holographic globe split down the middle into two pieces: a perfect, real-time representation of the calecor’s bonded world. A calecor is 10 feet tall and can weigh more than 6 tons.<br/><br/> Always encountered singly, calecors have little culture and might not even be aware of the existence of other calecors. As soon as a calecor emerges into consciousness, its first action is to leave the First World and travel back through the planar breach to the world whose death spawned it. Once there, it does everything in its power to undo the damage and reset the ecosystem to a stable state, magically tearing down the structures of those it deems responsible for the tragedy and terraforming regions too blasted to support life. So deep is the calecor’s bond to its planet that it instinctively knows everything happening on or within it, and it is able to see and hear events on the other side of the world just by thinking about it.<br/><br/> Instinctively able to speak any language, a calecor’s mind is nevertheless as broken as the globe that forms its head, its mind split between painful visions of the past and the overwhelming desire to heal and nurture. Those who attempt to make psychic contact with the creatures report a devastating, disorienting whirlwind of different thoughts—the death cries of a billion organisms—and such contact can seriously harm those who lack superior mental fortitude.<br/><br/> Although not inherently bellicose, and in fact gentle toward organisms it deems in need of recovery or repopulation, a calecor has no patience for those who would despoil its world or oppose its mission. In such situations, interlopers might be warned off with painful visions of the terrifying apocalypse that led to the calecor’s birth. If that tactic doesn’t work, a calecor shifts gravity to keep foes off-kilter while it picks them off, breaking minds and disintegrating bodies until the threat is neutralized. Those who can convince the calecor that their goals align, however, might find themselves with the most powerful ally on the planet."
        },
        {
            "title": "Cerebric Fungus Voyager",
            "flavor_text": "Alien Archive 2 pg. 26",
            "cr": "9",
            "xp": "6400",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "plant",
            "creature_subtype": null,
            "initiative": "+0",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+22",
            "aura": "unsettling appearance (60 ft., DC 18)",
            "hp": "115",
            "rp": null,
            "eac": "21",
            "kac": "22",
            "fort_save": "+10",
            "ref_save": "+8",
            "will_save": "+12",
            "defensive_abilities": "fast healing 5, otherworldly mind (DC 18)",
            "immunities": "plant immunities, walk the void",
            "resistances": "cold 5",
            "weaknesses": "vulnerable to sonic",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft. (fly 20 ft. [Su, average] in space), starflight",
            "melee": "incapacitator +17 (3d4+11 B nonlethal; critical staggered [DC 18]) or tendril +17 (3d4+11 S plus grab; critical stunned)",
            "ranged": "aphelion laser pistol +15 (3d4+9 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "star shriek (DC 18)",
            "spell_like_abilities": null,
            "spells_known": " Known",
            "str": "+2",
            "dex": "+0",
            "con": "+4",
            "int": "+2",
            "wis": "+6",
            "cha": "+3",
            "skills": "Acrobatics +17, Bluff +17, Diplomacy +22, Mysticism +22, Piloting +17",
            "languages": "telepathy 100 ft.",
            "gear": "d-suit II, aphelion laser pistol with 2 high-capacity batteries (40 charges each), incapacitator with 2 batteries (20 charges each)",
            "other_abilities": "stargazer, starlight form (9 minutes, DC 18), walk the void",
            "environment": "any",
            "organization": "solitary, pair, or excursion (1–2 plus 4–10 cerebric fungi)",
            "special_abilities": "<b>Otherworldly Mind (Ex)</b> Any non-plant creature attempting to read a cerebric fungus’s mind with a divination spell or similar effect must succeed at the listed Will save or be overwhelmed by its alien thoughts. A creature that fails takes 1d6 damage and is confused for 1d3 rounds, and the divination effect immediately ends.<br/><br/> <b>Star Shriek (Ex)</b> Once per day as a full action, a cerebric fungus can unleash a shrill scream in tones that are difficult for minds to process. Each non-plant creature within 30 feet must succeed at the listed Will save or be nauseated for 1 round. This is a sonic, mind-affecting effect.<br/><br/> <b>Unsettling Appearance (Su)</b>",
            "description": "Cerebric fungi are carnivorous plants, but they are also intelligent interstellar explorers with colonies in many star systems, including the Pact Worlds, where they have carved out homes in corners of Castrovel and the Liavaran moon Nchak. Within the colonies of their isolated home system in the Vast, cerebric fungi debate philosophy and mysticism to perfect their shared understanding of the universe and to outshine the intellectual insights of the other colonies.\r\n\r\n In an effort to prove esoteric points on behalf of their home colonies—or to spite other colonies—cerebric fungi enjoy studying creatures less intelligent than themselves. The fungi have been pleased to find suitable subjects on other planets.\r\n\r\n Cerebric fungi greet strangers they meet with telepathic questions that might seem inane or even senseless. The fungi have difficulty comprehending the needs and concerns of non-fungoid creatures and easily distress others with experiments meant not to harm but rather to test pet theories.\r\n\r\n With millennia of starflight and space exploration informing their culture, cerebric fungi can offer information that other civilizations would otherwise have little chance of learning. However, it often takes much time, patience, and psychic fortitude for other creatures to interpret a cerebric fungus’s insights, as elements other creatures might consider necessary context, the fungus considers obvious or irrelevant. The typical cerebric fungus is approximately 4 feet in diameter and weighs 150 pounds. \r\n\r\n Cerebric fungi reproduce by budding. They can also grow specialized buds, removing them before they reach maturity, to produce living computers. By adjusting the timing and chemical mixture of this process, cerebric fungi can create computer modules and countermeasures that can be incorporated into any computer. Cerebric fungi sell their creations to fund further explorations. A fungal computer’s base cost is 10% higher than a normal computer and has the following traits.\r\n\r\n \r\n\r\n: A fungal computer can synthesize its own energy from most atmospheres. This functions as a free self-charging upgrade.\r\n\r\n \r\n\r\n: A fungal computer has a complex network and a fibrous core that can’t be reduced in size. No miniaturization upgrade can be applied to a fungal computer.\r\n\r\n \r\n\r\n: A fungal computer has only a telepathic user interface (see the upgrade below). A hacking kit can access a fungal computer, but otherwise a typical computer with a complex control module must be purchased separately and installed to provide a digital interface for a fungal computer."
        },
        {
            "title": "Cerebric Fungus",
            "flavor_text": "Alien Archive 2 pg. 26",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "plant",
            "creature_subtype": null,
            "initiative": "+3",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+8",
            "aura": "unsettling appearance (60 ft., DC 14)",
            "hp": "26",
            "rp": null,
            "eac": "13",
            "kac": "14",
            "fort_save": "+4",
            "ref_save": "+2",
            "will_save": "+6",
            "defensive_abilities": "fast healing 2, otherworldly mind (DC 14)",
            "immunities": "plant immunities",
            "resistances": "cold 5",
            "weaknesses": "vulnerable to sonic",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "bite +7 (1d4+4 P) or tendril +7 (1d4+4 S plus grab; critical stunned)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "star shriek (DC 14)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+0",
            "con": "+2",
            "int": "+1",
            "wis": "+4",
            "cha": "+1",
            "skills": "Bluff +13, Diplomacy +13, Stealth +8",
            "languages": "telepathy 100 ft.",
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or colony (3–12)",
            "special_abilities": "<b>Otherworldly Mind (Ex)</b> Any non-plant creature attempting to read a cerebric fungus’s mind with a divination spell or similar effect must succeed at the listed Will save or be overwhelmed by its alien thoughts. A creature that fails takes 1d6 damage and is confused for 1d3 rounds, and the divination effect immediately ends.<br/><br/> <b>Star Shriek (Ex)</b> Once per day as a full action, a cerebric fungus can unleash a shrill scream in tones that are difficult for minds to process. Each non-plant creature within 30 feet must succeed at the listed Will save or be nauseated for 1 round. This is a sonic, mind-affecting effect.<br/><br/> <b>Unsettling Appearance (Su)</b>",
            "description": "Cerebric fungi are carnivorous plants, but they are also intelligent interstellar explorers with colonies in many star systems, including the Pact Worlds, where they have carved out homes in corners of Castrovel and the Liavaran moon Nchak. Within the colonies of their isolated home system in the Vast, cerebric fungi debate philosophy and mysticism to perfect their shared understanding of the universe and to outshine the intellectual insights of the other colonies.\r\n\r\n In an effort to prove esoteric points on behalf of their home colonies—or to spite other colonies—cerebric fungi enjoy studying creatures less intelligent than themselves. The fungi have been pleased to find suitable subjects on other planets.\r\n\r\n Cerebric fungi greet strangers they meet with telepathic questions that might seem inane or even senseless. The fungi have difficulty comprehending the needs and concerns of non-fungoid creatures and easily distress others with experiments meant not to harm but rather to test pet theories.\r\n\r\n With millennia of starflight and space exploration informing their culture, cerebric fungi can offer information that other civilizations would otherwise have little chance of learning. However, it often takes much time, patience, and psychic fortitude for other creatures to interpret a cerebric fungus’s insights, as elements other creatures might consider necessary context, the fungus considers obvious or irrelevant. The typical cerebric fungus is approximately 4 feet in diameter and weighs 150 pounds. \r\n\r\n Cerebric fungi reproduce by budding. They can also grow specialized buds, removing them before they reach maturity, to produce living computers. By adjusting the timing and chemical mixture of this process, cerebric fungi can create computer modules and countermeasures that can be incorporated into any computer. Cerebric fungi sell their creations to fund further explorations. A fungal computer’s base cost is 10% higher than a normal computer and has the following traits.\r\n\r\n \r\n\r\n: A fungal computer can synthesize its own energy from most atmospheres. This functions as a free self-charging upgrade.\r\n\r\n \r\n\r\n: A fungal computer has a complex network and a fibrous core that can’t be reduced in size. No miniaturization upgrade can be applied to a fungal computer.\r\n\r\n \r\n\r\n: A fungal computer has only a telepathic user interface (see the upgrade below). A hacking kit can access a fungal computer, but otherwise a typical computer with a complex control module must be purchased separately and installed to provide a digital interface for a fungal computer."
        },
        {
            "title": "Colossal Herd Animal",
            "flavor_text": "Alien Archive 2 pg. 75",
            "cr": "8",
            "xp": "4800",
            "size": "Colossal",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+0",
            "senses": "low-light vision",
            "perception": "+16",
            "aura": null,
            "hp": "125",
            "rp": null,
            "eac": "20",
            "kac": "22",
            "fort_save": "+13",
            "ref_save": "+10",
            "will_save": "+8",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "natural weapon +18 (3d4+16 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+0",
            "con": "+4",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +21",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or herd (3–12)",
            "special_abilities": null,
            "description": "From the ruthigs of Castrovel to the wollipeds of Triaxus, herd animals are beasts that gather in social groups comprised entirely of creatures of the same species. Herding behavior allows animals to gather and move together for protection from predators. Most commonly, herd animals are herbivores or docile omnivores. \r\n\r\n better represent fiercer animals, including aggressive herbivores and omnivores that may or may not move in groups of their own kind.\r\n\r\n In the Pact Worlds, the most common herd animals are domesticated. When various species took to exploring and colonizing the stars, they brought their livestock with them. For instance, cattle, goats, and sheep can be found on Absalom Station, as well as on any world where humans have a significant presence. Herd animals in the Pact Worlds serve a variety of purposes in the various societies that cultivate and support them. Farmers and engineers commonly maintain groups of herd animals to harvest their meat, though keeping herd animals for their shorn fur to create textiles is a more sustainable practice. Other cultivators leverage herd animals as mounts or pack animals, and training these docile creatures can result in large profits for professionals who are particularly skilled in this pursuit.\r\n\r\n More rarely, some xenobiologists even cultivate groups of herd animals for scientists and corporations who wish to stabilize wild planets’ ecosystems. In this case, interested parties might place large numbers of pack animals in foreign locales to help tame rampant vegetation growth or provide prey for a dying species of predator. The goal of such projects is almost always to improve a planet’s suitability for colonization, mining, or farming. However, this practice is often controversial among ethnobiologists, who argue that introducing large populations of non-native species in this manner produces harmful and unforeseen results more often than it aids environments. \r\n\r\n The herd animals in this entry serve a couple of purposes. Employ them as written when you need statistics for this sort of creature. To create a unique herd animal, use the stat blocks here and your concept as starting points. Decide what type of natural weapon the animal has, from antlers to hooves, altering the damage type to suit the weapon. Then add elements from Appendix 2: Environmental Grafts (see page 138). Tailor anything you want to fit your concept. \r\n\r\n The ruthig is a mammal with six legs, padded feet with toenails, a long and thin neck, an extended jaw with flat teeth, a lengthy and rough tongue, and two pairs of eyes. Its shaggy fur is home to a plethora of algae and moss species, giving the ruthig a mottled green color useful as camouflage in the herbivore’s native woodlands. Wild ruthigs travel in grazing herds, which are less camouflaged during the birthing season when gray-furred young are born. People of Castrovel domesticate the beasts for their honey-sweet milk and succulent meat.\r\n\r\n A ruthig is a Medium herd animal that is about 4 feet tall at the withers and 6 feet tall with its head raised high. On average, a ruthig weighs about 250 pounds. A ruthig can use its bludgeoning kick as a natural weapon, and it has camouflage when in forested terrain."
        },
        {
            "title": "Colossal Predator",
            "flavor_text": "Alien Archive 2 pg. 103",
            "cr": "13",
            "xp": "25600",
            "size": "Colossal",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+0",
            "senses": "low-light vision",
            "perception": "+23",
            "aura": null,
            "hp": "225",
            "rp": null,
            "eac": "27",
            "kac": "29",
            "fort_save": "+17",
            "ref_save": "+12",
            "will_save": "+13",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "natural weapon +25 (3d12+21 P or S)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+0",
            "con": "+5",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +23",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or pack (3–4)",
            "special_abilities": null,
            "description": "From the vortex sharks of Kalo-Mahoi to the hoarbats of Verces’s Darkside, and from the dire tigers of Castrovel to the tremor worms of Akiton, predators abound in the Pact Worlds and on planets across the galaxy. What unites these disparate species is that their diets include the meat of other creatures and that they hunt and kill to acquire this food. On planets where sapient species are dominant, predators have learned that weapon-wielding creatures can be deadly prey. Other predators, deprived of such contact, often see sentient explorers as an unfamiliar form of potential sustenance, making confrontations inevitable.\r\n\r\n Predators come in all shapes and sizes, limited only by the environment where they are found. Bigger predators rely on abundant food, cycles of inactivity, an omnivorous diet, or a combination of these. Smaller predators have fewer requirements and can be equally dangerous; even very small animals can evolve pack tactics to overwhelm larger and stronger creatures. Some of these swarms, such as the flying viper eels of Bretheda, strip flesh from bone as they move over and around prey. \r\n\r\n The predators in this entry serve a couple of purposes. Employ them as written when you need statistics for this sort of creature. To create a unique predator, use the stat blocks here and your concept as starting points. Decide what type of natural weapon the animal has, from claws to slams, altering the damage type to suit the weapon. Then add elements from Appendix 2: Environmental Grafts. Tailor anything you want to fit your concept. \r\n\r\n The vortex shark is a slim, cartilaginous fish that lives in the depths of Kalo-Mahoi’s oceans. The creature is bioluminescent and has a four-part jaw with rows of hooked teeth. A vortex shark’s natural weapon is a bite that deals slashing damage, has the bleed 1d6 critical hit effect, and allows the shark’s teeth to grab ahold of a target. The female of the species grows larger than the male and lays eggs in pouches she leaves behind. Young fend for themselves when they hatch, catching weaker siblings for a first meal. An adult vortex shark is a Large aquatic predator, averaging 12 feet in length and 1,000 pounds in weight. The sharks can breathe only water and have a land speed of 0 feet and a swim speed of 60 feet. Living in Kalo-Mahoi’s seas has inured them to cold (resistance 5 to cold), and they have blindsense (scent) out to 30 feet and the tracking (scent) special ability for waterborne prey, which they use mostly to hunt bleeding creatures."
        },
        {
            "title": "Colour out of Space",
            "flavor_text": "Alien Archive 2 pg. 28",
            "cr": "10",
            "xp": "9600",
            "size": "Huge",
            "alignment": "CN",
            "creature_type": "ooze",
            "creature_subtype": "incorporeal",
            "initiative": "+8",
            "senses": "blindsight (vibration) 120 ft.",
            "perception": "+24",
            "aura": "lassitude (300 ft., DC 19)",
            "hp": "140",
            "rp": null,
            "eac": "23",
            "kac": "24",
            "fort_save": "+11",
            "ref_save": "+11",
            "will_save": "+7",
            "defensive_abilities": "incorporeal, void adaptation",
            "immunities": "acid, cold, fire, mind-affecting effects, ooze immunities, radiation, sonic",
            "resistances": null,
            "weaknesses": "susceptible to force effects",
            "spell_resistance": "21",
            "damage_reduction": null,
            "speed": "fly 60 ft. (Su, perfect)",
            "melee": "disintegrating touch +20 (1d10+10)",
            "ranged": null,
            "space": " out of Space",
            "reach": "5 ft.",
            "offensive_abilities": "feed",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+8",
            "con": "+3",
            "int": "+2",
            "wis": "+3",
            "cha": "+5",
            "skills": "Acrobatics +24 (+32 to fly), Life Science +19, Physical Science +19, Stealth +24, Survival +24",
            "languages": "Aklo (can’t speak any language)",
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Aura of Lassitude (Su)</b> A creature within 300 feet of a colour out of space (even when the colour is hiding within a solid object) must succeed at a DC 19 Will save or become overwhelmed with listlessness and ennui. While under this effect, the creature takes a –4 penalty to Will saving throws and doesn’t willingly travel farther than 1 mile from the area where it failed its saving throw against that colour’s aura of lassitude. If the victim failed the saving throw while on a starship, it instead doesn’t willingly travel farther than 1 mile from the starship, nor does it willingly pilot that starship. A <i>break enchantment</i> spell (DC 19) ends the effect, as does moving the victim more than 1 mile from where it failed its save (or from the starship where it failed its save. Every 24 hours, a creature affected by an aura of lassitude can attempt a new DC 19 Will save to cast off the effects of the aura. A creature that succeeds at this saving throw is immune to that colour’s aura of lassitude for 24 hours. A creature under the effects of an aura of lassitude from a colour out of space can’t be further affected by this ability from other colours. This is a mind-affecting effect.<br/><br/> <b>Disintegrating Touch (Su)</b> A colour’s touch can disintegrate matter. This attack targets EAC and deals untyped damage; a creature that succeeds at a DC 19 Fortitude save takes half damage. A creature reduced to 0 Hit Points by this attack must succeed at a DC 19 Fortitude save or be immediately slain and reduced to a pile of fine ash.<br/><br/> <b>Feed (Su)</b> As a full action, a colour can attempt to feed on a living creature, a natural region of plant and animal life, or a Drift engine. If it feeds on a creature or a Drift engine, the colour must have line of sight to and be within 300 feet of the target. If it feeds on a region of plant and animal life, it needs only to be within that region. It can feed on a region once per week, a specific Drift engine once per day, and a specific living creature once per day.<br/><br/> Feeding on a region or a Drift engine is automatically successful. When the colour feeds on a region, it causes plant life there to grow brittle and sickly; undergrowth in a blighted region doesn’t provide concealment or function as difficult terrain, and small animals grow larger and deformed. When the colour feeds on a Drift engine, the ship becomes sluggish and awkward; all checks to maneuver the starship (including pilot actions during starship combat) take a –4 penalty, and the duration of travel through the Drift is doubled. A colour never completely consumes a region or a Drift engine. A region of nature recovers from these effects 1 year after the colour leaves the area, while a Drift engine recovers 24 hours after the colour’s feeding.<br/><br/> A creature can resist being fed upon by a colour out of space by succeeding at a DC 19 Will save, in which case the colour can’t attempt to feed on that creature again for 24 hours. If the victim fails this saving throw, it takes 1d4 Constitution drain and 1d4 Charisma drain. A creature whose Constitution score is drained to 0 this way immediately dies, crumbling into a mass of desiccated tissue. A creature whose Charisma score is drained to 0 this way gains the colour-blighted graft (see below).<br/><br/> <b>Susceptible to Force Effects (Ex)</b> A colour out of space takes half again as much damage (+50%) from force effects, and it takes a –4 penalty to saving throws to resist force effects. A colour out of space can’t damage targets protected by force effects with its disintegrating touch, and the aura of lassitude and feed abilities of a colour that is completely entrapped by force effects have no effect.",
            "description": "The deepest reaches of space hold truly bizarre terrors, and few among them are more feared than the colour out of space. This entity is composed only of a malevolent hue that defies classification and eludes identification by most sensors. A colour’s presence manifests as an unsettling shifting of colors as it moves through an area. This distortion is enough to allow for targeting of a colour out of space, but the creature’s natural defenses and immunities still make it a high-risk target to engage.<br/><br/> A colour out of space arrives on a planet or other celestial body in embryonic form, infusing the inside of a dense meteorite. After the meteor lands, it crumbles, and the colour seeps out and begins to feed. Once it has fed sufficiently, often over many months, it launches into space again and seeks new feeding grounds. Sometimes, it leaves enough of itself behind to form a new embryonic colour, and the bizarre life cycle continues.<br/><br/> The energies Drift engines exude can nourish a colour out of space. Scholars are only starting to explore what this feeding implies about the nature of the Drift itself."
        },
        {
            "title": "Comet Wasp Swarm",
            "flavor_text": "Alien Archive 2 pg. 133",
            "cr": "12",
            "xp": "19200",
            "size": "Diminutive",
            "alignment": "N",
            "creature_type": "vermin",
            "creature_subtype": "swarm",
            "initiative": "+8",
            "senses": "blindsight (vibration) 30 ft., darkvision 60 ft.",
            "perception": "+22",
            "aura": null,
            "hp": "200",
            "rp": null,
            "eac": "26",
            "kac": "28",
            "fort_save": "+14",
            "ref_save": "+16",
            "will_save": "+11",
            "defensive_abilities": "swarm defenses, void adaptation",
            "immunities": "cold, swarm immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., fly 30 ft. (Su, perfect)",
            "melee": "swarm attack (6d6 C & P plus chilling toxin)",
            "ranged": null,
            "space": " (Space), Comet Wasp Swarm",
            "reach": "5 ft.",
            "offensive_abilities": "distraction (DC 19), implant",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "-2",
            "dex": "+8",
            "con": "+5",
            "int": "—",
            "wis": "+0",
            "cha": "-3",
            "skills": "Acrobatics +22 (+30 to fly)",
            "languages": null,
            "gear": null,
            "other_abilities": "mindless",
            "environment": "any vacuum",
            "organization": "swarm, pair, or brood (3–6)",
            "special_abilities": "<b>Implant (Ex)</b> A comet wasp swarm can choose not to use its swarm attack on (and deal no damage to) a helpless or paralyzed living creature in its space. Instead of doing so, the swarm implants eggs in that creature, afflicting it with comet wasp gestation. <h3 class=\"framing\">Chilling Toxin</h3> <b>Type </b>poison (injury); <b>Save </b>Fortitude DC 19<br/> <b>Track </b>Dexterity (special); <b>Frequency </b>1/round for 6 rounds<br/> <b>Effect </b>progression track is Healthy—Sluggish—Stiffened— Staggered—Immobile; no end state<br/> <b>Cure </b>1 save <h3 class=\"framing\">Comet Wasp Gestation</h3> <b>Type</b> disease (injury); <b>Save </b>Fortitude DC 19<br/> <b>Track </b>physical (special); <b>Frequency </b>1/day<br/> <b>Effect </b>no latent state; the victim dies on the fifth day as a new comet wasp swarm cuts itself free<br/> <b>Cure </b>",
            "description": "Even the vacuum of space has bugs. Most of these void-dwelling vermin are harmless, but some are dangerous or predatory.\r\n\r\n Asteroid lice and planetoid beetles feed on minerals in the rock of their airless habitats. Asteroid lice are communal, but planetoid beetles are territorial, tolerating only one mate. These creatures and their eggs can float in space to a new home. However, careless quarrying and shipping have accelerated their spread through the galaxy.\r\n\r\n Xenobiologists theorize many space vermin evolved in special circumstances. Necropedes were once centipede-like scavengers on Eox; they now have a bite that can digest undead flesh. A warpmoth is like a glowing blue-white speck attracted to moving light, such as other warpmoths or passing starships. Gathering in swarms and following ships helps the moths feed and mate. Comet wasps create nests in frozen interstellar bodies. These icy, venomous vespids lay their eggs in living creatures."
        },
        {
            "title": "Computer Glitch Gremlin",
            "flavor_text": "Alien Archive 2 pg. 68",
            "cr": "1",
            "xp": "200",
            "size": "Tiny",
            "alignment": "LE",
            "creature_type": "fey",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "low-light vision",
            "perception": "+4",
            "aura": null,
            "hp": "5",
            "rp": null,
            "eac": "9",
            "kac": "10",
            "fort_save": "+2",
            "ref_save": "+2",
            "will_save": "+3",
            "defensive_abilities": "networked technomancy",
            "immunities": null,
            "resistances": "cold 5, electricity 5",
            "weaknesses": "vulnerable to fire",
            "spell_resistance": "11",
            "damage_reduction": null,
            "speed": "20 ft., climb 20 ft.",
            "melee": "bite +2 (1d4–1 P plus glitch module, DC 10)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "glitch module, networked technomancy",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "-1",
            "dex": "+2",
            "con": "+1",
            "int": "+3",
            "wis": "+1",
            "cha": "-2",
            "skills": "Computers +9, Engineering +4 (+9 to use computers), Stealth +9",
            "languages": "Aklo, Common; digital telepathy 30 ft.",
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "pair or infection (3–8)",
            "special_abilities": "<b>Digital Telepathy (Su)</b> A computer glitch gremlin can communicate telepathically only with digital devices and with other creatures that can do so (such as other computer glitch gremlins). This allows the glitch gremlin to attempt Computers checks to access any computer within the telepathy’s range.<br/><br/> <b>Glitch Module (Su)</b> When a glitch gremlin succeeds at a Computers check to access a system or hits a foe with an attack or spell, the accessed system or one random computer held or carried by the struck creature glitches. An attended computer (including any computer on a creature hit by a computer glitch gremlin’s attack or spell) negate this effect by succeeding at a DC 10 Will save. The glitch causes one of the following effects, which functions as if the system had the indicated countermeasure (DC = 16 + the number of glitch gremlins within 30 feet when the glitch was added): a fake shell countermeasure that obstructs all users, an alarm that plays a loud and potentially embarrassing audio or holographic file when accessed by any user unless the user succeeds at a Computers check as if hacking the system, or one randomly determined countermeasure that applies even to users with root access. Disabling or removing this glitch requires a Computers check as if disabling or removing a module. A disabled glitch reactivates after 1d10 minutes if not removed. A system can have no more than one glitch per module.<br/><br/> <b>Networked Technomancy (Sp)</b> When gathered in groups, computer glitch gremlins share their magic. As long as a computer glitch gremlin is within 30 feet of another of its kind, it gains concealment thanks to erratic holograms that falteringly appear near it and emulate the appearance of surrounding objects. Groups of computer glitch goblins can also use more potent spell-like abilities; each gremlin in the group except for one takes a standard action to prepare the spell-like ability, and the final gremlin actually uses it. Two computer glitch gremlins can use <i>implant data</i> or <i>logic bomb</i> (DC 15), four can use <i>holographic image</i> (3rd level, DC 16) or <i>instant virus</i> (DC 16), and six can use <i>destruction protocol</i>",
            "description": "Gremlins are fey spirits intimately tied to technological malfunctions. One variety of gremlin, called glitch gremlins, is especially common (and feared) in societies with advanced technology. Both computer glitch gremlins and ship glitch gremlins demonstrate remarkable single-mindedness in their pursuit of mayhem as they find new and more frustrating ways to make technology break, glitch, or fail.\r\n\r\n A computer glitch gremlin’s appearance varies widely with the digital data it has eaten, but they average 1 foot in height and weigh around 4 pounds. Ship glitch gremlins have lamprey-like mouths and long, spidery arms and legs. They stand 2-1/2 feet tall and weigh approximately 20 pounds."
        },
        {
            "title": "Corpsefolk Marine",
            "flavor_text": "Alien Archive 2 pg. 30",
            "cr": "7",
            "xp": "3200",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+9",
            "senses": "darkvision 60 ft.",
            "perception": "+14",
            "aura": null,
            "hp": "126",
            "rp": null,
            "eac": "19",
            "kac": "22",
            "fort_save": "+9",
            "ref_save": "+7",
            "will_save": "+8",
            "defensive_abilities": null,
            "immunities": "undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/magic",
            "speed": "30 ft. (20 ft. in armor)",
            "melee": "LFD pulse gauntlet +14 (2d6+9 B & So; critical knockdown)",
            "ranged": "dual acid dart rifle +17 (2d8+9 A & P; critical corrode 2d4) or frag grenade II +17 (explode [15 ft., 2d6 P, DC 15])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "fighting styles (sharpshoot), focus fire, sniper’s aim",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+5",
            "con": "—",
            "int": "+0",
            "wis": "+4",
            "cha": "+0",
            "skills": "Athletics +19, Intimidate +14, Piloting +14",
            "languages": "Common",
            "gear": "elite defiance series, dual acid dart rifle with 48 darts, LFD pulse gauntlet with 2 batteries (20 charges each), frag grenades II (2)",
            "other_abilities": "unliving",
            "environment": "any (Eox)",
            "organization": "solitary, pair, or elite squad (3–5)",
            "special_abilities": null,
            "description": "Bodies of the dead can, if in good enough condition, be magically made into corpsefolk: free-willed and intelligent undead who remember much of their past lives. For lone necromancers, this magic is possible only if the corpse is of the recently deceased or has been preserved shortly after death. However, the bone sages of Eox have learned to magically repair even badly damaged corpses and those decayed beyond what was usable for lesser necromancers. As a result, corpsefolk make up much of the population of Eox, some serving as indentured servants to pay off the cost of their creation. Undead creatures of this type were called zombie masters in ancient days, but as a class of normal citizens on Eox and soldiers in the Corpse Fleet, they have become known as corpsefolk, balancing their humble social status with their self-willed mentality. Corpsefolk look like zombies, but unlike those undead, corpsefolk retain memories of their previous lives, skills and abilities gained from classes and experience, and the will to make their own decisions. Initially, a corpsefolk’s physical form looks gaunt and dry, with sunken eyes and a hollow torso, but it begins as intact as its corpse was when it gained undeath.\r\n\r\nAs corpsefolk age, however, their bodies can become torn and tattered. Early in their undead years, corpsefolk use surgery and magic to adopt a more wholesome appearance, but after a few decades, most cease to care what they look like, focusing only on what they can do to increase their long-term wealth and power. Corpsefolk can benefit from cybernetic implants, though many prefer \r\n\r\n, which blend more seamlessly with their animated forms.\r\n\r\n Most living creatures see corpsefolk as walking corpses and as such fear or mistrust them, but other self-aware undead creatures treat corpsefolk as second-class undead. Bone sages view corpsefolk as barely better than zombies, while ghouls, vampires, and other undead treat them as peasants or wage slaves unworthy of respect. Because most corpsefolk exist as a result of being created specifically to serve, few enter their undead existence with wealth, power, or influence. Most corpsefolk also lack innate magic power or special abilities. Though they can learn and excel with time and practice, doing so is no easier for them than for living creatures. This fact, coupled with the prejudices they face, makes it difficult for corpsefolk to rise into important positions. Eox, for instance, has a vast corpsefolk underclass, and these ragged undead are rarely selected for any position calling for interaction with living citizens of the Pact Worlds.\r\n\r\n Corpsefolk can be found in various roles in those societies that accept them: managers, soldiers, technicians, and workers. They can use equipment they mastered in life and gain new skills, though they vary in their ambition. Some corpsefolk lack the drive to do more than the minimum needed to maintain their existence, which is very little. Unlike undead that must consume materials from the living or those that hate the living and wish to destroy them, corpsefolk have no supernatural hunger or drive to kill. They don’t need air, food, sleep, or water, and the more apathetic corpsefolk also don’t need stimuli—when left alone, they can sit in silence for weeks or years with no sense of boredom or unease. Such corpsefolk carry out the tasks assigned to them and do little else.\r\n\r\n Most corpsefolk, however, still experience emotions and desires, though they have duller passions than most of the living and take a long-term view. Even when tending to menial tasks, they assume their current positions are temporary, trusting that as time passes and their experience grows, they can at least improve their lot even if positions of power and influence are out of reach.\r\n\r\n Some corpsefolk have great ambition. These drives can be tied to some aspect of a corpsefolk’s original life or an activity experienced early in their undeath that sparks significant interest. Such corpsefolk might settle old scores from their life, become fascinated with a specific kind of art, eagerly embrace new skills and opportunities, explore situations they feared in life, or seek to excel at assigned tasks as a way to track their progress through a potentially eternal unlife."
        },
        {
            "title": "Corpsefolk Operative",
            "flavor_text": "Alien Archive 2 pg. 30",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+14",
            "aura": null,
            "hp": "42",
            "rp": null,
            "eac": "14",
            "kac": "15",
            "fort_save": "+3",
            "ref_save": "+6",
            "will_save": "+7",
            "defensive_abilities": "evasion",
            "immunities": "undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/magic",
            "speed": "40 ft.",
            "melee": "survival knife +7 (1d4+4 S)",
            "ranged": "static arc pistol +9 (1d6+3 E; critical arc 2) or tactical shirren-eye rifle +9 (1d10+3 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "trick attack +1d8",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+4",
            "con": "—",
            "int": "+1",
            "wis": "+2",
            "cha": "+0",
            "skills": "Acrobatics +9, Intimidate +9, Sleight of Hand +14, Stealth +14",
            "languages": "Common",
            "gear": "graphite carbon skin, static arc pistol with 2 batteries (20 charges each), survival knife, tactical shirren-eye rifle with 25 sniper rounds",
            "other_abilities": "operative exploits (uncanny mobility), specialization (thief), unliving",
            "environment": "any (Eox)",
            "organization": "solitary, pair, or association (3–10)",
            "special_abilities": null,
            "description": "Bodies of the dead can, if in good enough condition, be magically made into corpsefolk: free-willed and intelligent undead who remember much of their past lives. For lone necromancers, this magic is possible only if the corpse is of the recently deceased or has been preserved shortly after death. However, the bone sages of Eox have learned to magically repair even badly damaged corpses and those decayed beyond what was usable for lesser necromancers. As a result, corpsefolk make up much of the population of Eox, some serving as indentured servants to pay off the cost of their creation. Undead creatures of this type were called zombie masters in ancient days, but as a class of normal citizens on Eox and soldiers in the Corpse Fleet, they have become known as corpsefolk, balancing their humble social status with their self-willed mentality. Corpsefolk look like zombies, but unlike those undead, corpsefolk retain memories of their previous lives, skills and abilities gained from classes and experience, and the will to make their own decisions. Initially, a corpsefolk’s physical form looks gaunt and dry, with sunken eyes and a hollow torso, but it begins as intact as its corpse was when it gained undeath.\r\n\r\nAs corpsefolk age, however, their bodies can become torn and tattered. Early in their undead years, corpsefolk use surgery and magic to adopt a more wholesome appearance, but after a few decades, most cease to care what they look like, focusing only on what they can do to increase their long-term wealth and power. Corpsefolk can benefit from cybernetic implants, though many prefer \r\n\r\n, which blend more seamlessly with their animated forms.\r\n\r\n Most living creatures see corpsefolk as walking corpses and as such fear or mistrust them, but other self-aware undead creatures treat corpsefolk as second-class undead. Bone sages view corpsefolk as barely better than zombies, while ghouls, vampires, and other undead treat them as peasants or wage slaves unworthy of respect. Because most corpsefolk exist as a result of being created specifically to serve, few enter their undead existence with wealth, power, or influence. Most corpsefolk also lack innate magic power or special abilities. Though they can learn and excel with time and practice, doing so is no easier for them than for living creatures. This fact, coupled with the prejudices they face, makes it difficult for corpsefolk to rise into important positions. Eox, for instance, has a vast corpsefolk underclass, and these ragged undead are rarely selected for any position calling for interaction with living citizens of the Pact Worlds.\r\n\r\n Corpsefolk can be found in various roles in those societies that accept them: managers, soldiers, technicians, and workers. They can use equipment they mastered in life and gain new skills, though they vary in their ambition. Some corpsefolk lack the drive to do more than the minimum needed to maintain their existence, which is very little. Unlike undead that must consume materials from the living or those that hate the living and wish to destroy them, corpsefolk have no supernatural hunger or drive to kill. They don’t need air, food, sleep, or water, and the more apathetic corpsefolk also don’t need stimuli—when left alone, they can sit in silence for weeks or years with no sense of boredom or unease. Such corpsefolk carry out the tasks assigned to them and do little else.\r\n\r\n Most corpsefolk, however, still experience emotions and desires, though they have duller passions than most of the living and take a long-term view. Even when tending to menial tasks, they assume their current positions are temporary, trusting that as time passes and their experience grows, they can at least improve their lot even if positions of power and influence are out of reach.\r\n\r\n Some corpsefolk have great ambition. These drives can be tied to some aspect of a corpsefolk’s original life or an activity experienced early in their undeath that sparks significant interest. Such corpsefolk might settle old scores from their life, become fascinated with a specific kind of art, eagerly embrace new skills and opportunities, explore situations they feared in life, or seek to excel at assigned tasks as a way to track their progress through a potentially eternal unlife."
        },
        {
            "title": "Damai Guardian",
            "flavor_text": "Alien Archive 2 pg. 32",
            "cr": "12",
            "xp": "19200",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "humanoid",
            "creature_subtype": "damai",
            "initiative": "+1",
            "senses": "greater emotionsense, low-light vision",
            "perception": "+27",
            "aura": "",
            "hp": "170",
            "rp": "5",
            "eac": "25",
            "kac": "26",
            "fort_save": "+11",
            "ref_save": "+11",
            "will_save": "+17",
            "defensive_abilities": "scrappy",
            "immunities": "",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft.",
            "melee": "ultrathin dueling sword +21 (3d6+16 E & F)",
            "ranged": "paragon semi-auto pistol +19 (4d6+12 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "Known",
            "str": "+4",
            "dex": "+1",
            "con": "+5",
            "int": "+2",
            "wis": "+8",
            "cha": "+4",
            "skills": "Diplomacy +22, Mysticism +27, Sense Motive +27",
            "languages": "Ancient Daimalkan, Common, Daimalkan",
            "gear": "estex suit IV, paragon semi-auto pistol with 32 small arm rounds, ultrathin dueling sword",
            "other_abilities": "empathic bond, empathy, greater mindlink, telepathic bond",
            "environment": "any (Daimalko)",
            "organization": "solitary, pair, or adjudication (3–7)",
            "special_abilities": "<b>Empathic Bond (Su)</b> Damai Guardians have an empathic connection with each other that lasts for life. If a Guardian spends 1 round concentrating while thinking about another specific Guardian, she can learn that individual’s relative position and general condition, as per the status spell. Additionally, when she uses this ability, the Guardian learns the other individual’s general emotional state and its intensity, such as whether the target is mildly content, moderately worried, intensely distraught, or similar.<br/><br/><b>Scrappy (Ex)</b> Generations of living together in underground shelters and under the constant threat of enormous creatures have taught damais to work together against all odds. Once per day, as long as an ally is within 10 feet, a damai can reroll a failed attack roll or saving throw.",
            "description": "The people known throughout the galaxy as damais are survivors of a shattered planet who are at once hardy yet fragile, savvy yet foolish, prescient yet solipsistic. Their planet is ancient even on the scale of the vast universe, and yet for damais, modern history is merely 200 years old. Life on Daimalko, their dry, rocky planet in Near Space, transformed when an event called the Awakening wracked the land with earthquakes, evaporated the world’s oceans, and withered its greenery. Worse, the cataclysm awakened the terrible colossi at the heart of the people’s legends. Some of these monstrosities were \r\n\r\n, though many were other, equally horrific beasts, and all rose from their slumber beneath the seabed to destroy most of the planet’s inhabitants in short order.\r\n\r\n Prior to this disaster, the people of Daimalko were split between two advanced, warring societies: the holy Queendom of Ykarth, which claimed a divine mandate from the empyreal lord Duellona, and the psychic Confederation of Volkaria. But the Awakening drove most of the surviving damais underground, regardless of their allegiance, where they huddled in caverns they came to collectively call the Refuge. Nearly 150 years passed as the remaining damais and their descendants grappled with the cultural trauma of the Awakening. Originally a fragile people threaded with natural ribbons of psychic energy, empathic magic, or braids of both, damais adapted into the hardy and resourceful people they are today.\r\n\r\n About 50 years ago, a wise leader in one of the deepest and largest pockets of the Refuge resolved to reunite damais for good. Reirali Kokolu sought to build solidarity among the refugees despite the fact that the colossi still rampaged on the surface above. At great personal risk, she traversed the lightless caverns to make contact with other refugee settlements, inviting their leaders to travel with her until they’d contacted each surviving damai and formulated a plan to keep them connected to one another, even if only spiritually.\r\n\r\n Near the end of the leaders’ journey, they stumbled upon a curious cache of rune-scribed orbs. Though most of the leaders thought the objects mere baubles, useless remnants of the planet’s lost civilizations, Reirali Kokolu felt compelled to commune with the orbs. At first, touching them conveyed blasts of overwhelming emotion, fits of magical hubris, unnatural physical strength, and the darkest dread. However, after studying them at length—and convincing the other damai leaders to do the same—Kokolu found that the orbs, when bonded to a user, subtly conveyed vital information about the marauding colossi, such as their physical locations at any given time. Users of these orbs even seemed able to subtly influence the beasts’ behavior, though doing so caused tremendous stress, both mentally and physically. Communing with the orbs also fused the leaders to each other emotionally. As they learned to wield the orbs’ power, the leaders came to realize that with just a little concentration, they could inhabit each others’ minds and hearts.\r\n\r\n These damai leaders became the first Guardians. Invigorated with the powers they’d unlocked, the Guardians returned to their respective settlements in the Refuge. Some died mysteriously along the way, and to this day it is unclear why, despite numerous attempts to discover the fates of these Guardians and any motive or meaning behind their deaths.\r\n\r\nHowever, the rest returned to their enclaves. While some used the orbs merely to fortify their settlements, terrified of the power of the colossi they felt through their artifacts, other Guardians began ushering small colonies of damais aboveground, carefully using their bonded orbs to shield their people from harm. Now, the underground settlements have approached a stability that is just shy of thriving, though the aboveground colonies still struggle, thanks both to their youth and to colossi attacks that their Guardians have failed to thwart. Daimalkan Guardians command great power, found both within them and through their orbs, but they are no less mortal than their kin, who age much as humans do. Thus, each Guardian carefully chooses and trains her successor over about a dozen years, using her wits, her wisdom, and her bonded orb, which she transfers to her charge when the time is right.\r\n\r\n Though some whisper that the magic flowing through the leaders is somehow tied to the force that sparked the Awakening, trust in the Guardians is nearly universal in damai settlements. Despite their different approaches to survival, the Guardians and everyday damais recognize how deeply tied to each other they are—or without the bonds of their people, damais would have nothing except the colossi that slaver for their end.\r\n\r\n The average damai has gray skin, stands 6 feet tall, and weighs around 175 pounds."
        },
        {
            "title": "Damai",
            "flavor_text": "Alien Archive 2 pg. 32",
            "cr": "1",
            "xp": "200",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "humanoid",
            "creature_subtype": "damai",
            "initiative": "+3",
            "senses": "low-light vision",
            "perception": "+9",
            "aura": "",
            "hp": "12",
            "rp": "",
            "eac": "10",
            "kac": "11",
            "fort_save": "+0",
            "ref_save": "+2",
            "will_save": "+3",
            "defensive_abilities": "scrappy",
            "immunities": "",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft.",
            "melee": "survival knife +4 (1d4 S)",
            "ranged": "tactical semi-auto pistol +2 (1d6 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+0",
            "dex": "+3",
            "con": "+1",
            "int": "+1",
            "wis": "+0",
            "cha": "+2",
            "skills": "Engineering +4, Medicine +9, Stealth +9, Survival +4",
            "languages": "Common, Daimalkan",
            "gear": "estex suit I, survival knife, tactical semiauto pistol with 18 small arm rounds, 6 field rations",
            "other_abilities": "",
            "environment": "any (Daimalko)",
            "organization": "solitary, pair, trio, or colony (10–350)",
            "special_abilities": "<b>Scrappy (Ex)</b> Generations of living together in underground shelters and under the constant threat of enormous creatures have taught damais to work together against all odds. Once per day, as long as an ally is within 10 feet, a damai can reroll a failed attack roll or saving throw.",
            "description": "The people known throughout the galaxy as damais are survivors of a shattered planet who are at once hardy yet fragile, savvy yet foolish, prescient yet solipsistic. Their planet is ancient even on the scale of the vast universe, and yet for damais, modern history is merely 200 years old. Life on Daimalko, their dry, rocky planet in Near Space, transformed when an event called the Awakening wracked the land with earthquakes, evaporated the world’s oceans, and withered its greenery. Worse, the cataclysm awakened the terrible colossi at the heart of the people’s legends. Some of these monstrosities were \r\n\r\n, though many were other, equally horrific beasts, and all rose from their slumber beneath the seabed to destroy most of the planet’s inhabitants in short order.\r\n\r\n Prior to this disaster, the people of Daimalko were split between two advanced, warring societies: the holy Queendom of Ykarth, which claimed a divine mandate from the empyreal lord Duellona, and the psychic Confederation of Volkaria. But the Awakening drove most of the surviving damais underground, regardless of their allegiance, where they huddled in caverns they came to collectively call the Refuge. Nearly 150 years passed as the remaining damais and their descendants grappled with the cultural trauma of the Awakening. Originally a fragile people threaded with natural ribbons of psychic energy, empathic magic, or braids of both, damais adapted into the hardy and resourceful people they are today.\r\n\r\n About 50 years ago, a wise leader in one of the deepest and largest pockets of the Refuge resolved to reunite damais for good. Reirali Kokolu sought to build solidarity among the refugees despite the fact that the colossi still rampaged on the surface above. At great personal risk, she traversed the lightless caverns to make contact with other refugee settlements, inviting their leaders to travel with her until they’d contacted each surviving damai and formulated a plan to keep them connected to one another, even if only spiritually.\r\n\r\n Near the end of the leaders’ journey, they stumbled upon a curious cache of rune-scribed orbs. Though most of the leaders thought the objects mere baubles, useless remnants of the planet’s lost civilizations, Reirali Kokolu felt compelled to commune with the orbs. At first, touching them conveyed blasts of overwhelming emotion, fits of magical hubris, unnatural physical strength, and the darkest dread. However, after studying them at length—and convincing the other damai leaders to do the same—Kokolu found that the orbs, when bonded to a user, subtly conveyed vital information about the marauding colossi, such as their physical locations at any given time. Users of these orbs even seemed able to subtly influence the beasts’ behavior, though doing so caused tremendous stress, both mentally and physically. Communing with the orbs also fused the leaders to each other emotionally. As they learned to wield the orbs’ power, the leaders came to realize that with just a little concentration, they could inhabit each others’ minds and hearts.\r\n\r\n These damai leaders became the first Guardians. Invigorated with the powers they’d unlocked, the Guardians returned to their respective settlements in the Refuge. Some died mysteriously along the way, and to this day it is unclear why, despite numerous attempts to discover the fates of these Guardians and any motive or meaning behind their deaths.\r\n\r\nHowever, the rest returned to their enclaves. While some used the orbs merely to fortify their settlements, terrified of the power of the colossi they felt through their artifacts, other Guardians began ushering small colonies of damais aboveground, carefully using their bonded orbs to shield their people from harm. Now, the underground settlements have approached a stability that is just shy of thriving, though the aboveground colonies still struggle, thanks both to their youth and to colossi attacks that their Guardians have failed to thwart. Daimalkan Guardians command great power, found both within them and through their orbs, but they are no less mortal than their kin, who age much as humans do. Thus, each Guardian carefully chooses and trains her successor over about a dozen years, using her wits, her wisdom, and her bonded orb, which she transfers to her charge when the time is right.\r\n\r\n Though some whisper that the magic flowing through the leaders is somehow tied to the force that sparked the Awakening, trust in the Guardians is nearly universal in damai settlements. Despite their different approaches to survival, the Guardians and everyday damais recognize how deeply tied to each other they are—or without the bonds of their people, damais would have nothing except the colossi that slaver for their end.\r\n\r\n The average damai has gray skin, stands 6 feet tall, and weighs around 175 pounds."
        },
        {
            "title": "Dreamer",
            "flavor_text": "Alien Archive 2 pg. 44",
            "cr": "8",
            "xp": "4800",
            "size": "Large",
            "alignment": "N",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+1",
            "senses": "darkvision 60 ft.",
            "perception": "+16",
            "aura": null,
            "hp": "105",
            "rp": "4",
            "eac": "19",
            "kac": "20",
            "fort_save": "+7",
            "ref_save": "+7",
            "will_save": "+13",
            "defensive_abilities": "amorphous, lulling thoughts",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "fly 30 ft. (Ex, average)",
            "melee": "tentacle +15 (1d12+12 A & B plus synesthesia)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+1",
            "con": "+0",
            "int": "-2",
            "wis": "+6",
            "cha": "+2",
            "skills": "Acrobatics +16, Mysticism +21",
            "languages": "Brethedan; telepathy 100 ft.",
            "gear": null,
            "other_abilities": "atavistic fury",
            "environment": "any sky (Liavara)",
            "organization": "solitary, pair, or flotilla (3–5)",
            "special_abilities": "<b>Atavistic Fury (Ex)</b> When a Dreamer is reduced to fewer than half its total Hit Points, it angrily awakens from its normal somnambulant state with a roar of psychic fury, at which point each non-Dreamer creature within 30 feet must succeed at a DC 18 Will save or become shaken for 2d4 rounds. This is a mind-affecting effect.<br/><br/> While it remains in its atavistic fury, the Dreamer gains a +2 bonus to melee attack and damage rolls and saving throws, and the save DC for its synesthesia ability increases by 2. While in this state of atavistic fury, a Dreamer cannot use its spell-like abilities. This state lasts for 1 minute, after which the Dreamer is fatigued for 1 hour.<br/><br/> <b>Lulling Thoughts (Su)</b> A Dreamer’s mind echoes with songs drawn from a planet’s fundamental vibrations, causing any creature that attempts to read its thoughts or use a mind-control or telepathic effect against it to become fascinated for 1d4+1 rounds (Will DC 18 negates). This is a mind-affecting effect.<br/><br/> <b>Synesthesia (Su)</b> When a Dreamer hits with its tentacle attack, it exposes its target to a focused blast of sensory overstimulation. The target can attempt a DC 18 Will save to negate the effect; if successful, it is off-target for 1 round. On a failed save, the target’s overloaded senses interfere with one another, such that sound is perceived as a swath of color, smells register as various sounds, and so on. The affected creature’s speeds are halved, and it takes a –4 penalty to AC, attack rolls, Reflex saves, and skill checks. These effects last for 1d4 rounds, and further applications of this ability increase the duration. This is a mind-affecting effect.",
            "description": "Long before the Gap, the barathus of the gas giant Bretheda were sailing the stars within the enormous spacefaring creatures known as oma. One of their first destinations within the star system was their nearest neighbor, the peach-colored gas giant known as Liavara, and these pioneering barathus found the placid skies much to their liking. But something within Liavara’s composition affected the visiting barathus deeply, and the wheeling and trilling so common to the species took on a new and unique psychic significance. Over an astonishingly short span of time, at least on an evolutionary scale, these barathus underwent profound mental and physical changes. Their abilities to adapt and merge dwindled and ultimately vanished, and their intellect diminished even as their psychic prowess burgeoned. The Dreamers became psychically sensitive in ways their barathu progenitors could have never predicted.<br/><br/> By the time the second oma-ship of barathus arrived in Liavara’s skies, the first arrivals had become markedly different from the entities they once were: nearly feral, silent save for their crooning songs, seemingly oblivious to their surroundings, and yet commanding unparalleled powers of divination. Rather than renouncing their wayward kin, the barathus embraced them, calling them “Dreamers” due to their somnambulant behavior. Ever since, barathus have regarded their Dreamer cousins with a mix of reverence and protectiveness, an attitude that ultimately led to the barathus’ insistence upon administering Liavara as a protectorate within the Pact Worlds. This political status persists to this day, as the barathus continue to do everything in their power to protect the Dreamers.<br/><br/> Whether the Dreamers recognize or understand their progenitors’ attitudes toward them is unknown. Left to their own among Liavara’s gentle clouds, the Dreamers wheel and dance through the skies, mewling incomprehensible songs that nevertheless carry profound psychic power. While ancient pre-Gap records indicate that the Dreamers’ songs once predicted future events with unerring accuracy, their predictions are now less precise— though no less portentous. Even those who make only a passing study of Dreamers’ songs realize that the creatures continue to prophecy some monumental event to come; the lack of detail, however, leaves open questions of the nature of the event, its timing, and whether it will be for good or ill. Some more pessimistic denizens of the Pact Worlds grumble that the Dreamers simply babble nonsense with no real clairvoyance to support their claims. These naysayers are in the minority, though—most Pact Worlders believe and wildly speculate what significant future event the Dreamers might have sensed.<br/><br/> Dreamers pay little heed to their surroundings and other creatures. Even Dreamers within a single flotilla seem to ignore one another, though their flights through Liavara’s clouds weave complex but seemingly instinctive patterns. Those creatures that come to Liavara as supplicants to the Dreamers gain no special treatment; the fact that some such petitioners eventually manifest psychic abilities may simply be a result of exposure to the same phenomenon that converted the Dreamers into what they now are. Nonetheless, this occasional happening has earned the Dreamers a reputation among some in the Pact Worlds as the bestowers of psychic sensitivity, and increasing numbers of pilgrims have visited Liavara in recent years to search for these peaceful, floating sages.<br/><br/> A Dreamer’s defenses are almost entirely autonomic, but when seriously injured, a Dreamer erupts into a furious rage with a debilitating psychic blast. Shortly after such an outburst, however, the Dreamer slips back into its dreamlike trance as if nothing out of the ordinary had happened. Even so, the creatures’ barathu protectors are likely to arrest anyone they find harassing a Dreamer and sentence them to one of Bretheda’s prison moons. Barathus are eminently protective over the Dreamers, as their existence is both an artifact of both their home world and their culture."
        },
        {
            "title": "Dromaeosaurid",
            "flavor_text": "Alien Archive 2 pg. 38",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+3",
            "senses": "low-light vision",
            "perception": "+8",
            "aura": null,
            "hp": "45",
            "rp": null,
            "eac": "13",
            "kac": "15",
            "fort_save": "+6",
            "ref_save": "+7",
            "will_save": "+2",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "50 ft.",
            "melee": "talons +11 (1d6+5 S; critical bleed 1d6) or bite +11 (1d6+5 P)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "pounce",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+3",
            "con": "+1",
            "int": "-4",
            "wis": "+1",
            "cha": "+0",
            "skills": "Acrobatics +8, Stealth +13",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or pack (3–12)",
            "special_abilities": "<b>Pounce (Ex)</b>",
            "description": "The term “dinosaur” refers to a category of reptilelike fauna associated with a planet’s prehistoric evolutionary scale. Dinosaurs vary in size, although many are quite large, and they come in a variety of forms. A ceratopsid is a quadruped that has bony frills extending from its head back over its shoulders, as well as horns that adorn its face; one example is the herbivorous triceratops. Dromaeosaurids are bipedal, feathered carnivores, like the pack-hunting deinonychus (also called a raptor). Plesiosaurs are marine reptiles with long necks and toothy mouths that dwell and hunt near the water’s surface. Pterosaurs are flying reptilian beasts with membranous wings and long, sharp, triangular beaks. Sauropods are immense, lumbering quadrupeds with long necks and tails and towering stature, such as brachiosaurus and diplodocus. Theropods are bipedal dinosaurs, generally carnivorous, with fearsome, fanged jaws and clawed digits, like the tyrannosaurus. Thyreophorans are quadrupedal dinosaurs with armor-plated backs and tails weaponized with bludgeoning bone or piercing spikes, including the ankylosaurus and the stegosaurus. \r\n\r\n The dinosaurs in this entry serve a couple of purposes. Employ them as written when you need statistics for this sort of creature. To create a unique dinosaur, use the stat blocks here and your concept as starting points. Decide what type of natural weapon the animal has, altering the damage type to suit the weapon. Then add elements from Appendix 2: Environmental Grafts. Tailor anything you want to fit your concept."
        },
        {
            "title": "Dust Manta Monarch",
            "flavor_text": "Alien Archive 2 pg. 46",
            "cr": "12",
            "xp": "19200",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+8",
            "senses": "darkvision 60 ft., low-light vision, sense through (vision [sand only])",
            "perception": "+22",
            "aura": "sandstorm (120 ft., DC 19)",
            "hp": "200",
            "rp": null,
            "eac": "26",
            "kac": "28",
            "fort_save": "+16",
            "ref_save": "+16",
            "will_save": "+11",
            "defensive_abilities": "enhanced desert hide",
            "immunities": null,
            "resistances": "fire 10",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "10/—",
            "speed": "15 ft., burrow 80 ft.",
            "melee": "stinger +26 (6d4+17 P plus greater dust manta toxin)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "burrowing assault",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+8",
            "con": "+4",
            "int": "+0",
            "wis": "+3",
            "cha": "+0",
            "skills": "Acrobatics +22, Athletics +22, Stealth +27",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "warm deserts",
            "organization": "solitary, pair, or fever (1 dust manta monarch plus 3–8 dust mantas)",
            "special_abilities": "<b>Burrowing Assault (Ex)</b> A dust manta monarch that takes the charge action using its burrow speed can make a full attack at the end of its movement instead of a single melee attack. It doesn’t take the normal charge penalties to its attack rolls or its AC, and its targets must succeed at a DC 19 Perception check or they are flat-footed against the attacks.<br/><br/> <b>Enhanced Desert Hide (Ex)</b> A dust manta monarch has a tougher hide than that of a typical dust manta, granting it DR 10/— and resistance to fire 10. In addition, if a dust manta monarch is at least halfway buried in sand or any fine, similarly colored substance, it can attempt a Stealth check to hide as if it had cover or concealment.<br/><br/> <b>Sandstorm Aura (Su)</b> A dust manta monarch kicks up a magical localized sandstorm that provides concealment to anyone in a 120-foot-radius area around the dust manta monarch. The sandstorm also produces severe wind, imposing a –4 penalty to attack rolls with kinetic ranged weapons. Any creature in the area without environmental protections must hold its breath or risk <a href=\"Rules.aspx?Name=Environmental Rules&amp;Category=Environment\" style=\"text-decoration:underline\">suffocation</a>. Dust mantas and dust manta monarchs are immune to this effect, and their sense through ability allows them to ignore concealment caused by the sandstorm. <h3 class=\"framing\">Greater Dust Manta Toxin</h3> <b>Type</b> poison (injury); <b>Save </b>Fortitude DC 19<br/> <b>Track </b>Strength; Frequency 1/round for 6 rounds<br/> <b>Effect </b>At the dead state, the victim’s body disintegrates into dust. A creature that dies as a result of greater dust manta toxin can only be brought back to life by spells such as <i>miracle</i>, <i>wish</i>, or another similarly powerful effect.<br/> <b>Cure </b>",
            "description": "On desert worlds throughout the galaxy, strange, ray-like creatures make their home in sand flats and dunes, moving through the terrain as if through liquid. On the tidally locked Verces in the Pact Worlds, these terrors are known as dust mantas, and they reside in the eternal sunlight of the planet’s Fullbright hemisphere. Those who observe dust mantas from afar might presume them to be peaceful creatures with an idyllic life, but scientists and adventurers who approach them without knowledge of their brutal ways often find this to be the last mistake they ever make.\r\n\r\n Dust mantas closely resemble giant versions of common rays, with a beige coloration that allows them to blend in to their sandy surroundings and a nasty-looking tail capable of injecting a horrific toxin. Dust mantas burrow through sand as easily as their aquatic counterparts glide through water, which allows them to quickly close the distance to their prey. They attack with their stingers, injecting a dangerous toxin that quickly breaks the victim’s body down to dust; dust mantas are filter feeders, and they rely on this toxin to disintegrate food sources into filterable particles. To dust mantas, dissolving prey in this way is not cruel, but simply a matter of everyday survival. In Fullbright, dust mantas gravitate toward areas in which they can find prey, most notably the Outcast Peaks and the shirren colonies in the Temora Desert. Dust mantas are also known to frequent the Oasis Temples scattered across the desert, awaiting travelers who seek those lush and verdant anomalies.\r\n\r\n The average dust manta stretches 10 feet across and weighs 1 ton.\r\n\r\n On rare occasions, a dust manta can develop into the larger and more ferocious dust manta monarch. These enormous rays have three tails that allow them to inflict massive damage, as well as a more potent toxin when they deliver their deadly stings. Dust manta monarchs can create localized dust storms that choke and blind those creatures unlucky enough to be caught within, making it easier for the dust manta monarch and any accompanying dust mantas to ambush their unfortunate prey. When food is scarce, a single monarch might roam the desert with a pack of smaller dust mantas, scaring up enough prey to feed the whole fever.\r\n\r\n The typical dust manta monarch stretches 20 feet across and weighs 8 tons.\r\n\r\nIn Fullbright, some brave-or perhaps foolish-game hunters in the Outlaw Kingdoms pursue dust mantas for their desertadapted hides, despite the inherent danger in doing so. Those fortunate enough to survive their hunts craft suits of \r\n\r\n from the hides, using nanocarbon filaments to stitch the armor together."
        },
        {
            "title": "Dust Manta",
            "flavor_text": "Alien Archive 2 pg. 46",
            "cr": "6",
            "xp": "2400",
            "size": "Large",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+5",
            "senses": "darkvision 60 ft., low-light vision, sense through (vision [sand only])",
            "perception": "+13",
            "aura": null,
            "hp": "90",
            "rp": null,
            "eac": "18",
            "kac": "20",
            "fort_save": "+10",
            "ref_save": "+10",
            "will_save": "+5",
            "defensive_abilities": "desert hide",
            "immunities": null,
            "resistances": "fire 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/—",
            "speed": "15 ft., burrow 80 ft.",
            "melee": "stinger +17 (1d8+9 P plus dust manta toxin)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "burrowing charge, sand spit",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+3",
            "dex": "+5",
            "con": "+2",
            "int": "-1",
            "wis": "+1",
            "cha": "+0",
            "skills": "Acrobatics +13, Athletics +13, Stealth +18",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "warm deserts",
            "organization": "solitary, pair, pod (3–8), or fever (3–8 dust mantas plus 1 dust manta monarch)",
            "special_abilities": "<b>Burrowing Charge (Ex)</b> A dust manta can leap into action at breathtaking speed. A dust manta that takes the charge action using its burrow speed doesn’t take the normal charge penalties to its attack roll or its AC, and its target must succeed at a DC 14 Perception check or the target is flat-footed against the attack.<br/><br/> <b>Desert Hide (Ex)</b> A dust manta’s tough, sand-colored hide protects it against the dangers of the desert, granting it DR 5/— and resistance to fire 5. In addition, if a dust manta is at least halfway buried in sand or any fine, similarly colored substance, it can attempt a Stealth check to hide as if it had cover or concealment.<br/><br/> <b>Sand Spit (Ex)</b> As a standard action, a dust manta can spew sand at its foes in a 30-foot cone. Each creature in the area must succeed at a DC 14 Reflex save or become blinded for 1 round. <h3 class=\"framing\">Dust Manta Toxin</h3> <b>Type</b> poison (injury); <b>Save </b>Fortitude DC 14<br/> <b>Track </b>Strength; <b>Frequency </b>1/round for 6 rounds<br/> <b>Effect </b>At the dead state, the victim’s body disintegrates into dust. A creature that dies as a result of dust manta toxin can only be brought back to life by spells such as <i>miracle</i>, <i>wish</i>, or another similarly powerful effect.<br/> <b>Cure </b>",
            "description": "On desert worlds throughout the galaxy, strange, ray-like creatures make their home in sand flats and dunes, moving through the terrain as if through liquid. On the tidally locked Verces in the Pact Worlds, these terrors are known as dust mantas, and they reside in the eternal sunlight of the planet’s Fullbright hemisphere. Those who observe dust mantas from afar might presume them to be peaceful creatures with an idyllic life, but scientists and adventurers who approach them without knowledge of their brutal ways often find this to be the last mistake they ever make.\r\n\r\n Dust mantas closely resemble giant versions of common rays, with a beige coloration that allows them to blend in to their sandy surroundings and a nasty-looking tail capable of injecting a horrific toxin. Dust mantas burrow through sand as easily as their aquatic counterparts glide through water, which allows them to quickly close the distance to their prey. They attack with their stingers, injecting a dangerous toxin that quickly breaks the victim’s body down to dust; dust mantas are filter feeders, and they rely on this toxin to disintegrate food sources into filterable particles. To dust mantas, dissolving prey in this way is not cruel, but simply a matter of everyday survival. In Fullbright, dust mantas gravitate toward areas in which they can find prey, most notably the Outcast Peaks and the shirren colonies in the Temora Desert. Dust mantas are also known to frequent the Oasis Temples scattered across the desert, awaiting travelers who seek those lush and verdant anomalies.\r\n\r\n The average dust manta stretches 10 feet across and weighs 1 ton.\r\n\r\n On rare occasions, a dust manta can develop into the larger and more ferocious dust manta monarch. These enormous rays have three tails that allow them to inflict massive damage, as well as a more potent toxin when they deliver their deadly stings. Dust manta monarchs can create localized dust storms that choke and blind those creatures unlucky enough to be caught within, making it easier for the dust manta monarch and any accompanying dust mantas to ambush their unfortunate prey. When food is scarce, a single monarch might roam the desert with a pack of smaller dust mantas, scaring up enough prey to feed the whole fever.\r\n\r\n The typical dust manta monarch stretches 20 feet across and weighs 8 tons.\r\n\r\nIn Fullbright, some brave-or perhaps foolish-game hunters in the Outlaw Kingdoms pursue dust mantas for their desertadapted hides, despite the inherent danger in doing so. Those fortunate enough to survive their hunts craft suits of \r\n\r\n from the hides, using nanocarbon filaments to stitch the armor together."
        },
        {
            "title": "Embri Speaker",
            "flavor_text": "Alien Archive 2 pg. 48",
            "cr": "10",
            "xp": "9600",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+19",
            "aura": null,
            "hp": "140",
            "rp": "5",
            "eac": "22",
            "kac": "23",
            "fort_save": "+9",
            "ref_save": "+9",
            "will_save": "+15, +2 vs. enchantment",
            "defensive_abilities": null,
            "immunities": "charm",
            "resistances": null,
            "weaknesses": "masked emotions",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "claw +16 (2d8+10 S) or buzzblade dueling sword +16 (2d6+10 S)",
            "ranged": "aphelion laser pistol +18 (3d4+10 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "echoes of obedience, greater forced amity (DC 21), inexplicable commands",
            "spell_like_abilities": null,
            "spells_known": " Known",
            "str": "+0",
            "dex": "+0",
            "con": "+3",
            "int": "+0",
            "wis": "+8",
            "cha": "+5",
            "skills": "Diplomacy +19, Intimidate +24, Mysticism +24, Sense Motive +24",
            "languages": "Common, Embri, Infernal",
            "gear": "platinum AbadarCorp travel suit, aphelion laser pistol with 2 high-capacity batteries (40 charges each), buzzblade dueling sword with 1 battery (20 charges), hivemask",
            "other_abilities": null,
            "environment": "any (Embroi)",
            "organization": "solitary or coterie (1 plus 4–15 embri)",
            "special_abilities": "<b>Masked Emotions (Ex)</b> An embri loses its immunity to charm effects and its +2 racial bonus to saving throws against enchantment spells and effects when it isn’t wearing a mask over its face. In addition, while unmasked, it must roll twice for any Sense Motive check it attempts and take the lower result.",
            "description": "The embri are highly evolved mollusks with an exceptionally rigid social order. Every embri knows its place among the hierarchy of embri society and performs the duties of its station without complaint. The society’s few rebels or free thinkers, when discovered, are exiled or executed. This rigid order has allowed embri society to excel in technological and magical development, although outsiders view embri creations as soulless or downright gruesome— their vast, fiery factory-forges ring with the rhythmic clang of machinery, and blood-fueled vermicular vessels heave across their world with peristaltic contractions.\r\n\r\n Embri evolved from aquatic ancestors long ago, and their four strong limbs have sharp claws at the end allowing them to walk upright on land. These claws have significant flexibility, so embri can use tools and weapons. The average embri is 4 feet tall with a trailing tail that’s slightly longer, and most weigh around 200 pounds. Embri reproduce asexually, and while they once would bud young based on the seasons of their home world, budding is now rigidly controlled by embri bureaucracy and allowed only on schedules set by the office of the spawning administrator. Young embri are raised in institutional academies where they’re trained to be diligent and compliant and are rewarded for informing on classmates who demonstrate deviant thinking or “anomalous independence.”\r\n\r\n Embri have a highly developed brain-sac at the top of their heads, and their faces consist of two small, closely set eyes above a slit that functions as a combination of nose and ears— they exhale from this orifice to produce a whistling speech. Embri mouths are used solely for eating and are tucked away on the underside of their bodies. Embri consider eating a private, embarrassing function, and they are repulsed at how openly and communally other races eat.\r\n\r\n Culturally, embri long ago mastered social conditioning to eliminate all displays of emotion; they consider expressiveness to be barbaric, and the occasional embri who shows feelings openly is considered primitive and dangerous. As a side effect of keeping their own feelings in check, embri easily pick up on signs of emotions. To prevent inadvertent displays of emotion, embri wear ornate masks. These masks also denote social standing, civic responsibilities, and other designators that allow embri to immediately assess one another by sight. Embri wear their masks at all times, even when sleeping, and to be without a mask is a profound embarrassment—it evidences a gross exposure of an embri’s thoughts and feelings, rendering it unable to effectively protect its own emotions and too distracted to effectively read the expressions of others.\r\n\r\n Few embri realize their rigid social hierarchy is controlled by the forces of Hell—scheming devils direct all embri activities from the secret tunnels beneath the mollusks’ home world. These dictates are conveyed by the small group of embri, known as Speakers, who communicate with the devils directly and enact their infernal designs. In exchange for this service, Speakers are granted magical powers and the secrets of diabolical manipulation. Some Speakers also serve as diplomats and envoys from the embri to the Pact Worlds. In these roles, they both shield their people from dangerously individualistic thinking and extend their masters’ designs to the rest of the galaxy. Speakers usually travel with a coterie of devoted embri servants who, in their uniquely expressionless way, idolize the Speaker as a celebrity.\r\n\r\n The diabolic taint on embri society is pervasive, yet subtle. For example, the embri language now contains several Infernal words and phrases, and though embri shun symbols of deific obedience as an overemotional expression of connection to the divine, stylized iconography of infernal origin features prominently in modern embri architecture.\r\n\r\nMany embri work hard to afford masks with magical abilities. In addition to the ordinary functions of displaying social status and shielding an embri’s emotions, these masks provide additional abilities to embri wearing them. One of the most common of these masks is the \r\n\r\n."
        },
        {
            "title": "Embri",
            "flavor_text": "Alien Archive 2 pg. 48",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+8",
            "aura": null,
            "hp": "35",
            "rp": null,
            "eac": "14",
            "kac": "15",
            "fort_save": "+2",
            "ref_save": "+2",
            "will_save": "+8, +2 vs. enchantment",
            "defensive_abilities": null,
            "immunities": "charm",
            "resistances": null,
            "weaknesses": "masked emotions",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "claw +7 (1d4+5 S)",
            "ranged": "tactical crossbolter +9 (1d10 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+0",
            "con": "+4",
            "int": "+1",
            "wis": "+0",
            "cha": "+0",
            "skills": "Athletics +13, Computers +13, Engineering +8, Sense Motive +13, Stealth +8",
            "languages": "Common, Embri",
            "gear": "tactical crossbolter with 10 arrows, hivemask",
            "other_abilities": null,
            "environment": "any (Embroi)",
            "organization": "solitary, unit (2–10), or coterie (4–15 plus 1 embri Speaker)",
            "special_abilities": "<b>Masked Emotions (Ex)</b> An embri loses its immunity to charm effects and its +2 racial bonus to saving throws against enchantment spells and effects when it isn’t wearing a mask over its face. In addition, while unmasked, it must roll twice for any Sense Motive check it attempts and take the lower result.",
            "description": "The embri are highly evolved mollusks with an exceptionally rigid social order. Every embri knows its place among the hierarchy of embri society and performs the duties of its station without complaint. The society’s few rebels or free thinkers, when discovered, are exiled or executed. This rigid order has allowed embri society to excel in technological and magical development, although outsiders view embri creations as soulless or downright gruesome— their vast, fiery factory-forges ring with the rhythmic clang of machinery, and blood-fueled vermicular vessels heave across their world with peristaltic contractions.\r\n\r\n Embri evolved from aquatic ancestors long ago, and their four strong limbs have sharp claws at the end allowing them to walk upright on land. These claws have significant flexibility, so embri can use tools and weapons. The average embri is 4 feet tall with a trailing tail that’s slightly longer, and most weigh around 200 pounds. Embri reproduce asexually, and while they once would bud young based on the seasons of their home world, budding is now rigidly controlled by embri bureaucracy and allowed only on schedules set by the office of the spawning administrator. Young embri are raised in institutional academies where they’re trained to be diligent and compliant and are rewarded for informing on classmates who demonstrate deviant thinking or “anomalous independence.”\r\n\r\n Embri have a highly developed brain-sac at the top of their heads, and their faces consist of two small, closely set eyes above a slit that functions as a combination of nose and ears— they exhale from this orifice to produce a whistling speech. Embri mouths are used solely for eating and are tucked away on the underside of their bodies. Embri consider eating a private, embarrassing function, and they are repulsed at how openly and communally other races eat.\r\n\r\n Culturally, embri long ago mastered social conditioning to eliminate all displays of emotion; they consider expressiveness to be barbaric, and the occasional embri who shows feelings openly is considered primitive and dangerous. As a side effect of keeping their own feelings in check, embri easily pick up on signs of emotions. To prevent inadvertent displays of emotion, embri wear ornate masks. These masks also denote social standing, civic responsibilities, and other designators that allow embri to immediately assess one another by sight. Embri wear their masks at all times, even when sleeping, and to be without a mask is a profound embarrassment—it evidences a gross exposure of an embri’s thoughts and feelings, rendering it unable to effectively protect its own emotions and too distracted to effectively read the expressions of others.\r\n\r\n Few embri realize their rigid social hierarchy is controlled by the forces of Hell—scheming devils direct all embri activities from the secret tunnels beneath the mollusks’ home world. These dictates are conveyed by the small group of embri, known as Speakers, who communicate with the devils directly and enact their infernal designs. In exchange for this service, Speakers are granted magical powers and the secrets of diabolical manipulation. Some Speakers also serve as diplomats and envoys from the embri to the Pact Worlds. In these roles, they both shield their people from dangerously individualistic thinking and extend their masters’ designs to the rest of the galaxy. Speakers usually travel with a coterie of devoted embri servants who, in their uniquely expressionless way, idolize the Speaker as a celebrity.\r\n\r\n The diabolic taint on embri society is pervasive, yet subtle. For example, the embri language now contains several Infernal words and phrases, and though embri shun symbols of deific obedience as an overemotional expression of connection to the divine, stylized iconography of infernal origin features prominently in modern embri architecture.\r\n\r\nMany embri work hard to afford masks with magical abilities. In addition to the ordinary functions of displaying social status and shielding an embri’s emotions, these masks provide additional abilities to embri wearing them. One of the most common of these masks is the \r\n\r\n."
        },
        {
            "title": "Emotivore Mastermind",
            "flavor_text": "Alien Archive 2 pg. 51",
            "cr": "17",
            "xp": "102400",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "undead",
            "creature_subtype": "shapechanger",
            "initiative": "+5",
            "senses": "blindsense (emotion) 60 ft., darkvision 60 ft., low-light vision",
            "perception": "+29",
            "aura": null,
            "hp": "285",
            "rp": "6",
            "eac": "30",
            "kac": "31",
            "fort_save": "+15",
            "ref_save": "+15",
            "will_save": "+20",
            "defensive_abilities": "share pain (DC 26)",
            "immunities": "undead immunities",
            "resistances": "cold 15",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "10/magic",
            "speed": "30 ft., fly 30 ft. (Su, perfect)",
            "melee": "claw +28 (8d6+17 S; critical shaken [see text])",
            "ranged": "banshee sonic pistol +28 (4d8+17 So; critical deafen [DC 24])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "backlash (17 damage), feed, mental anguish (DC 26), mindbreaking link (DC 26), mindkiller (DC 26), sow doubt (DC 26, 8 rounds)",
            "spell_like_abilities": null,
            "spells_known": " Known",
            "str": "+0",
            "dex": "+5",
            "con": "—",
            "int": "+3",
            "wis": "+8",
            "cha": "+11",
            "skills": "Acrobatics +29 (+37 to fly), Bluff +34, Culture +29, Intimidate +29, Mysticism +34, Sense Motive +29",
            "languages": "Common",
            "gear": "bespoke echelon fashion, banshee sonic pistol with 2 super-capacity batteries (80 charges each)",
            "other_abilities": "change shape (Medium or Small humanoid), emotionsense, unliving",
            "environment": "any",
            "organization": "solitary, pair, or cabal (1 plus 2–6 emotivores)",
            "special_abilities": "<b>Change Shape (Su)</b> As a standard action, an emotivore can assume the shape of any Medium or Small humanoid, including specific individuals.<br/><br/> <b>Emotionsense (Su)</b> An emotivore constantly reads the surface emotions of creatures, providing the emotivore its blindsense. A creature can avoid detection by succeeding at a DC 27 Bluff check, but a creature under the influence of an emotion effect can’t avoid detection. Creatures affected by <i>nondetection </i>or similar effects automatically avoid detection. The emotivore can use this ability to focus on a creature it’s aware of, and if the creature fails a DC 22 Will saving throw, the emotivore learns that target’s desires, fears, and weaknesses, as well as its general disposition and attitude toward creatures within 30 feet of it. A creature’s weaknesses include physical vulnerabilities and inabilities. Unless otherwise stated, constructs and creatures with Intelligence scores of 2 or lower don’t have emotions and can’t be sensed this way.<br/><br/> <b>Feed (Su)</b> An emotivore can feed on a creature affected by the confused, cowering, fascinated, frightened, nauseated, panicked, shaken, or sickened conditions. To do so, the emotivore must make contact with the target by touching it (targeting an unwilling creature’s EAC), hitting the target with a claw attack, or casting <i>mind thrust</i> on the target (which must also fail the Will save against the spell). If the emotivore’s attempt succeeds, the target must succeed at a DC 22 Will saving throw or gain 1 temporary negative level. Upon imposing a negative level, the emotivore regains 10 Hit Points or gains 10 temporary Hit Points. If the emotivore dealt no damage when using this ability, feeding also subjects the target to a <i>suggestion </i>spell (Will DC 22 negates) asking the target to accept the emotivore’s touch again. An emotivore can gain a number of temporary Hit Points in this way equal to one-quarter of its maximum Hit Points (usually 30). Every 24 hours, an emotivore who has temporary Hit Points loses 10 of them. An emotivore who lacks temporary Hit Points usually seeks to feed. In addition, the emotivore mastermind can use the <i>enervation</i> spell to feed if the spell affects a creature already subjected to strong emotions.<br/><br/> <b>Shaken (Su)</b> On a critical hit, an emotivore’s claws can render a target shaken for 1d4 rounds (DC 18 Will save negates).",
            "description": "Emotivores are undead that come into being when someone dies in the throes of intense feelings, especially among a large group of people experiencing similar emotions. An emotivore can take on a variety of anthropoid shapes, but its true form is a gaunt version of the creature whose death triggered its birth.\r\n\r\n An emotivore manipulates and deceives to evoke feelings it can psychically feed upon. It chooses its appearance based on information it gleans from potential victims, assuming a shape that evokes a passionate response."
        }
    ]
}
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