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        {
            "title": "Emotivore",
            "flavor_text": "Alien Archive 2 pg. 50",
            "cr": "9",
            "xp": "6400",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "undead",
            "creature_subtype": "shapechanger",
            "initiative": "+3",
            "senses": "blindsense (emotion) 60 ft., darkvision 60 ft., low-light vision",
            "perception": "+17",
            "aura": null,
            "hp": "120",
            "rp": null,
            "eac": "21",
            "kac": "22",
            "fort_save": "+8",
            "ref_save": "+8",
            "will_save": "+12",
            "defensive_abilities": null,
            "immunities": "undead immunities",
            "resistances": "cold 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/magic",
            "speed": "30 ft., fly 30 ft. (Su, perfect)",
            "melee": "claw +16 (3d4+9 S; critical shaken [see text])",
            "ranged": "hailstorm-class zero pistol +16 (2d6+9 C; critical staggered [DC 18])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "feed",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+3",
            "con": "—",
            "int": "+1",
            "wis": "+4",
            "cha": "+6",
            "skills": "Acrobatics +17 (+25 to fly), Bluff +22, Culture +17, Diplomacy +17, Intimidate +17, Sense Motive +17, Stealth +17",
            "languages": "Common",
            "gear": "d-suit III, hailstorm-class zero pistol with 2 high-capacity batteries (40 charges each)",
            "other_abilities": "change shape (Medium or Small humanoid), emotionsense, unliving",
            "environment": "any",
            "organization": "solitary, pair, or clique (3–6)",
            "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 18 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 18 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 18 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.<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."
        },
        {
            "title": "Feral Shotalashu",
            "flavor_text": "Alien Archive 2 pg. 114",
            "cr": "6",
            "xp": "2400",
            "size": "Large",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+5",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+18",
            "aura": null,
            "hp": "90",
            "rp": null,
            "eac": "18",
            "kac": "20",
            "fort_save": "+10",
            "ref_save": "+10",
            "will_save": "+5",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "60 ft.",
            "melee": "claws +17 (1d8+8 S)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+5",
            "con": "+3",
            "int": "-3",
            "wis": "+1",
            "cha": "-1",
            "skills": "Acrobatics +13, Perception +18, Stealth +13",
            "languages": "Lashunta (can’t speak)",
            "gear": null,
            "other_abilities": "jungle strider, pack telepathy",
            "environment": "warm forests (Castrovel)",
            "organization": "solitary, pair, or pack (3–12)",
            "special_abilities": "<b>Jungle Strider (Ex)</b> Shotalashus are adept at traversing all forms of forest terrain. While in forest terrain, a shotalashu’s speed is not impeded by natural difficult terrain such as undergrowth.<br/><br/> <b>Pack Telepathy (Su)</b> This functions as the shotalashu mount’s telepathic link ability (see the <a href=\"AlienDisplay.aspx?ItemName=Shotalashu\" style=\"text-decoration:underline\">shotalashu</a>",
            "description": "For as long as lashuntas have been among the dominant species on Castrovel, shotalashus—the lashuntas’ traditional telepathic reptilian mounts—have served at their sides. Millennia of domestication and parallel evolution have strengthened the symbiotic bond between the two species, allowing lashuntas to form a close mental link with a chosen mount.\r\n\r\n Shotalashus have rudimentary telepathic abilities similar to those of the lashuntas themselves, a fact that has contributed to their use as close pets and trusted mounts even in the modern day, when much more sophisticated and technologically advanced forms of both transportation and companionship exist. This tradition has lasted so long in part because of the kinship the lashuntas feel with their bonded shotalashus, but also because the symbiotic bond between the two species is deeply ingrained into lashunta culture. Shotalashu-mounted cavalry still serve as ceremonial honor guards for lashunta dignitaries, and members of all social stations regard their bonded mounts as occupying a cherished place in the family. Though shotalashus are seen less often in teeming metropolises than they are in smaller settlements, no city on Castrovel is devoid of at least basic amenities for the honored beasts, from training facilities to boarding services.\r\n\r\n While it’s common for a lashunta to switch between shotalashus throughout her life, some bonds between beast and rider deepen over time, and it is not unheard of for a warrior to bond with a single shotalashu mount until death. Lashunta whose mounts die suffer psychic trauma and often require time to recover before they can bond with another mount, and shotalashus who lose their bonded riders have been known to grieve for months, or even years.\r\n\r\n Though rare, some shotalashus still live in the wild, forming feral packs that use their telepathy to bond not with a rider, but with one another, forming a highly effective collective mind that makes them efficient and deadly hunters. Particularly adventurous lashuntas set out on solo quests into the most remote of Castrovel’s wilds in search of a potentially stronger mount from among untamed stock. These brave souls must first break an individual shotalashu away from its pack before attempting the long and arduous task of taming and eventually bonding with the creature.\r\n\r\n A typical domesticated shotalashu is over 10 feet long from snout to tail-tip, and weighs more than 1,000 pounds, while wild specimens can grow as large as 12 feet in length and weigh a staggering 1,500 pounds.\r\n\r\n As technology has advanced, telepathic bonding with shotalashus has become possible for those who aren’t lashunta. The lashuntas have also maintained traditional gear for shotalashu riding: the \r\n\r\n and the \r\n\r\n."
        },
        {
            "title": "Formian Myrmarch",
            "flavor_text": "Alien Archive 2 pg. 52",
            "cr": "10",
            "xp": "9600",
            "size": "Large",
            "alignment": "LN",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+3 (+7 with hive mind)",
            "senses": "blindsense (scent) 30 ft., darkvision 60 ft.",
            "perception": "+19 (+23 with hive mind)",
            "aura": null,
            "hp": "165",
            "rp": null,
            "eac": "23",
            "kac": "25",
            "fort_save": "+12",
            "ref_save": "+14",
            "will_save": "+11",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "sonic 10",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "50 ft.",
            "melee": "sting +23 (2d10+18 P plus myrmarch toxin)",
            "ranged": "LFD sonic rifle +20 (2d10+10 So; critical deafen [DC 17])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+3",
            "con": "+5",
            "int": "+2",
            "wis": "+2",
            "cha": "+2",
            "skills": "Diplomacy +24, Sense Motive +19, Stealth +19",
            "languages": "Common; telepathy 150 ft.",
            "gear": "LFD sonic rifle with 2 high-capacity batteries (40 charges each)",
            "other_abilities": "hive mind, inspire hive",
            "environment": "any land or underground (Castrovel)",
            "organization": "solitary, team (2–4), platoon (1 plus 7–18 formian warriors and 6–12 formian workers), or royal guard (4 plus 12–20 formian warriors)",
            "special_abilities": "<b>Hive Mind (Ex)</b> Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and to Perception checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect.<br/><br/><b>Inspire Hive (Su)</b> Once per day as a full action, a myrmarch can agitate the hive mind to empower all formian warriors and workers within range of its telepathy. For 10 minutes, each affected creature gains a +4 morale bonus to attack rolls, saving throws, and skill checks, as well as immunity to fear effects and temporary Hit Points equal to twice the creature’s CR. A creature can be affected by only one myrmarch’s inspire hive ability at a time. <h3 class=\"framing\">Myrmarch Toxin</h3> <b>Type </b>poison (injury); <b>Save </b>Fortitude DC 17<br/> <b>Track </b>Dexterity; Frequency 1/round for 6 rounds<br/> <b>Effect </b>The victim is also off-target while affected by this poison.<br/> <b>Cure </b>2 consecutive saves",
            "description": "Formians resemble giant ants with humanoid upper bodies, and carve their chitinous plates with insignias reflecting their individual names and achievements. Members of a hive all share a telepathic link, allowing them to coordinate efficiently.\r\n\r\n Within a hive are castes specialized to particular tasks. The queen leads the hive and is its sole means of propagation, while castes like the aristocratic myrmarchs and mercantile taskmasters direct lower castes like warriors and workers.\r\n\r\n Formians are most common on Castrovel. For millennia they sought to eradicate the lashunta, their traditional foes, but their queens now instead focus on adopting other species’ technology to industrialize their traditional hive societies."
        },
        {
            "title": "Formian Taskmaster",
            "flavor_text": "Alien Archive 2 pg. 52",
            "cr": "7",
            "xp": "3200",
            "size": "Medium",
            "alignment": "LN",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+2 (+6 with hive mind)",
            "senses": "blindsense (scent) 30 ft., darkvision 60 ft.",
            "perception": "+14 (+18 with hive mind)",
            "aura": null,
            "hp": "90",
            "rp": null,
            "eac": "18",
            "kac": "19",
            "fort_save": "+6",
            "ref_save": "+8",
            "will_save": "+12",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "sonic 10",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "stinger +12 (1d8+8 P plus taskmaster toxin)",
            "ranged": "thunderstrike streetsweeper +14 (1d10+7 So; critical knockdown)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+2",
            "con": "+1",
            "int": "+2",
            "wis": "+5",
            "cha": "+4",
            "skills": "Diplomacy +19, Profession (merchant) +19, Sense Motive +14",
            "languages": "Common; telepathy 120 ft.",
            "gear": "thunderstrike streetsweeper with 2 high-capacity batteries (40 charges each)",
            "other_abilities": "hive mind, mental motivation",
            "environment": "any land or underground (Castrovel)",
            "organization": "solitary, exchange (2–6), work crew (1 plus 6–12 formian workers), or band (1 plus 3–15 formian workers and 5–8 formian warriors)",
            "special_abilities": "<b>Hive Mind (Ex)</b> Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and to Perception checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect.<br/><br/> <b>Mental Motivation (Su)</b> As a move action, a taskmaster can inspire all other formians from the same hive within range of its telepathy, granting them a +2 morale bonus to attacks, skill checks, and saves against charm and fear effects for 1 minute. A creature can be affected by only one taskmaster’s mental motivation ability at a time.<h3 class=\"framing\">Taskmaster Toxin</h3> <b>Type </b>poison (injury); <b>Save </b>Fortitude DC 17<br/> <b>Track </b>Dexterity; <b>Frequency </b>1/round for 6 rounds<br/> <b>Cure </b>1 save",
            "description": "Formians resemble giant ants with humanoid upper bodies, and carve their chitinous plates with insignias reflecting their individual names and achievements. Members of a hive all share a telepathic link, allowing them to coordinate efficiently.\r\n\r\n Within a hive are castes specialized to particular tasks. The queen leads the hive and is its sole means of propagation, while castes like the aristocratic myrmarchs and mercantile taskmasters direct lower castes like warriors and workers.\r\n\r\n Formians are most common on Castrovel. For millennia they sought to eradicate the lashunta, their traditional foes, but their queens now instead focus on adopting other species’ technology to industrialize their traditional hive societies."
        },
        {
            "title": "Garaggakal Polymath",
            "flavor_text": "Alien Archive 2 pg. 54",
            "cr": "14",
            "xp": "38400",
            "size": "Large",
            "alignment": "CE",
            "creature_type": "outsider",
            "creature_subtype": "extraplanar",
            "initiative": "+8",
            "senses": "blindsight (emotion) 60 ft., darkvision 60 ft., sense through (emotion) 60 ft.",
            "perception": "+25",
            "aura": "",
            "hp": "255",
            "rp": "5",
            "eac": "28",
            "kac": "30",
            "fort_save": "+16",
            "ref_save": "+16",
            "will_save": "+14",
            "defensive_abilities": "",
            "immunities": "radiation",
            "resistances": "",
            "weaknesses": "vulnerable to electricity",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft., fly 60 ft. (Su, perfect)",
            "melee": "bite +28 (8d6+20 P plus analyzed strike)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "leech life (DC 20)",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+6",
            "dex": "+8",
            "con": "+4",
            "int": "+3",
            "wis": "+4",
            "cha": "+0",
            "skills": "Acrobatics +30 (+38 to fly), Athletics +25, Stealth +30, Survival +25",
            "languages": "Garaggakal (can’t speak any language); telepathy 100 ft.",
            "gear": "",
            "other_abilities": "no breath, phase through",
            "environment": "any (the Drift)",
            "organization": "solitary",
            "special_abilities": "<b>Analyzed Strike (Ex)</b> A garaggakal polymath has spent centuries analyzing the species it has encountered in the Drift, and it uses this knowledge to target its prey’s most sensitive and vulnerable areas. Any creature that takes damage from the garaggakal’s bite attack must succeed at a DC 20 Fortitude save or become off-kilter (in zero gravity) or off-target for 1 round (in gravity).<br/><br/> <b>Leech Life (Su)</b> As a standard action, a garaggakal polymath can spend 1 Resolve Point to leech the life from one target within 30 feet. This deals 14d6 damage (Fortitude DC 20 half), and the garaggakal gains temporary Hit Points equal to the amount of damage dealt.<br/><br/><b>Phase Through (Su)</b>",
            "description": "The Drift remains very much a mystery to explorers and scholars in the Pact Worlds, and scientists have only recently discovered life-forms native to it. The garaggakal, sometimes called a “Drift wraith” by those spacefarers fortunate enough to have survived an encounter with these predators, is one such species. A garaggakal is mostly humanoid in form, with rubbery, yellowish skin, translucent wings, and a long reptilian tail. A garaggakal’s head is little more than a gaping, lamprey-like mouth filled with curved teeth. An average garaggakal has a 20-foot wingspan and stands around 8 feet tall, though its tail can more than double that length, and it weighs approximately 400 pounds. A garaggakal polymath can be 15 feet tall or more, weighing as much as 1,000 pounds.\r\n\r\n Garaggakals freely roam the Drift on their diaphanous wings, hunting whatever living prey they can find. Garaggakals seem to divide all life into two categories: predators (such as themselves) and prey (everything else). To a garaggakal, the best way to learn more about a newly discovered species is to kill, dissect, and eat it—and not necessarily in that order.\r\n\r\n Garaggakals are ambush predators. When a garaggakal encounters a living creature in the Drift, it stalks its prey, using stealth and its innate ability to phase through solid matter to approach undetected, before draining its victim’s life force from a distance. Garaggakals have been known to stalk entire starships, phasing through a vessel’s hull to hunt and feed on the crew inside.\r\n\r\n When it comes time to reproduce, a garaggakal seeks out an area of intense radiation somewhere in the Drift, where it absorbs enough energy to undergo cytogenesis, literally creating new cells from the Drift’s planar energies to “build” its offspring. Upon completion, the process results in a fully grown adult garaggakal.\r\n\r\n Garaggakals increase in size and strength as they age. A garaggakal can live for centuries, growing to more than twice its normal adult size. Called garaggakal polymaths, these elder creatures have a burning curiosity that drives them on ever-longer journeys through the Drift."
        },
        {
            "title": "Garaggakal",
            "flavor_text": "Alien Archive 2 pg. 54",
            "cr": "5",
            "xp": "1600",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "outsider",
            "creature_subtype": "extraplanar",
            "initiative": "+5",
            "senses": "blindsight (emotion) 60 ft., darkvision 60 ft., sense through (emotion) 60 ft.",
            "perception": "+11",
            "aura": "",
            "hp": "75",
            "rp": "4",
            "eac": "17",
            "kac": "19",
            "fort_save": "+7",
            "ref_save": "+7",
            "will_save": "+6",
            "defensive_abilities": "",
            "immunities": "radiation",
            "resistances": "",
            "weaknesses": "vulnerable to electricity",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft., fly 60 ft. (Su, perfect)",
            "melee": "bite +12 (2d6+9 P)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "leech life (DC 13)",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+2",
            "dex": "+5",
            "con": "+3",
            "int": "+1",
            "wis": "+2",
            "cha": "-2",
            "skills": "Acrobatics +16 (+24 to fly), Athletics +11, Stealth +16, Survival +11",
            "languages": "Garaggakal (can’t speak any language); telepathy 100 ft.",
            "gear": "",
            "other_abilities": "no breath, phase through",
            "environment": "any (the Drift)",
            "organization": "solitary",
            "special_abilities": "<b>Leech Life (Su)</b> As a standard action, a garaggakal can spend 1 Resolve Point to leech the life from one target within 30 feet. This deals 3d6 damage (Fortitude DC 13 half), and the garaggakal gains temporary Hit Points equal to the amount of damage dealt.<br/><br/> <b>Phase Through (Su)</b>",
            "description": "The Drift remains very much a mystery to explorers and scholars in the Pact Worlds, and scientists have only recently discovered life-forms native to it. The garaggakal, sometimes called a “Drift wraith” by those spacefarers fortunate enough to have survived an encounter with these predators, is one such species. A garaggakal is mostly humanoid in form, with rubbery, yellowish skin, translucent wings, and a long reptilian tail. A garaggakal’s head is little more than a gaping, lamprey-like mouth filled with curved teeth. An average garaggakal has a 20-foot wingspan and stands around 8 feet tall, though its tail can more than double that length, and it weighs approximately 400 pounds. A garaggakal polymath can be 15 feet tall or more, weighing as much as 1,000 pounds.\r\n\r\n Garaggakals freely roam the Drift on their diaphanous wings, hunting whatever living prey they can find. Garaggakals seem to divide all life into two categories: predators (such as themselves) and prey (everything else). To a garaggakal, the best way to learn more about a newly discovered species is to kill, dissect, and eat it—and not necessarily in that order.\r\n\r\n Garaggakals are ambush predators. When a garaggakal encounters a living creature in the Drift, it stalks its prey, using stealth and its innate ability to phase through solid matter to approach undetected, before draining its victim’s life force from a distance. Garaggakals have been known to stalk entire starships, phasing through a vessel’s hull to hunt and feed on the crew inside.\r\n\r\n When it comes time to reproduce, a garaggakal seeks out an area of intense radiation somewhere in the Drift, where it absorbs enough energy to undergo cytogenesis, literally creating new cells from the Drift’s planar energies to “build” its offspring. Upon completion, the process results in a fully grown adult garaggakal.\r\n\r\n Garaggakals increase in size and strength as they age. A garaggakal can live for centuries, growing to more than twice its normal adult size. Called garaggakal polymaths, these elder creatures have a burning curiosity that drives them on ever-longer journeys through the Drift."
        },
        {
            "title": "Gargantuan Herd Animal",
            "flavor_text": "Alien Archive 2 pg. 74",
            "cr": "6",
            "xp": "2400",
            "size": "Gargantuan",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+0",
            "senses": "low-light vision",
            "perception": "+13",
            "aura": null,
            "hp": "90",
            "rp": null,
            "eac": "18",
            "kac": "20",
            "fort_save": "+11",
            "ref_save": "+8",
            "will_save": "+6",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "natural weapon +15 (2d4+12 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+6",
            "dex": "+0",
            "con": "+4",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +18",
            "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": "Gargantuan Predator",
            "flavor_text": "Alien Archive 2 pg. 102",
            "cr": "10",
            "xp": "9600",
            "size": "Gargantuan",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+1",
            "senses": "low-light vision",
            "perception": "+19",
            "aura": null,
            "hp": "165",
            "rp": null,
            "eac": "23",
            "kac": "25",
            "fort_save": "+14",
            "ref_save": "+9",
            "will_save": "+10",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "natural weapon +21 (2d10+17 P or S)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+7",
            "dex": "+1",
            "con": "+4",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +19",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or pack (3–6)",
            "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": "Ghost",
            "flavor_text": "Alien Archive 2 pg. 58",
            "cr": "7",
            "xp": "3200",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "undead",
            "creature_subtype": "incorporeal",
            "initiative": "+2",
            "senses": "darkvision 60 ft.",
            "perception": "+19",
            "aura": null,
            "hp": "90",
            "rp": "3",
            "eac": "18",
            "kac": "19",
            "fort_save": "+7",
            "ref_save": "+7",
            "will_save": "+11",
            "defensive_abilities": "incorporeal, rejuvenation",
            "immunities": "undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., fly 60 ft. (Su, average)",
            "melee": "corrupting touch +11 (7d6, DC 17)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "backlash, corrupting gaze (DC 17), corrupting touch (DC 17), distraction (DC 17), frightful moan (DC 17), share pain, sow doubt",
            "spell_like_abilities": null,
            "spells_known": " Known",
            "str": "+0",
            "dex": "+2",
            "con": "—",
            "int": "+1",
            "wis": "+5",
            "cha": "+4",
            "skills": "Acrobatics +14, Disguise +19, Intimidate +14, Mysticism +19, Sense Motive +19, Stealth +19",
            "languages": "Common, 1 other language known in life",
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Corrupting Gaze (Su)</b> The ghost has a gaze ability with a range of 30 feet that deals 1d4 Charisma damage plus 1d10 cold damage per 3 CR (a Fortitude save negates the Charisma damage, but not the physical damage).<br/><br/> <b>Corrupting Touch (Su)</b> As a standard action, the ghost can make a single melee attack against EAC. On a hit, this attack deals 7d6 damage. This damage has no type—it manifests in the form of aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage dealt.<br/><br/> <b>Frightful Moan (Su)</b> The ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot radius of the ghost must succeed at a Will save or become frightened for 2d4 rounds. Ghosts of CR 10 or higher cause creatures that fail the save to gain the paralyzed condition for 1 round. Ghosts of CR 15 or higher also cause creatures that fail the save to gain the cowering condition for 1d4 rounds. This is a hearing-dependent, mind-affecting fear effect. A creature that successfully saves against frightful moan cannot be affected by the same ghost’s moan for 24 hours.<br/><br/> <b>Rejuvenation (Su)</b> In most cases, ghosts cannot be destroyed by violence—a “destroyed” spirit dematerializes, but restores itself in 2d4 days. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and should be determined by the GM when creating the ghost.",
            "description": "In most cases, when a creature dies, its soul is severed from its physical body and sent on to its fate in the afterlife. However, sometimes souls are bound to the physical world by powerful emotion and cannot move on. While ghosts bound by positive emotions do exist, in most cases horrendous injustice creates ghosts. A ghost’s every action and thought is devoted to the emotion that bound it to the physical world, such that most ghosts become hateful mockeries of their mortal selves."
        },
        {
            "title": "Ghoul Shock Trooper",
            "flavor_text": "Alien Archive 2 pg. 60",
            "cr": "11",
            "xp": "12800",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+5",
            "senses": "darkvision 60 ft.",
            "perception": "+20",
            "aura": null,
            "hp": "180",
            "rp": null,
            "eac": "25",
            "kac": "26",
            "fort_save": "+13",
            "ref_save": "+11",
            "will_save": "+14",
            "defensive_abilities": null,
            "immunities": "undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft. (20 ft. in armor)",
            "melee": "bite +23 (4d6+16 P plus ghoul fever and paralysis) or claw +23 (4d6+16 S plus paralysis)",
            "ranged": "perihelion artillery laser +21 (3d8+11 F; critical burn 2d6) or tactical autobeam rifle +21 (3d8+11 F; critical burn 2d6) or frag grenade IV +20 (explode [15 ft., 6d6 P, DC 18])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "fighting styles (guard, hit-and-run), nimble fusillade, opening volley, soldier’s onslaught",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+5",
            "con": "—",
            "int": "+3",
            "wis": "+2",
            "cha": "+3",
            "skills": "Acrobatics +25, Athletics +20, Stealth +20",
            "languages": "Common, Eoxian",
            "gear": "golemforged plating IV, perihelion artillery laser with 1 ultra-capacity battery (100 charges), tactical autobeam rifle with 1 high-capacity battery (40 charges), frag grenades IV (2)",
            "other_abilities": "duck and weave, unliving",
            "environment": "any",
            "organization": "solitary, gang (2–6), or pack (7–12)",
            "special_abilities": "<b>Paralysis (Ex)</b> When a ghoul shock trooper deals damage to a creature with its bite or claw attack, the target must succeed at a DC 18 Fortitude saving throw or gain the paralyzed condition for 1d4+1 rounds. As a full action, the target can attempt a new saving throw to end the condition. Creatures with the elf subtype are immune to a ghoul’s paralysis.",
            "description": "In ages past, ghouls shunned society and haunted cemeteries and city sewers. However, ghouls in the Pact Worlds are more likely to live in cities, especially settlements inhabited primarily by undead. Ghouls are resourceful and hardy, and make good workers across a variety of industries. Their adaptability is striking even for undead creatures, and ghouls who are patient and dedicated can become excellent researchers, scholars, soldiers, laborers, and more. Ghouls of all proficiencies and backgrounds are especially populous on the undead planet of Eox.\r\n\r\n Ghouls spread—sometimes purposefully—a virulent disease known as ghoul fever through their saliva. As creatures that die of ghoul fever often rise as ghouls themselves, a population explosion can easily result. However, even in ghoul society, it is frowned upon to inflict ghoul fever on large numbers of living creatures. Such behavior leads to unwanted attention from authorities, particularly on worlds adjacent to or in the Pact Worlds.\r\n\r\n Rather than spread the undead scourge they carry inside them, ambitious ghouls instead seek training and selfimprovement in pursuits that interest them. Many of these ghouls become ghoul shock troopers. Others find that technology suits them and become mechanics or technomancers, fusing their shrewd understanding of their own organic biology with the elegance of machinery. Ghoul envoys are rare, since undead are stubbornly independent as a rule, and few living crew members would follow the commands of someone so off-putting as a ghoul.\r\n\r\n Whether on Eox or beyond, certain powerful ghouls known as ghasts can affect even elves with their paralysis, and exude a powerful stench; these undead usually hold important positions in ghoul society. Ghouls that lurk underwater and in coastal areas are called lacedons. In many cases, powerful ghouls and lacedons are high-ranking members of the military on Eox or even the Corpse Fleet."
        },
        {
            "title": "Ghoul",
            "flavor_text": "Alien Archive 2 pg. 60",
            "cr": "1",
            "xp": "400",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+10",
            "aura": null,
            "hp": "18",
            "rp": null,
            "eac": "12",
            "kac": "12",
            "fort_save": "+3",
            "ref_save": "+3",
            "will_save": "+3",
            "defensive_abilities": null,
            "immunities": "undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "bite +5 (1d6+3 P plus ghoul fever and paralysis) or claw +5 (1d6+3 S plus paralysis)",
            "ranged": "azimuth laser pistol +8 (1d4+1 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+4",
            "con": "—",
            "int": "+1",
            "wis": "+0",
            "cha": "+1",
            "skills": "Acrobatics +5, Athletics +5, Stealth +10",
            "languages": "Common, Eoxian",
            "gear": "azimuth laser pistol with 1 battery (20 charges)",
            "other_abilities": "unliving",
            "environment": "any",
            "organization": "solitary, gang (2–6), or pack (7–12)",
            "special_abilities": "<b>Paralysis (Ex)</b> When a ghoul deals damage to a creature with its bite or claw attack, the target must succeed at a DC 12 Fortitude saving throw or gain the paralyzed condition for 1d4+1 rounds. As a full action, the target can attempt a new saving throw to end the condition. Creatures with the elf subtype are immune to a ghoul’s paralysis. <h3 class=\"framing\">Ghoul Fever</h3> <b>Type </b>disease (injury); <b>Save </b>Fortitude DC 12<br/> <b>Track </b>physical; <b>Frequency </b>1/day<br/> <b>Effect </b>A creature that dies of ghoul fever rises as a ghoul within 24 hours.<br/> <b>Cure </b>1 save",
            "description": "In ages past, ghouls shunned society and haunted cemeteries and city sewers. However, ghouls in the Pact Worlds are more likely to live in cities, especially settlements inhabited primarily by undead. Ghouls are resourceful and hardy, and make good workers across a variety of industries. Their adaptability is striking even for undead creatures, and ghouls who are patient and dedicated can become excellent researchers, scholars, soldiers, laborers, and more. Ghouls of all proficiencies and backgrounds are especially populous on the undead planet of Eox.\r\n\r\n Ghouls spread—sometimes purposefully—a virulent disease known as ghoul fever through their saliva. As creatures that die of ghoul fever often rise as ghouls themselves, a population explosion can easily result. However, even in ghoul society, it is frowned upon to inflict ghoul fever on large numbers of living creatures. Such behavior leads to unwanted attention from authorities, particularly on worlds adjacent to or in the Pact Worlds.\r\n\r\n Rather than spread the undead scourge they carry inside them, ambitious ghouls instead seek training and selfimprovement in pursuits that interest them. Many of these ghouls become ghoul shock troopers. Others find that technology suits them and become mechanics or technomancers, fusing their shrewd understanding of their own organic biology with the elegance of machinery. Ghoul envoys are rare, since undead are stubbornly independent as a rule, and few living crew members would follow the commands of someone so off-putting as a ghoul.\r\n\r\n Whether on Eox or beyond, certain powerful ghouls known as ghasts can affect even elves with their paralysis, and exude a powerful stench; these undead usually hold important positions in ghoul society. Ghouls that lurk underwater and in coastal areas are called lacedons. In many cases, powerful ghouls and lacedons are high-ranking members of the military on Eox or even the Corpse Fleet."
        },
        {
            "title": "Glass Serpent",
            "flavor_text": "Alien Archive 2 pg. 64",
            "cr": "5",
            "xp": "1600",
            "size": "Gargantuan",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+3",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+16",
            "aura": null,
            "hp": "77",
            "rp": null,
            "eac": "16",
            "kac": "20",
            "fort_save": "+9",
            "ref_save": "+9",
            "will_save": "+4",
            "defensive_abilities": "ravenous invisibility",
            "immunities": "radiation",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "60 ft., climb 30 ft., swim 30 ft.",
            "melee": "tentacle +15 (1d6+11 S plus swallow whole)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "swallow whole (1d6+5 A, EAC 16, KAC 16, 19 HP)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+3",
            "con": "+1",
            "int": "-4",
            "wis": "+2",
            "cha": "-2",
            "skills": "Athletics +13 (+21 to climb or swim), Stealth +13, Survival +13",
            "languages": null,
            "gear": null,
            "other_abilities": "no breath",
            "environment": "any (Eox)",
            "organization": "solitary, rival pair, or brood family (2–3 adults and 3–5 juveniles)",
            "special_abilities": "<b>Ravenous Invisibility (Ex)</b> A glass serpent can become invisible as part of any other action. Each time it successfully damages a creature while invisible, it must attempt a DC 14 Will save. If it fails, this ability is suspended and the glass serpent becomes visible for 1 round (though it can turn invisible again at the start of its next turn). A glass serpent that has swallowed a creature cannot turn invisible using this ability until 1 week after it swallowed the creature, when its meal has been completely digested. (If the swallowed creature escapes or is otherwise removed, the glass serpent can use this ability again immediately.) An invisible glass serpent can resume being visible as part of any other action.",
            "description": "The terrifying ambush predators known as glass serpents are some of the most notorious beasts to roam the blasted wastelands of Eox, preying on local fauna and unwary undead alike. Similar creatures have been found on dozens of planets, including those outside the Pact Worlds, leading scholars to speculate that glass serpents may have been brought to Eox in its ancient past through magical means, or that they may represent a natural case of parallel evolution on worlds that have suffered massive catastrophes.<br/><br/> Glass serpents have long, undulating bodies that bulge and narrow at regular intervals, giving them a shape almost like a chain of thick links. Their heads are much different from those of traditional snakes, with a row of eyes peering out from beneath an armored, helmetlike crest, and long feeding tentacles each tipped with a glowing, crystalline tooth dangling from their mouths. Yet, the most fearsome aspect of glass serpents must be their legendary scales: smooth crystalline structures that warp and wrap light around the serpents, turning them invisible and making them terrifying combatants. This invisibility isn’t entirely voluntary and requires enough energy from a serpent that it can activate the ability only when it is hungry and hunting. When well fed, the serpent becomes visible once more, its body appearing partially translucent and strewn with shimmering rainbows. This weakness is of no comfort to those creatures that become the serpent’s prey and provide it with sustenance, pieces of which are visible as they pass through the serpent’s translucent digestive system. An adult glass serpent can grow to be 60 feet long and up to 5,000 pounds.<br/><br/> Hermaphroditic and capable of mating as long as they’re sufficiently nourished, glass serpents have a fascinating courtship process. A glass serpent looking to mate seeks out another glass serpent of roughly its own size and ability level and challenges it in an elaborate ritual. Once this challenge is accepted, the two become a “rival pair.” For the next 6 weeks, the two travel together, hunting in tandem but violently attempting to keep the other from eating a share of any slain prey. At the end of this period, they seek out the largest and most powerful glass serpent they can find and attempt to woo this third serpent into accepting the mantle of motherhood via displays of their prowess and gifts of regurgitated food. If this third serpent agrees, it and the larger, better-fed member of the rival pair—called the “bull”—mate. The bull then departs, and the other member of the rival pair—the “guard”—remains to serve the pregnant serpent, bringing food and providing defense until the young are born. Young glass serpents are capable of hunting on their own within a month, at which point all members of the family go their separate ways.<br/><br/> Not intelligent enough to be considered truly sentient, glass serpents are nevertheless cunning hunters and opportunists, with natural curiosity and adaptability in addition to their predatory instincts. Although glass serpents can diminish the glow in their tentacles’ crystalline teeth to better preserve their invisibility, they understand that the light itself remains visible even when their bodies are not. As such, many will purposefully illuminate these lures while invisible, creating delicate, dancing displays of light or even mimicking signal beacons, hoping to draw prey near. Glass serpents have learned that creatures from other worlds often require air, and they specifically target such creatures, ripping open environment suits, vehicles, or structures to asphyxiate their prey.<br/><br/> For all the danger they present, glass serpents have long been a part of Eoxian culture, taking on the cultural role of noble predator that other groups often ascribe to wolves, lions, eagles, or dragons. Domesticated glass serpents are the chosen hunting beasts of both the planet’s nobility and its criminal organizations. Several Bone Sages and ancient organizations have glass serpents on their coats of arms or corporate logos, and execution by glass serpent is an ancient practice that still continues. In recent centuries, the creatures have been heavily exported to other planets, partially for their status in Eoxian culture but more often because their scales can be commercially harvested for illusion magic and a wide variety of optical technologies. The challenge of imprisoning smart animals that can turn invisible and don’t need to breathe means that wild glass serpent populations can now be found on nearly every terrestrial or aquatic planet in the Pact Worlds and many colony worlds beyond. Most notably, the Diaspora has seen significant problems with glass serpents adapting to the highly trafficked waterways of the River Between, where despite their slight disadvantage in movement and stealth, they still prove devastating to travelers. Many crèche worlds regularly hire mercenaries and adventurers to hunt down and eradicate these serpents, but the population keeps mysteriously bouncing back."
        },
        {
            "title": "Haeshi-Shaa (Haeshi Form)",
            "flavor_text": "Alien Archive 2 pg. 70",
            "cr": "12",
            "xp": "19200",
            "size": "Large",
            "alignment": "CE",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+5",
            "senses": "blindsight (life) 60 ft., darkvision 60 ft.",
            "perception": "+22",
            "aura": "stench (10 ft., DC 19)",
            "hp": "200",
            "rp": null,
            "eac": "26",
            "kac": "28",
            "fort_save": "+14",
            "ref_save": "+11",
            "will_save": "+16",
            "defensive_abilities": "fast healing 5, unflankable",
            "immunities": "bleed, critical hits, disease, mind-affecting effects, nonlethal, paralysis, poison, polymorph, sleep, stunning",
            "resistances": "cold 10, fire 10",
            "weaknesses": null,
            "spell_resistance": "23",
            "damage_reduction": "10/magic",
            "speed": "fly 60 ft. (Su, perfect)",
            "melee": "slam +25 (6d4+20 B plus viral vapor)",
            "ranged": "sonic bolt +22 (6d4+12 So)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+5",
            "con": "+4",
            "int": "+2",
            "wis": "+4",
            "cha": "+2",
            "skills": "Acrobatics +22 (+30 to fly), Life Science +22, Mysticism +27, Physical Science +22",
            "languages": "Abyssal, Aklo, Common; telepathy 100 ft.",
            "gear": null,
            "other_abilities": "compression, death throes, no breath",
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Death Throes (Su)</b> When killed, a haeshi explodes in a frenetic wave of psychic energy that assaults the minds of creatures within 20 feet, dealing 6d6 damage (Will DC 19 half). This is a mind-affecting effect.<br/><br/> <b>Sonic Bolt (Ex)</b> A haeshi-shaa can fire a beam of disruptive sound at a target within 100 feet.<br/><br/> <b>Stench Aura (Ex)</b> Haeshi-shaas exude a horrible stench. An affected creature must succeed at a Fortitude save with the listed DC or be sickened while within the aura’s effect. Sickened creatures become nauseated on subsequent failed saving throws.<h3 class=\"framing\">Viral Vapor</h3> <b>Type </b>disease (contact, inhaled, or injury); <b>Save </b>Fortitude DC 18<br/> <b>Track </b>physical; <b>Frequency </b>1/day<br/> <b>Effect </b>At the debilitated state, the victim becomes partially vaporous. Attacks made by or targeting the victim have a 25% miss chance. At bedridden, this effect ends and the victim is incorporeal. At dead, the victim’s form completely dissipates into fine particles.<br/> <b>Cure </b>",
            "description": "Serving as part of the priestly caste for the Dominion of the Black, haeshi-shaas are longlived creatures that shift between a liquid and a gaseous form many times over their long lives. Their liquid form, commonly referred to simply as haeshi, appears as a constantly churning, chunky fluid, while their vaporous form, known as shaa, appears as a hazy brown fog. Both forms hum with atonal harmonies that are unnerving, sometimes nauseating, to others.\r\n\r\n While both forms of haeshi-shaas constantly preach a doctrine of annihilation, each form takes a slightly different approach. The attitudes of an individual haeshi-shaa change as the creature shifts forms. Liquid haeshi are more aggressive, while vaporous shaa are more introspective.\r\n\r\n The creatures’ dogma of obliteration and their reverence for black holes stem from their belief that all cosmic complexity should be reduced to its most basic particles, because only in that state can a being be truly one with the universe.\r\n\r\n Haeshi-shaas serve as oracles, as they claim the ability to see the invisible pathways through the universe connecting particles spiraling toward entropy. Though this claim is dubious, other creatures that serve the Dominion heed the lessons of both haeshi-shaas and chyzaedus, another member of its priestly caste.\r\n\r\n Haeshi-shaas and chyzaedus are relatively recent assimilations into the Dominion, given its galactic time scale, and each species has claimed a different role within the nightmarish collective. The Dominion of the Black doesn’t concern itself with faith and religion, but the coalition seems to have a use for these strange creatures that preach its philosophy.\r\n\r\n Many believe that the two species came into the role of priests among the Dominion because they are linked in destruction. Forgotten records claim that the tonal resonance that all chyzaedus experienced when their home planet was devoured by a black hole was a result of creatures that would become the haeshi-shaas. These creatures were known in ancient history as beings of pure sound whose strange, farreaching tones conveyed a slightly different message of consumption and destruction.\r\n\r\n Haeshi-shaas can’t predict when they might shift into their variant form. Some seek out events that might serve as a catalyst, while others wait for the change to occur naturally. These creatures can exist for ages, shifting thousands of times, but over time, the bonds that cause the cyclical shifts of a haeshi-shaa’s form deteriorate. A haeshi-shaa can live for as long as 25,000 years before its final shift comes to pass and it completely dissipates among the winds of the universe."
        },
        {
            "title": "Haeshi-Shaa (Shaa Form)",
            "flavor_text": "Alien Archive 2 pg. 70",
            "cr": "16",
            "xp": "76800",
            "size": "Large",
            "alignment": "NE",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+10",
            "senses": "blindsight (life) 60 ft., darkvision 60 ft.",
            "perception": "+28",
            "aura": "stench (10 ft., DC 22)",
            "hp": "300",
            "rp": null,
            "eac": "29",
            "kac": "30",
            "fort_save": "+14",
            "ref_save": "+14",
            "will_save": "+20",
            "defensive_abilities": "fast healing 5, incorporeal, unflankable",
            "immunities": "bleed, critical hits, disease, mind-affecting effects, nonlethal, paralysis, poison, polymorph, sleep, stunning",
            "resistances": "cold 20, fire 20",
            "weaknesses": null,
            "spell_resistance": "27",
            "damage_reduction": "shaa can agitate its molecules and assume a nearly impenetrable, semitransparent form. As a full action, a shaa can become solid for 1d6 rounds. In this form, the shaa is not incorporeal, gains DR 30/— and 100 temporary Hit Points, can take no actions, and is immovable. The shaa reverts to its natural form at the end of the duration and loses any remaining temporary Hit Points.",
            "speed": "fly 60 ft. (Su, perfect)",
            "melee": "touch +25 (viral vapor)",
            "ranged": "sonic bolt +27 (6d4+16 So)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "expand, thicken",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+10",
            "con": "+7",
            "int": "+3",
            "wis": "+5",
            "cha": "+5",
            "skills": "Acrobatics +28 (+36 to fly), Life Science +28, Mysticism +33, Physical Science +28",
            "languages": "Abyssal, Aklo, Common; telepathy 100 ft.",
            "gear": null,
            "other_abilities": "no breath",
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Expand (Ex)</b> As a full action, a shaa can spread its matter thin, increasing its size to Gargantuan and gaining a space and reach of 20 feet. A shaa can maintain this ability as long as it concentrates, but it can take only purely mental actions or its thicken ability while in this state. A shaa can return to its normal size as a move action.<br/><br/> <b>Sonic Bolt (Su)</b> A haeshi-shaa can fire a beam of disruptive sound at a target within 100 feet.<br/><br/> <b>Stench Aura (Ex)</b> Haeshi-shaas exude a horrible stench. An affected creature must succeed at a Fortitude save with the listed DC or be sickened while within the aura’s effect. Sickened creatures become nauseated on subsequent failed saving throws.<br/><br/> <b>Thicken (Ex)</b> A shaa can agitate its molecules and assume a nearly impenetrable, semitransparent form. As a full action, a shaa can become solid for 1d6 rounds. In this form, the shaa is not incorporeal, gains DR 30/— and 100 temporary Hit Points, can take no actions, and is immovable. The shaa reverts to its natural form at the end of the duration and loses any remaining temporary Hit Points.<h3 class=\"framing\">Viral Vapor</h3> <b>Type </b>disease (contact, inhaled, or injury); <b>Save </b>Fortitude DC 18<br/> <b>Track </b>physical; <b>Frequency </b>1/day<br/> <b>Effect </b>At the debilitated state, the victim becomes partially vaporous. Attacks made by or targeting the victim have a 25% miss chance. At bedridden, this effect ends and the victim is incorporeal. At dead, the victim’s form completely dissipates into fine particles.<br/> <b>Cure </b>",
            "description": "Serving as part of the priestly caste for the Dominion of the Black, haeshi-shaas are longlived creatures that shift between a liquid and a gaseous form many times over their long lives. Their liquid form, commonly referred to simply as haeshi, appears as a constantly churning, chunky fluid, while their vaporous form, known as shaa, appears as a hazy brown fog. Both forms hum with atonal harmonies that are unnerving, sometimes nauseating, to others.\r\n\r\n While both forms of haeshi-shaas constantly preach a doctrine of annihilation, each form takes a slightly different approach. The attitudes of an individual haeshi-shaa change as the creature shifts forms. Liquid haeshi are more aggressive, while vaporous shaa are more introspective.\r\n\r\n The creatures’ dogma of obliteration and their reverence for black holes stem from their belief that all cosmic complexity should be reduced to its most basic particles, because only in that state can a being be truly one with the universe.\r\n\r\n Haeshi-shaas serve as oracles, as they claim the ability to see the invisible pathways through the universe connecting particles spiraling toward entropy. Though this claim is dubious, other creatures that serve the Dominion heed the lessons of both haeshi-shaas and chyzaedus, another member of its priestly caste.\r\n\r\n Haeshi-shaas and chyzaedus are relatively recent assimilations into the Dominion, given its galactic time scale, and each species has claimed a different role within the nightmarish collective. The Dominion of the Black doesn’t concern itself with faith and religion, but the coalition seems to have a use for these strange creatures that preach its philosophy.\r\n\r\n Many believe that the two species came into the role of priests among the Dominion because they are linked in destruction. Forgotten records claim that the tonal resonance that all chyzaedus experienced when their home planet was devoured by a black hole was a result of creatures that would become the haeshi-shaas. These creatures were known in ancient history as beings of pure sound whose strange, farreaching tones conveyed a slightly different message of consumption and destruction.\r\n\r\n Haeshi-shaas can’t predict when they might shift into their variant form. Some seek out events that might serve as a catalyst, while others wait for the change to occur naturally. These creatures can exist for ages, shifting thousands of times, but over time, the bonds that cause the cyclical shifts of a haeshi-shaa’s form deteriorate. A haeshi-shaa can live for as long as 25,000 years before its final shift comes to pass and it completely dissipates among the winds of the universe."
        },
        {
            "title": "Hashukayak",
            "flavor_text": "Alien Archive 2 pg. 72",
            "cr": "5",
            "xp": "1600",
            "size": "Large",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+0",
            "senses": "blindsense (scent) 60 ft., low-light vision; see sexual dimorphism",
            "perception": "+10",
            "aura": null,
            "hp": "70",
            "rp": null,
            "eac": "17",
            "kac": "19, see sexual dimorphism",
            "fort_save": "+9",
            "ref_save": "+8",
            "will_save": "+5",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., see sexual dimorphism",
            "melee": "slam +14 (2d6+7 B; critical knockdown) or gore +13 (3d6+6 P; critical bleed 1d6); see sexual dimorphism",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "trample (2d6+7 B, DC 13)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+0",
            "con": "+4",
            "int": "-4",
            "wis": "+2",
            "cha": "-1",
            "skills": "Athletics +10; see sexual dimorphism",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "temperate plains or hills (Orikolai)",
            "organization": "solitary, gang (2–9 males), or herd (5–20 females and young)",
            "special_abilities": "Sexual Dimorphism (Ex) Male and female hashukayaks manifest different physical traits during adolescence, and an adult gains several additional abilities that modify the statistics above.<br/><br/> Males develop a voluminous ruff of fur along their necks, front shoulder joints, and humps. They are also heavier, with stout horns growing from their heads and front shoulders. These adaptations grant a male hashukayak a gore attack (included in the statistics above), a +1 bonus to KAC, and a +15 bonus to Intimidate checks.<br/><br/> Female hashukayaks are less massive, more adaptable, and far swifter. Their fur ruffs extend only across their necks but connect to dense arrays of nerve cells that help detect smells, wind, and movement. These adaptations grant a female hashukayak a +1 bonus to EAC, a 40-foot land speed, blindsense (vibration) with a range of 30 feet, and a +10 bonus to Survival checks.",
            "description": "Due to its rare ring shape, the planet Orikolai is a place of diverse environments, variable gravity, and extreme seasons where one side of the planet is in constant light for hundreds of days at a time while the other side is in perpetual gloom. Whereas some species hibernate or have evolved to spend months at a time in darkness, hashukayaks tirelessly migrate from one side of the ring to the other in pursuit of sunlight and the lush plants on which they feed. These massive beasts are a keystone species, serving as prey for many of the planet’s large carnivores, dispersing seeds over huge areas, and cropping grasses to make way for new growth.<br/><br/> Although hashukayaks demonstrate considerable sexual dimorphism, they have many traits in common. Each is an eight-legged herbivore about 10 feet long and 5 feet tall at the shoulder, weighing about 4,000 pounds in a normal gravity environment (though the gravity on Orikolai is irregular). Hashukayaks store excess fat and water in a double hump at the base of the neck, which they use to store nutrients when crossing less hospitable terrain. A hashukayak’s eight eyes can focus independently, and each perceives a different spectrum of light, allowing the animal to see in dim conditions as well as sense subtle cues in the atmosphere that signal the changing seasons. To handle the reduced oxygen levels and air density toward the planet’s rim, these creatures have a second set of lungs that can inflate and more efficiently process thin air. These lungs also help to keep the animals buoyant in water, making them clumsy but capable swimmers.<br/><br/> A hashukayak primarily feeds on grasses, which it plucks with eight feeding tentacles arrayed around its mouth. The animal relies on its gizzard and a series of five stomachs to break down the vegetation in several cycles of fermentation aided by its rich, digestive microbiome. Hashukayaks diversify their diet as opportunities allow, digging up roots, breaking into insect colonies to snatch up larvae, or even consuming the occasional carrion. Only in three documented cases have the creatures actively chased down larger fauna to consume, and each incident seemed to be aberrant behavior associated with nutritional deficiencies or high stress.<br/><br/> Adult male and female hashukayaks live different lifestyles and inhabit different territories that overlap only periodically. When most amateur xenobiologists think of hashukayaks, they imagine the female adult, bald but for a narrow band of long hairs around the neck. These sensitive whiskers allow female hashukayaks to sense an array of stimuli, and their leaner bodies allow them to cover large distances to find food or escape predators. Female hashukayaks gather in large herds for protection, traveling with their young. As the long summer ends, these herds migrate from the higher-gravity equator toward the rim, where the planet’s divergent tectonic plates form warm lakes and fertile grasslands.<br/><br/> There, the males live year round in the low-gravity plains. Male hashukayaks grow bulkier in this environment, but for all the competitive advantages their mass provides, they have a limited range. In an area with normal gravity, a male moves at half speed and gradually becomes sick and dies as its weight compresses its digestive tract. The front third of a male’s body is covered in dense hair, with the greatest concentration around its neck and hump. This shields the animal from the broad horns that males grow and use to battle one another for dominance during the long summers. For all their brutal competition, male hashukayaks become much more docile during the transitional season, when the migratory females and juveniles travel to the rim. At that time, dominant males use their feeding tentacles to build elaborate altars or bowers made of logs, dried grasses, and smoothed pebbles. The fancier the installation and its contents, the more attractive the male, and accomplished architects can mate numerous times in a season."
        },
        {
            "title": "Hobgoblin Lieutenant",
            "flavor_text": "Alien Archive 2 pg. 76",
            "cr": "7",
            "xp": "3200",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "humanoid",
            "creature_subtype": "goblinoid",
            "initiative": "+5",
            "senses": "darkvision 60 ft.",
            "perception": "+14",
            "aura": null,
            "hp": "105",
            "rp": null,
            "eac": "19",
            "kac": "21, +1 vs. combat maneuvers",
            "fort_save": "+9",
            "ref_save": "+7",
            "will_save": "+8",
            "defensive_abilities": "battle hardened",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft. (25 ft. in armor)",
            "melee": "sintered longsword +14 (2d8+13 S)",
            "ranged": "corona laser rifle +18 (2d6+7 F; critical burn 1d6) or stickybomb grenade II +17 (explode [15 ft., entangle 2d4 rounds, DC 15])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "fighting styles (hit-and-run), furious combatant, nimble fusillade, opening volley",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+5",
            "con": "+2",
            "int": "+0",
            "wis": "+0",
            "cha": "+1",
            "skills": "Athletics +14, Intimidate +14, Stealth +19",
            "languages": "Common, Goblin",
            "gear": "golemforged plating III, corona laser rifle with 2 high-capacity batteries (40 charges each), sintered longsword, stickybomb grenades II (2)",
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, small command (1–2 plus 4–10 hobgoblin troopers), command unit (3–6 plus 1",
            "special_abilities": "<b>Battle Hardened (Ex)</b> Hobgoblins are trained for combat from an early age, and they quickly learn that a foe can do much more than just hurt you. Hobgoblins gain a +1 racial bonus to AC against combat maneuvers.<br/><br/> <b>Furious Combatant (Ex)</b> When a hobgoblin lieutenant scores a critical hit against a foe, the hobgoblin can attempt an Intimidate check to demoralize that foe as a reaction.",
            "description": "Hobgoblins are a militant and merciless species that organizes quickly, reproduces rapidly, and adapts well to changing conditions. They are similar in appearance to goblins but are significantly taller and more muscled. While goblins are anarchic and gleefully destructive, though, hobgoblins are highly ordered and do nothing without a purpose.\r\n\r\n Most hobgoblin societies are paramilitary states, with no distinction between the government and the chain of command. They can be as small as a single starship crew or as large as a conquered world. However, these governments grant nothing unearned to any hobgoblin, and only those who show an aptitude for more advanced knowledge are given access to it. The young are considered fully trained junior soldiers as young as 14 years old, while some receive secondary education to become technicians, spies, or engineers at 16 years old.\r\n\r\n Hobgoblins are believed to have originated on lost Golarion. When the Gap ended, though, hobgoblins already dwelled in numerous solar systems, which suggests that they might have engaged in dangerous generation-ship or suspendedanimation expeditions of expansion, or that they had access to powerful interstellar transportation magic.\r\n\r\n While many societies were confused and shaken by the Gap, the disparate and widespread hobgoblin nations were almost entirely unaffected by it, and in some cases grew even stronger due to its amnesic effects. When the Gap ended, all hobgoblins still knew their own names and those of their superiors, their military rank and position, that they had earned those ranks through merit, and that their superiors had similarly earned their positions. This formed a strong common attitude that allowed many hobgoblin groups to work together, taking advantage of the confusion and consternation of their neighbors to wage quick, brutal wars of expansion against regions still coming to grips with the Gap.\r\n\r\n Additionally, most hobgoblin societies and groups immediately analyzed such things as their religions and social codes, and discarded anything that did not immediately make sense. For example, many hobgoblin societies found they had strict rules forbidding the pursuit of spellcasting knowledge and the use of magic, but this prohibition seemed needlessly limiting after the Gap. Similarly, many hobgoblin groups saw no advantage in worshiping their old gods. For example, many hobgoblin mercenary companies who work for the Veskarium have adopted the worship of Damoritosh.\r\n\r\n However, other ancient prohibitions remain to this day, though their origins are lost to the Gap. Whenever hobgoblins and elves first encountered one another in the years after the Gap, violence invariably ensued. Individual hobgoblins sometimes have no special hatred of elves, but for most of the race, elves are reviled and mistrusted creatures not even fit for use as slave labor.\r\n\r\n A typical hobgoblin is 5 feet tall and weighs 160 pounds."
        },
        {
            "title": "Hobgoblin Trooper",
            "flavor_text": "Alien Archive 2 pg. 76",
            "cr": "1",
            "xp": "400",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "humanoid",
            "creature_subtype": "goblinoid",
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+5",
            "aura": null,
            "hp": "20",
            "rp": null,
            "eac": "11",
            "kac": "13, +1 vs. combat maneuvers",
            "fort_save": "+3",
            "ref_save": "+5",
            "will_save": "+1",
            "defensive_abilities": "battle hardened",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft. (25 ft. in armor)",
            "melee": "standard taclash +5 (1d4+3 S nonlethal)",
            "ranged": "azimuth laser rifle +8 (1d8+1 F; critical burn 1d6) or stickybomb grenade I +8 (explode [10ft., entangled 2d4 rounds, DC 10])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+4",
            "con": "+1",
            "int": "+0",
            "wis": "+0",
            "cha": "+1",
            "skills": "Athletics +5, Intimidate +5, Stealth +10",
            "languages": "Common, Goblin",
            "gear": "lashunta ringwear I, azimuth laser rifle with 2 batteries (20 charges each), standard taclash, stickybomb grenades I (2)",
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, advance unit (3–6 plus 1",
            "special_abilities": "<b>Battle Hardened (Ex)</b> Hobgoblins are trained for combat from an early age, and they quickly learn that a foe can do much more than just hurt you. Hobgoblins gain a +1 racial bonus to AC against combat maneuvers.",
            "description": "Hobgoblins are a militant and merciless species that organizes quickly, reproduces rapidly, and adapts well to changing conditions. They are similar in appearance to goblins but are significantly taller and more muscled. While goblins are anarchic and gleefully destructive, though, hobgoblins are highly ordered and do nothing without a purpose.\r\n\r\n Most hobgoblin societies are paramilitary states, with no distinction between the government and the chain of command. They can be as small as a single starship crew or as large as a conquered world. However, these governments grant nothing unearned to any hobgoblin, and only those who show an aptitude for more advanced knowledge are given access to it. The young are considered fully trained junior soldiers as young as 14 years old, while some receive secondary education to become technicians, spies, or engineers at 16 years old.\r\n\r\n Hobgoblins are believed to have originated on lost Golarion. When the Gap ended, though, hobgoblins already dwelled in numerous solar systems, which suggests that they might have engaged in dangerous generation-ship or suspendedanimation expeditions of expansion, or that they had access to powerful interstellar transportation magic.\r\n\r\n While many societies were confused and shaken by the Gap, the disparate and widespread hobgoblin nations were almost entirely unaffected by it, and in some cases grew even stronger due to its amnesic effects. When the Gap ended, all hobgoblins still knew their own names and those of their superiors, their military rank and position, that they had earned those ranks through merit, and that their superiors had similarly earned their positions. This formed a strong common attitude that allowed many hobgoblin groups to work together, taking advantage of the confusion and consternation of their neighbors to wage quick, brutal wars of expansion against regions still coming to grips with the Gap.\r\n\r\n Additionally, most hobgoblin societies and groups immediately analyzed such things as their religions and social codes, and discarded anything that did not immediately make sense. For example, many hobgoblin societies found they had strict rules forbidding the pursuit of spellcasting knowledge and the use of magic, but this prohibition seemed needlessly limiting after the Gap. Similarly, many hobgoblin groups saw no advantage in worshiping their old gods. For example, many hobgoblin mercenary companies who work for the Veskarium have adopted the worship of Damoritosh.\r\n\r\n However, other ancient prohibitions remain to this day, though their origins are lost to the Gap. Whenever hobgoblins and elves first encountered one another in the years after the Gap, violence invariably ensued. Individual hobgoblins sometimes have no special hatred of elves, but for most of the race, elves are reviled and mistrusted creatures not even fit for use as slave labor.\r\n\r\n A typical hobgoblin is 5 feet tall and weighs 160 pounds."
        },
        {
            "title": "Huge Herd Animal",
            "flavor_text": "Alien Archive 2 pg. 74",
            "cr": "4",
            "xp": "1200",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+0",
            "senses": "low-light vision",
            "perception": "+10",
            "aura": null,
            "hp": "50",
            "rp": null,
            "eac": "16",
            "kac": "18",
            "fort_save": "+9",
            "ref_save": "+6",
            "will_save": "+4",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "natural weapon +11 (1d6+9 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+0",
            "con": "+3",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +15",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or herd (3–18)",
            "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": "Huge Predator",
            "flavor_text": "Alien Archive 2 pg. 102",
            "cr": "7",
            "xp": "3200",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "low-light vision",
            "perception": "+14",
            "aura": null,
            "hp": "105",
            "rp": null,
            "eac": "19",
            "kac": "21",
            "fort_save": "+9",
            "ref_save": "+7",
            "will_save": "+6",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "natural weapon +16 (2d6+12 P or S)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+2",
            "con": "+4",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +14",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or pack (3–8)",
            "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": "Ja Noi",
            "flavor_text": "Alien Archive 2 pg. 88",
            "cr": "5",
            "xp": "1600",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "outsider",
            "creature_subtype": "goblinoid",
            "initiative": "+5",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+11",
            "aura": "",
            "hp": "84",
            "rp": "",
            "eac": "17",
            "kac": "19",
            "fort_save": "+7",
            "ref_save": "+7",
            "will_save": "+6",
            "defensive_abilities": "regeneration 3 (acid or fire), serene fighter",
            "immunities": "",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft. (25 ft. in armor)",
            "melee": "tactical swoop hammer +15 (1d10+10 B; critical knockdown)",
            "ranged": "thunderstrike sonic rifle +12 (1d10+5 So; critical deafen [DC 13])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+5",
            "dex": "+3",
            "con": "+2",
            "int": "+1",
            "wis": "+0",
            "cha": "+1",
            "skills": "Acrobatics +16, Intimidate +11, Stealth +11",
            "languages": "Common, Goblin",
            "gear": "lashunta ringwear II, tactical swoop hammer, thunderstrike sonic rifle with 2 high-capacity batteries (40 charges each)",
            "other_abilities": "change shape (Small or Medium humanoid)",
            "environment": "any",
            "organization": "solitary, patrol (2–4), or warband (5–7 plus 8–15 hobgoblin troopers)",
            "special_abilities": "<b>Serene Fighter (Ex)</b> A ja noi is an experienced combatant and can remain calm even in the face of great adversity. Once per day, a ja noi can reroll a Will saving throw.",
            "description": "Oni are a race of malevolent spirits given physical form. Most oni begin their existence as kami, spirits tasked with the protection of a specific part of the natural world, but for some reason reject their duties and turn to evil. Less often, the souls of particularly vile mortals can become oni upon death. When oni first form, they are intangible, powerless spirits. In places with strong connections to evil, or as a result of unspeakable rituals, these formless spirits can gain physical bodies drawn from a humanoid species, often one predisposed to war— though their spiritual origins also give them the power to shapeshift. There are known to be oni that resemble drow, humans, giants, shirrens, and vesk, but among the most common oni are the ja noi, who have ties to the violent and militarist race of hobgoblins.\r\n\r\n Ja noi are distinct from hobgoblins in appearance due to their bright-red color, prominent ridges on their brow and forehead, a near-permanent facial grimace, and even greater size and muscular frames. Ja noi stand over 6 feet tall and weigh roughly 220 pounds. A ja noi is particularly driven to experience the sensations of battle, actively seeking to lead armies and build empires. Ja noi fight in close combat if possible, and while perfectly capable of reveling in victory won with starships and huge fighting machines, they take every opportunity to lead infantry assaults and fight in face-to-face confrontations. Ja noi often gather hobgoblin soldiers to fulfill their need to command troops. For their part, hobgoblins normally embrace the presence of a ja noi within their ranks, seeing them as among the most perfect expressions of the hobgoblin form and treating them as mighty heroes.\r\n\r\n Some hobgoblin groups interact so closely with ja noi that children are sometimes born to one ja noi parent and one hobgoblin parent. Known as kanabo, a term that means “the strongest,” these oni-blooded goblinoids breed true with both ja noi and other goblinoids. They have innate powers that often make them champions of their people, though they also often develop an independent streak that causes them to reject hobgoblin rules and society. Kanabo share the size of their oni ancestors, but their appearance is much more variable, ranging from stout hobgoblins to forms closer to half-orcs, and some even appear nearly human. The average kanabo is over 6 feet tall and weighs 250 pounds."
        },
        {
            "title": "Juvenile Nyssholora",
            "flavor_text": "Alien Archive 2 pg. 86",
            "cr": "4",
            "xp": "1200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+0",
            "senses": "darkvision 60 ft., low-light vision, telepathy sense 60 ft.",
            "perception": "+10",
            "aura": null,
            "hp": "50",
            "rp": null,
            "eac": "16",
            "kac": "18",
            "fort_save": "+8",
            "ref_save": "+3",
            "will_save": "+6",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "electricity 5, sonic 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "bite +13 (1d6+9 P) or phasic claws +13 (1d4+9 So) or tail scourge +13 (1d4+9 E)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "breath weapon (15-ft. cone, 4d6 So [see text], Reflex DC 13 half, usable every 1d6 rounds)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+0",
            "con": "+3",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +15",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "temperate or warm plains (Castrovel)",
            "organization": "solitary, pair, or pack (3–6)",
            "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.<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": "Juvenile Solar Wisp",
            "flavor_text": "Alien Archive 2 pg. 116",
            "cr": "5",
            "xp": "1600",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "air",
            "initiative": "+5",
            "senses": "darkvision 60 ft.",
            "perception": "+11",
            "aura": "",
            "hp": "63",
            "rp": "",
            "eac": "17",
            "kac": "19",
            "fort_save": "+9",
            "ref_save": "+7",
            "will_save": "+4",
            "defensive_abilities": "void adaptation",
            "immunities": "elemental immunities, fire, radiation",
            "resistances": "",
            "weaknesses": "vulnerable to cold",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "fly 30 ft. (Su, perfect)",
            "melee": "slam +15 (1d6+8 F)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "engulf (1d6+8 F, DC 13)",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+3",
            "dex": "+5",
            "con": "+2",
            "int": "-3",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +16 (+24 to fly)",
            "languages": "",
            "gear": "",
            "other_abilities": "aglow (20 ft.), solar adaptation, spaceflight",
            "environment": "temperate or warm land or vacuum",
            "organization": "solitary",
            "special_abilities": "<b>Aglow (Ex)</b>",
            "description": "Life exists in myriad forms across the universe, dwelling everywhere from the vast depths of space to the heart of a star—and the places in between. Solar wisps are blobs of ejecta from a sun’s corona that have taken on a modicum of sentience. No one is exactly sure how solar wisps originate, though some believe it is Sarenrae’s divine will, while others point toward a consciousness similar to that of elementals, claiming that solar wisps are nothing more than cousins of fire elementals. But while it is true solar wisps are amorphous orbs of burning plasma with almost animal-level intelligence, the similarities end there. These creatures have a long and unique life cycle that begins in a star and can end in calamity.\r\n\r\n When a solar wisp is “born,” it measures about 20 feet in diameter, but the material of its being is loosely held together by minor gravitational forces. At this point, a solar wisp isn’t much more than a red-hot cloud of colloidal matter. Driven by instinct, the solar wisp attaches itself to a nearby fast-moving celestial body (usually a comet), which eventually takes it close to a planet or moon containing the minerals on which the solar wisp feeds. As it burns its way across such a landscape, the solar wisp gains more mass but shrinks in size. Responding to unknown stimuli, the solar wisp launches itself back into space to latch onto another comet or meteor to repeat the process.\r\n\r\n As a solar wisp feeds and ages, it increases in density but decreases in diameter. Despite its reduction in size to a mere few feet in diameter, a mature solar wisp burns with far greater intensity and is much more dangerous than a juvenile. A solar wisp of any age and size can pose a threat, however, as it is unwavering in its pursuit of food, consuming the minerals it seeks out in its internal furnace. This can be a destructive process that puts it in conflict with other species—especially if those species also rely on the same minerals for economic stability. Most creatures that attempt to stop a mature solar wisp underestimate its abilities thanks to its small size. Its effects on local gravity and its intense heat mean that most who confront a solar wisp are lucky if they get away with only severe burns.\r\n\r\n Though it has a life span measured in centuries—and sometimes multiple thousands of years—a solar wisp does eventually die. An elderly solar wisp is a tiny ball that burns like a nuclear explosion, and when it expires, it implodes into a gravitational singularity that affects a half-mile radius. Though this miniature black hole lasts for less than an hour, it poses a great danger to those caught in its pull. A recent report from Near Space tells of an entire nascent colony wiped out by a dying solar wisp that, until then, had served as a kind of mascot and beacon for the unfortunate settlers. \r\n\r\nIn their travels, solar wisps sometimes shed portions of themselves, which cool rapidly into a glittering stream of beautiful bright-orange jewels called \r\n\r\n that are used throughout the Pact Worlds (and beyond) as naturally occurring solarian weapon crystals. A few small starship crews make a dangerous living by following wisps— at a great distance—and waiting for this molting, scooping up the resulting jewels until their cargo holds are full, and then returning to a safer location to sort them by quality. Despite the danger inherent in collecting the gems, these solarian weapon crystals are widely available, especially in the sun’s Burning Archipelago in the Pact Worlds; aboard the kasathan worldship the \r\n\r\n; and in Fullbright, Verces’s scorched, sun-facing hemisphere."
        },
        {
            "title": "Kanabo Commando",
            "flavor_text": "Alien Archive 2 pg. 88",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "outsider",
            "creature_subtype": "goblinoid",
            "initiative": "+2",
            "senses": "darkvision 60 ft.",
            "perception": "+8",
            "aura": "",
            "hp": "40",
            "rp": "",
            "eac": "15",
            "kac": "18",
            "fort_save": "+5",
            "ref_save": "+5",
            "will_save": "+4",
            "defensive_abilities": "armor savant",
            "immunities": "",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft. (20 ft. in armor)",
            "melee": "carbon steel curveblade +12 (1d10+7 S; critical bleed 1d6)",
            "ranged": "autotarget rifle +9 (1d6+3 P) or flash grenade I +9 (explode [5 ft., blinded 1d4 rounds, DC 12])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "fighting styles (arcane assailant)",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+4",
            "dex": "+2",
            "con": "+1",
            "int": "+0",
            "wis": "+0",
            "cha": "+0",
            "skills": "Athletics +13, Intimidate +8, Stealth +8",
            "languages": "Common, Goblin",
            "gear": "golemforged plating II, autotarget rifle with 50 longarm rounds, carbon steel curveblade, flash grenades I (2)",
            "other_abilities": "rune of the eldritch knight",
            "environment": "any",
            "organization": "solitary, pair, strike vanguard (1 with 2–12 hobgoblin troopers), or elite squad (2–5)",
            "special_abilities": "<b>Armor Savant (Ex)</b> Kanabo have an innate mastery of the use of armor. When wearing armor, they gain a +1 racial bonus to AC. When wearing heavy armor, their armor check penalty is 1 less severe than normal.",
            "description": "Oni are a race of malevolent spirits given physical form. Most oni begin their existence as kami, spirits tasked with the protection of a specific part of the natural world, but for some reason reject their duties and turn to evil. Less often, the souls of particularly vile mortals can become oni upon death. When oni first form, they are intangible, powerless spirits. In places with strong connections to evil, or as a result of unspeakable rituals, these formless spirits can gain physical bodies drawn from a humanoid species, often one predisposed to war— though their spiritual origins also give them the power to shapeshift. There are known to be oni that resemble drow, humans, giants, shirrens, and vesk, but among the most common oni are the ja noi, who have ties to the violent and militarist race of \r\n\r\n.\r\n\r\n Ja noi are distinct from hobgoblins in appearance due to their bright-red color, prominent ridges on their brow and forehead, a near-permanent facial grimace, and even greater size and muscular frames. Ja noi stand over 6 feet tall and weigh roughly 220 pounds. A ja noi is particularly driven to experience the sensations of battle, actively seeking to lead armies and build empires. Ja noi fight in close combat if possible, and while perfectly capable of reveling in victory won with starships and huge fighting machines, they take every opportunity to lead infantry assaults and fight in face-to-face confrontations. Ja noi often gather hobgoblin soldiers to fulfill their need to command troops. For their part, hobgoblins normally embrace the presence of a ja noi within their ranks, seeing them as among the most perfect expressions of the hobgoblin form and treating them as mighty heroes.\r\n\r\n Some hobgoblin groups interact so closely with ja noi that children are sometimes born to one ja noi parent and one hobgoblin parent. Known as kanabo, a term that means “the strongest,” these oni-blooded goblinoids breed true with both ja noi and other goblinoids. They have innate powers that often make them champions of their people, though they also often develop an independent streak that causes them to reject hobgoblin rules and society. Kanabo share the size of their oni ancestors, but their appearance is much more variable, ranging from stout hobgoblins to forms closer to half-orcs, and some even appear nearly human. The average kanabo is over 6 feet tall and weighs 250 pounds."
        },
        {
            "title": "Large Herd Animal",
            "flavor_text": "Alien Archive 2 pg. 74",
            "cr": "2",
            "xp": "600",
            "size": "Large",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "low-light vision",
            "perception": "+7",
            "aura": null,
            "hp": "25",
            "rp": null,
            "eac": "13",
            "kac": "15",
            "fort_save": "+6",
            "ref_save": "+6",
            "will_save": "+1",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "natural weapon +9 (1d6+5 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+3",
            "dex": "+2",
            "con": "+2",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +7",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or herd (3–30)",
            "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": "Large Predator",
            "flavor_text": "Alien Archive 2 pg. 102",
            "cr": "4",
            "xp": "1200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "low-light vision",
            "perception": "+10",
            "aura": null,
            "hp": "50",
            "rp": null,
            "eac": "16",
            "kac": "18",
            "fort_save": "+6",
            "ref_save": "+6",
            "will_save": "+3",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "natural weapon +11 (1d8+7 P or S)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+2",
            "con": "+2",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +10",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or pack (3–12)",
            "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": "Living Apocalypse",
            "flavor_text": "Alien Archive 2 pg. 80",
            "cr": "20",
            "xp": "307200",
            "size": "Colossal",
            "alignment": "CE",
            "creature_type": "ooze",
            "creature_subtype": null,
            "initiative": "+12",
            "senses": "blindsight (wireless signal) 60 ft., sense through (blindsight) 60 ft., sightless",
            "perception": "+34",
            "aura": null,
            "hp": "405",
            "rp": null,
            "eac": "34",
            "kac": "35",
            "fort_save": "+19",
            "ref_save": "+15",
            "will_save": "+20",
            "defensive_abilities": null,
            "immunities": "cold, electricity, fire, ooze immunities, radiation",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": "31",
            "damage_reduction": "20/adamantine",
            "speed": "60 ft., fly 60 ft. (Su, perfect)",
            "melee": null,
            "ranged": "apocalypse beam +30 (12d6+20 B plus radioactive exposure)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "radioactive, radioactive exposure",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+12",
            "con": "+6",
            "int": "—",
            "wis": "+4",
            "cha": "+9",
            "skills": "Acrobatics +34 (+42 to fly), Intimidate +39, Mysticism +39 (to identify spells and other magic effects only)",
            "languages": null,
            "gear": null,
            "other_abilities": "broadcast, destructive intuition, mindless, pure energy",
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Apocalypse Beam (Ex)</b> As an attack, a living apocalypse can blast a target with a focused beam of radiation. This beam has a range increment of 120 feet.<br/><br/> <b>Broadcast (Ex)</b> A living apocalypse can receive and transmit wireless signals as if it had a system-wide comm unit; this also grants the creature its blindsight and sense through abilities. Though a living apocalypse cannot understand or speak any language, it is capable of remembering complex broadcasts it has received and repeating them, though often in a jumbled order or in short snippets, which it sometimes does in an attempt to lure creatures closer to it. A creature attempting to determine the nature of a living apocalypse’s broadcast must succeed at a DC 45 Engineering or Sense Motive check, or it misinterprets the signal as an improvised distress call.<br/><br/> <b>Destructive Intuition (Ex)</b> A living apocalypse has an intuitive understanding of magical energy and its own spell-like abilities, despite its otherwise mindless nature. A living apocalypse has a +39 bonus to Mysticism checks to identify spells and other magic effects.<br/><br/> <b>Pure Energy (Ex)</b> A living apocalypse subsists on pure energy that it creates, making it self-sufficient. It does not age, and it does not need to breathe, eat, or sleep. It can survive extremes of cold, heat, pressure, and even the vacuum of outer space.<br/><br/> <b>Radioactive (Ex)</b> The area within 20 feet of a living apocalypse is suffused with high <a href=\"Rules.aspx?Name=Environmental Rules&amp;Category=Environment\" style=\"text-decoration:underline\">radiation</a>. The area within 20 to 40 feet is suffused with medium radiation, and the area within 40 to 60 feet is suffused with low radiation. If a living apocalypse stays within a 1-square-mile area for 24 hours, that area becomes suffused with low radiation for as long as the living apocalypse stayed there, even after the creature leaves. If it stays in such an area for 2 days or longer, the area becomes suffused with medium radiation for as long as the living apocalypse was there, which then downgrades to low radiation that lasts for the same duration. If a living apocalypse stays in such an area for a week or more, the area becomes suffused with high radiation, which downgrades to medium and then low radiation after time periods equal to the time the living apocalypse was in the area.<br/><br/> <b>Radioactive Exposure (Ex)</b> A creature struck by the apocalypse beam of a living apocalypse must succeed at a DC 27 Fortitude save or treat all areas of radiation as being one level stronger (from no radiation to low radiation, low to medium, medium to high, or high to severe) for 1 round.",
            "description": "The horrific creature known as a living apocalypse is created when the most powerful destructive energies known to the galaxy are unleashed without constraint or limitation, especially in acts of malice or as a result of criminal negligence. A living apocalypse can be the result of powerful energy generators melting down, the use of doomsday weapons, or even magic experimentation gone horribly awry. The creature is driven by an instinctive need to destroy, and it often takes the form of a massive cloud of impenetrable oily smoke, lit from within by pulsing bolts of green radioactive discharge. A living apocalypse is drawn to high concentrations of life and complex structures, from vibrant rainforests to bustling cities, and attacks them without warning or remorse. Though mindless, a living apocalypse is driven by a supernatural force of anarchic evil to enact ruin. It has been suggested that a living apocalypse is an agent of the Devourer, but even if this is true, Devourer cultists are incapable of intentionally creating or controlling them. Some lifeless worlds are the burned-out remains of civilizations that created a living apocalypse and were totally destroyed by it.<br/><br/> As a creature that is infused with incredible destructive energies, a living apocalypse commands energy rays of pure radioactive force and powerful magic abilities it can employ with instinctual cunning. Though it is unable to form complex plans or comprehend complex chains of cause and effect, a living apocalypse is able to apply its ability to manipulate energy to deal with immediate threats with what seem like carefully considered tactics. Once a living apocalypse is unleashed in a region, it destroys everything in its path until there is not a complex structure or significant life-form left within hundreds of miles. Because it is mindless, the ooze follows a path dictated by what it can sense at any given moment. If it can’t detect anything nearby, it settles in one place, using its broadcast ability both to listen for wireless signals and to send signals out in the hopes of drawing in more victims.<br/><br/> When there is nothing left to destroy and no change for centuries, a living apocalypse eventually goes into a dormant state, often at the bottom of a chasm or within the stormiest region of a world, waiting for centuries for someone to find it. A typical living apocalypse is 30 feet in diameter and weighs 187 tons."
        },
        {
            "title": "Mature Solar Wisp",
            "flavor_text": "Alien Archive 2 pg. 116",
            "cr": "19",
            "xp": "204800",
            "size": "Small",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "air",
            "initiative": "+11",
            "senses": "darkvision 60 ft.",
            "perception": "+32",
            "aura": "gravitational pull aura (120 ft.)",
            "hp": "400",
            "rp": "",
            "eac": "34",
            "kac": "35",
            "fort_save": "+22",
            "ref_save": "+20",
            "will_save": "+16",
            "defensive_abilities": "void adaptation",
            "immunities": "elemental immunities, fire, radiation",
            "resistances": "",
            "weaknesses": "vulnerable to cold",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "fly 60 ft. (Su, perfect)",
            "melee": "slam +31 (15d6+28 F)",
            "ranged": "solar ray +34 (8d8+19 F; critical burn 6d6)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "conflagration, stellar heat",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+9",
            "dex": "+11",
            "con": "+6",
            "int": "-3",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +37 (+45 to fly)",
            "languages": "",
            "gear": "",
            "other_abilities": "aglow (90 ft.), solar adaptation, spaceflight",
            "environment": "temperate or warm land or vacuum",
            "organization": "solitary",
            "special_abilities": "<b>Aglow (Ex)</b> A solar wisp increases the light level by one step out to a radius of 10 feet × half the solar wisp’s CR.<br/><br/> <b>Conflagration (Ex)</b> Once every 1d4 rounds as a standard action, a mature solar wisp can hurl a portion of its burning form at a grid intersection within 120 feet, at which point the flames detonate, dealing 10d6 fire damage to all creatures within a 20-foot-radius burst. An affected creature can attempt a DC 24 Reflex saving throw to halve the damage.<br/><br/> <b>Gravitational Pull Aura (Ex)</b> A creature within 120 feet of a mature solar wisp has its speed reduced by half when it moves away from the solar wisp, and can move at double its speed when moving toward the solar wisp.<br/><br/> <b>Solar Ray (Ex)</b> A mature solar wisp can project an intense ray of light as a ranged attack against a target within 240 feet.<br/><br/> <b>Stellar Heat (Ex)</b>",
            "description": "Life exists in myriad forms across the universe, dwelling everywhere from the vast depths of space to the heart of a star—and the places in between. Solar wisps are blobs of ejecta from a sun’s corona that have taken on a modicum of sentience. No one is exactly sure how solar wisps originate, though some believe it is Sarenrae’s divine will, while others point toward a consciousness similar to that of elementals, claiming that solar wisps are nothing more than cousins of fire elementals. But while it is true solar wisps are amorphous orbs of burning plasma with almost animal-level intelligence, the similarities end there. These creatures have a long and unique life cycle that begins in a star and can end in calamity.\r\n\r\n When a solar wisp is “born,” it measures about 20 feet in diameter, but the material of its being is loosely held together by minor gravitational forces. At this point, a solar wisp isn’t much more than a red-hot cloud of colloidal matter. Driven by instinct, the solar wisp attaches itself to a nearby fast-moving celestial body (usually a comet), which eventually takes it close to a planet or moon containing the minerals on which the solar wisp feeds. As it burns its way across such a landscape, the solar wisp gains more mass but shrinks in size. Responding to unknown stimuli, the solar wisp launches itself back into space to latch onto another comet or meteor to repeat the process.\r\n\r\n As a solar wisp feeds and ages, it increases in density but decreases in diameter. Despite its reduction in size to a mere few feet in diameter, a mature solar wisp burns with far greater intensity and is much more dangerous than a juvenile. A solar wisp of any age and size can pose a threat, however, as it is unwavering in its pursuit of food, consuming the minerals it seeks out in its internal furnace. This can be a destructive process that puts it in conflict with other species—especially if those species also rely on the same minerals for economic stability. Most creatures that attempt to stop a mature solar wisp underestimate its abilities thanks to its small size. Its effects on local gravity and its intense heat mean that most who confront a solar wisp are lucky if they get away with only severe burns.\r\n\r\n Though it has a life span measured in centuries—and sometimes multiple thousands of years—a solar wisp does eventually die. An elderly solar wisp is a tiny ball that burns like a nuclear explosion, and when it expires, it implodes into a gravitational singularity that affects a half-mile radius. Though this miniature black hole lasts for less than an hour, it poses a great danger to those caught in its pull. A recent report from Near Space tells of an entire nascent colony wiped out by a dying solar wisp that, until then, had served as a kind of mascot and beacon for the unfortunate settlers. \r\n\r\nIn their travels, solar wisps sometimes shed portions of themselves, which cool rapidly into a glittering stream of beautiful bright-orange jewels called \r\n\r\n that are used throughout the Pact Worlds (and beyond) as naturally occurring solarian weapon crystals. A few small starship crews make a dangerous living by following wisps— at a great distance—and waiting for this molting, scooping up the resulting jewels until their cargo holds are full, and then returning to a safer location to sort them by quality. Despite the danger inherent in collecting the gems, these solarian weapon crystals are widely available, especially in the sun’s Burning Archipelago in the Pact Worlds; aboard the kasathan worldship the \r\n\r\n; and in Fullbright, Verces’s scorched, sun-facing hemisphere."
        },
        {
            "title": "Medium Herd Animal",
            "flavor_text": "Alien Archive 2 pg. 74",
            "cr": "1",
            "xp": "200",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "low-light vision",
            "perception": "+4",
            "aura": null,
            "hp": "13",
            "rp": null,
            "eac": "10",
            "kac": "12",
            "fort_save": "+3",
            "ref_save": "+4",
            "will_save": "+1",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "natural weapon +4 (1d6+1 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+2",
            "con": "+1",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +4",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or herd (3–30)",
            "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": "Medium Predator",
            "flavor_text": "Alien Archive 2 pg. 102",
            "cr": "1",
            "xp": "400",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "low-light vision",
            "perception": "+5",
            "aura": null,
            "hp": "20",
            "rp": null,
            "eac": "11",
            "kac": "13",
            "fort_save": "+3",
            "ref_save": "+3",
            "will_save": "+1",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "natural weapon +7 (1d6+2 P or S)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+2",
            "con": "+2",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Acrobatics +5, Athletics +5, Stealth +5",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or pack (3–12)",
            "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": "Mi-Go High Priest",
            "flavor_text": "Alien Archive 2 pg. 82",
            "cr": "11",
            "xp": "12800",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "plant",
            "creature_subtype": null,
            "initiative": "+3",
            "senses": "blindsight (vibration) 30 ft., low-light vision",
            "perception": "+20",
            "aura": null,
            "hp": "155",
            "rp": "5",
            "eac": "23",
            "kac": "24",
            "fort_save": "+12",
            "ref_save": "+10",
            "will_save": "+14",
            "defensive_abilities": "void adaptation",
            "immunities": "cold, plant immunities",
            "resistances": "electricity 10, fire 10",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/slashing",
            "speed": "30 ft., fly 50 ft. (Su, average)",
            "melee": "claw +19 (2d10+12 S plus grab)",
            "ranged": "mi-go hailstorm-class zero pistol +19 (2d6+13 C; critical staggered [DC 20])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "evisceration",
            "spell_like_abilities": null,
            "spells_known": " Known",
            "str": "+1",
            "dex": "+3",
            "con": "+2",
            "int": "+5",
            "wis": "+8",
            "cha": "+1",
            "skills": "Acrobatics +20, Bluff +25, Life Science +20, Medicine +20, Mysticism +25",
            "languages": "Aklo, Common, Mi-Go",
            "gear": "mi-go hailstorm-class zero pistol with 2 mi-go high-capacity batteries (40 charges each)",
            "other_abilities": "access Akashic record, Akashic knowledge, mi-go technology, spaceflight (Mysticism), peer into the future (2/day)",
            "environment": "any",
            "organization": "solitary, cult (1 plus 3.9 mi.go), or invasion (1.4 plus 6.15 mi-go)",
            "special_abilities": "<b>Evisceration (Ex)</b> A mi-go is capable of performing swift surgical operations upon targets that are helpless or that the mi-go currently has grappled. Against such a target, any hit with the mi-go’s claw counts as a critical hit that has the severe wound critical hit effect with a save DC of 20. If the mi-go actually scores a critical hit against such a target, the mi-go rolls the damage three times instead of twice, and the save DC increases to 22.<br/><br/> <b>Mi-Go Technology (Ex)</b>",
            "description": "Mi-go are scientists, explorers, inventors, and colonists, as well as eerie servitors of the Outer Gods and Great Old Ones. These creatures come from deep space and view the universe as a canvas to be controlled and mastered. Their population on any one planet varies, but when counted across the entire galaxy, their numbers are mind-numbing in scale.\r\n\r\n Although a mi-go resembles an arthropod, the creature is actually a highly evolved form of fungus. Mi-go can speak in a buzzing voice, but their own language consists of the complex shifting of color patterns upon their bulbous heads. This communication allows for the dissemination of astounding amounts of information quickly, but for those other than mi-go, speaking the language requires special equipment.\r\n\r\n Mi-go meld faith and science, magic and technology, and other themes together into an unsettling whole. Most mi-go serve Nyarlathotep or other entities of the Elder Mythos, and their minds work in a fashion alien to typical humanoid thinking. To migo, their devotion to their gods isn’t admiration, slavery, or worship—it’s akin to the relationship between a student and a professor.\r\n\r\n Other minions of the Elder Mythos might be allies, but mi-go consider themselves to be superior to most living things. Gifted with supernatural skill in surgery and biotechnology, mi-go can rework the flesh of those they capture with precision, remaking their victims into forms more appropriate for servitude or for truly alien aesthetics. These alien fungi can also keep creatures alive through the most invasive surgical procedures, so those who fall prey to mi-go don’t retain their sanity for long. Using their technology and ability to squeeze into a tighter shape, mi-go construct cunning disguises, replacing those whose brains they’ve harvested in order to invade societies from within. Only the mi-go know the extent to which they’ve infiltrated societies throughout the galaxy. A mi-go is the size of a human but weighs only 90 pounds."
        },
        {
            "title": "Mi-Go",
            "flavor_text": "Alien Archive 2 pg. 82",
            "cr": "6",
            "xp": "2400",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "plant",
            "creature_subtype": null,
            "initiative": "+3",
            "senses": "blindsight (vibration) 30 ft., low-light vision",
            "perception": "+13",
            "aura": null,
            "hp": "80",
            "rp": null,
            "eac": "18",
            "kac": "19",
            "fort_save": "+11",
            "ref_save": "+5",
            "will_save": "+5",
            "defensive_abilities": "void adaptation",
            "immunities": "cold, plant immunities",
            "resistances": "electricity 10, fire 10",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/slashing",
            "speed": "30 ft., fly 50 ft. (Su, average)",
            "melee": "claw +14 (1d6+7 S plus grab)",
            "ranged": "mi-go frostbite-class zero rifle +14 (1d8+5 C; critical staggered [DC 16])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "evisceration",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+3",
            "con": "+2",
            "int": "+5",
            "wis": "+2",
            "cha": "+0",
            "skills": "Acrobatics +13, Bluff +18, Engineering +13, Life Science +18, Medicine +13, Mysticism +18",
            "languages": "Aklo, Common, Mi-Go",
            "gear": "mi-go frostbite-class zero rifle with 2 mi-go high-capacity batteries (40 charges each)",
            "other_abilities": "mi-go technology, spaceflight (Mysticism)",
            "environment": "any",
            "organization": "solitary, pair, or scouting party (3–9)",
            "special_abilities": "<b>Evisceration (Ex)</b> A mi-go is capable of performing swift surgical operations upon targets that are helpless or that the mi-go currently has grappled. Against such a target, any hit with the mi-go’s claw counts as a critical hit that has the severe wound critical hit effect with a save DC of 16. If the mi-go actually scores a critical hit against such a target, the mi-go rolls the damage three times instead of twice, and the save DC increases to 18.<br/><br/> <b>Mi-Go Technology (Ex)</b>",
            "description": "Mi-go are scientists, explorers, inventors, and colonists, as well as eerie servitors of the Outer Gods and Great Old Ones. These creatures come from deep space and view the universe as a canvas to be controlled and mastered. Their population on any one planet varies, but when counted across the entire galaxy, their numbers are mind-numbing in scale.\r\n\r\n Although a mi-go resembles an arthropod, the creature is actually a highly evolved form of fungus. Mi-go can speak in a buzzing voice, but their own language consists of the complex shifting of color patterns upon their bulbous heads. This communication allows for the dissemination of astounding amounts of information quickly, but for those other than mi-go, speaking the language requires special equipment.\r\n\r\n Mi-go meld faith and science, magic and technology, and other themes together into an unsettling whole. Most mi-go serve Nyarlathotep or other entities of the Elder Mythos, and their minds work in a fashion alien to typical humanoid thinking. To migo, their devotion to their gods isn’t admiration, slavery, or worship—it’s akin to the relationship between a student and a professor.\r\n\r\n Other minions of the Elder Mythos might be allies, but mi-go consider themselves to be superior to most living things. Gifted with supernatural skill in surgery and biotechnology, mi-go can rework the flesh of those they capture with precision, remaking their victims into forms more appropriate for servitude or for truly alien aesthetics. These alien fungi can also keep creatures alive through the most invasive surgical procedures, so those who fall prey to mi-go don’t retain their sanity for long. Using their technology and ability to squeeze into a tighter shape, mi-go construct cunning disguises, replacing those whose brains they’ve harvested in order to invade societies from within. Only the mi-go know the extent to which they’ve infiltrated societies throughout the galaxy. A mi-go is the size of a human but weighs only 90 pounds."
        },
        {
            "title": "Moon Giant",
            "flavor_text": "Alien Archive 2 pg. 62",
            "cr": "15",
            "xp": "51200",
            "size": "Huge",
            "alignment": "LN",
            "creature_type": "humanoid",
            "creature_subtype": "giant",
            "initiative": "+4",
            "senses": "low-light vision, sense through (vision, 60 ft.)",
            "perception": "+31",
            "aura": "lunar (60 ft., DC 21)",
            "hp": "330",
            "rp": null,
            "eac": "29",
            "kac": "31",
            "fort_save": "+17",
            "ref_save": "+17",
            "will_save": "+19",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "cold 30, fire 30",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "50 ft.",
            "melee": "slam +25 (8d6+24 B)",
            "ranged": "hurled debris +28 (8d6+30 B plus 10-ft.-radius area of difficult terrain around the spot where the debris hit)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "crush (8d6+24 B)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+9",
            "dex": "+4",
            "con": "+7",
            "int": "+3",
            "wis": "+5",
            "cha": "+3",
            "skills": "Intimidate +31, Life Science +26, Mysticism +31, Sense Motive +26",
            "languages": "Common, Terran",
            "gear": null,
            "other_abilities": null,
            "environment": "any lunar",
            "organization": "solitary, pair, or cult (3–6)",
            "special_abilities": "<b>Hurl Debris (Ex)</b> The mighty strength of a giant allows it to turn nearly anything into a ranged weapon. A giant is assumed to have such debris available (either loose or readily torn from the environment without requiring an extra action) unless the GM rules otherwise. Hurled debris has a range increment equal to the giant’s Strength modifier × 5 feet. Such attacks also create difficult terrain in a 5-foot-radius area around the target, or a 10-foot-radius area for Huge and larger giants.<br/><br/> <b>Lunar Aura (Su)</b> Creatures within 60 feet of a moon giant are affected by its lunar aura as long as they remain within range. A creature that succeeds at its save against the aura is immune to that particular moon giant’s lunar aura for 24 hours. A moon giant can change the effect of the aura as a swift action, and the giant can choose whether to include itself as part of the same swift action. The giant can choose one of the following effects.<br/><br/> <i>Waning</i>: Affected creatures fall asleep as deep slumber. The giant’s lunar aura is not limited by CR or Hit Dice.<br/> <i>Waxing</i>: Affected creatures gain a number of temporary Hit Points equal to the giant’s CR and gain the ability to make three attacks during a full attack, though each attack takes a –5 penalty (instead of a –4 penalty).",
            "description": "Giants are humanoid creatures with great strength and mighty stature, standing from 9 feet to over 25 feet tall. They often live apart from other races, as even space stations intended to be inclusive of multiple species are often too small to comfortably accommodate a giant’s massive size. How welcoming these giants are to non-giant visitors depends on the specific giant society, though all giants can be unpredictable and dangerous to others."
        },
        {
            "title": "Moonflower Titan",
            "flavor_text": "Alien Archive 2 pg. 84",
            "cr": "16",
            "xp": "76800",
            "size": "Gargantuan",
            "alignment": "N",
            "creature_type": "plant",
            "creature_subtype": "",
            "initiative": "-1",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+28",
            "aura": "",
            "hp": "300",
            "rp": "",
            "eac": "30",
            "kac": "32",
            "fort_save": "+20",
            "ref_save": "+14",
            "will_save": "+18",
            "defensive_abilities": "",
            "immunities": "electricity, plant immunities",
            "resistances": "cold 10",
            "weaknesses": "vulnerable to fire",
            "spell_resistance": "",
            "damage_reduction": "10/slashing",
            "speed": "30 ft.",
            "melee": "bite +30 (6d10+26 B plus swallow whole)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "moon pulse, swallow whole (0 or 10d6 A & B [see text], EAC 30, KAC 28, 75 HP)",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+10",
            "dex": "-1",
            "con": "+7",
            "int": "-2",
            "wis": "+5",
            "cha": "+0",
            "skills": "Stealth +28 (+33 in dense vegetation)",
            "languages": "telepathy (10 miles, other moonflowers only)",
            "gear": "",
            "other_abilities": "pod spawn",
            "environment": "any land",
            "organization": "solitary, pair, or grove (1 plus 2–8 moonflowers)",
            "special_abilities": "<b>Moon Pulse (Su)</b> As a standard action, a moonflower titan can emit a pulse of bright light and psychic static from its body. Each creature within a 50-foot spherical spread originating from the moonflower’s space must attempt a DC 22 Fortitude save. Those that fail are blinded, deafened, and unable to use any other sense for 1d4 rounds. Other than the blinding affect, this ability is a mind-affecting effect. A creature that is immune to mind-affecting effects but in the area and able to see the moonflower can be blinded by this effect.<br/><br/> <b>Pod Spawn (Ex)</b> A Small or larger living creature that dies while enclosed in a digestive pod is digested, its body completely destroyed in 1 hour. Another hour later, the pod sprouts into a new moonflower. This new moonflower has features that bear a minor resemblance to the digested creature. Any equipment the digested creature carried remains inside the new moonflower. A Huge creature transforms into a moonflower titan instead of a moonflower.<br/><br/> <b>Root Tremor (Ex)</b> As a full action, a moonflower titan can thrust its roots and tentacles into the ground, causing a violent tremor. Each creature within a 50-foot-radius spread originating in the moonflower’s space must attempt a DC 22 Reflex saving throw. Those that fail take 10d6 bludgeoning damage and fall prone. Creatures that succeed take half the damage and remain standing.<br/><br/> <b>Swallow Whole (Ex) </b>",
            "description": "A moonflower is an enormous plant with a twisted, knotted trunk that reaches a height of 20 feet or more. Atop this stem is a maw capable of swallowing large prey. Powerful tendrils at the base of the creature dig deeply into the ground beneath, but these can quickly uproot, allowing the moonflower to move.\r\n\r\n Despite their presence on many worlds, moonflowers are poorly understood. They aren’t known to communicate with other living creatures, but they do use a bizarre form of telepathy that allows them to communicate with one another. When someone has managed to intrude upon a moonflower’s strange thoughts, the only images to be found are of dense forests, jungles, or swamps ruled by sentient plant life. Whether these images mean the creatures share a consciousness, have some type of genetic memory, or portend something entirely different remains unclear.\r\n\r\n What is clear is that all moonflowers feed and reproduce through similar means. Biotechnologists have long studied moonflower reproduction for its cloning ramifications and possible application to other fields. The researchers who observe moonflowers usually do so remotely to remain safe, but they have managed to learn quite a bit about the plant’s curious life cycle. When a moonflower creates a pod spawn, the root systems of the progenitor and its offspring become intertwined and share the nutrients of the digested creature. In this way, several groves in the Pact Worlds have flourished in areas rich with animal life. The island of Feylonar on Castrovel is home to one of the most well-known groves. Xenobotanists assume some mechanism keeps moonflowers from eating all available life and running out of food, while others speculate that moonflowers “manage” the animal population where they live. However, the truth is unknown.\r\n\r\n Some massive moonflower specimens have been dubbed “titans” for their prodigious size and appetites. Growing up to 50 feet in height, these creatures tower over their smaller kin while maintaining a similar overall appearance. The nutrition such creatures need to sustain themselves makes them quite rare. On the planet Galvix, however, where the primary sentient population is humanoid giants, a significant population of moonflower titans thrives. As a response, the native giants have developed hunting traditions around pruning the moonflowers every decade or so to keep their numbers in check. During these times, human-sized and smaller offworlders are invited to try their hands at moonflower hunts.\r\n\r\n Xenobotanists have long been intrigued by the moonflower’s ability to produce powerful bursts of light. After many unsuccessful attempts to harness this capability from moonflower tissue alone, they discovered that grafting a bioengineered light-producing nodule to another living creature could give that host the ability to activate a similar light-burst effect. Given the strange thoughts of moonflowers, however, few customers elect to have such an \r\n\r\n installed."
        },
        {
            "title": "Moonflower",
            "flavor_text": "Alien Archive 2 pg. 84",
            "cr": "8",
            "xp": "4800",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "plant",
            "creature_subtype": null,
            "initiative": "+0",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+16",
            "aura": null,
            "hp": "125",
            "rp": null,
            "eac": "20",
            "kac": "22",
            "fort_save": "+12",
            "ref_save": "+7",
            "will_save": "+10",
            "defensive_abilities": null,
            "immunities": "electricity, plant immunities",
            "resistances": "cold 10",
            "weaknesses": "vulnerable to fire",
            "spell_resistance": null,
            "damage_reduction": "10/slashing",
            "speed": "20 ft.",
            "melee": "bite +19 (2d6+14 B plus swallow whole)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "light pulse, swallow whole (0 or 4d6 A [see text], EAC 20, KAC 18, 31 HP)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+6",
            "dex": "+0",
            "con": "+4",
            "int": "-3",
            "wis": "+2",
            "cha": "+0",
            "skills": "Stealth +16 (+21 in dense vegetation)",
            "languages": "telepathy (1 mile, other moonflowers only)",
            "gear": null,
            "other_abilities": "pod spawn",
            "environment": "any land",
            "organization": "solitary, pair, or cluster (3–8)",
            "special_abilities": "<b>Light Pulse (Su)</b> As a standard action, a moonflower can emit a pulse of bright light from its body. Creatures within 50 feet of and able to see the moonflower must succeed at a DC 16 Fortitude save or be blinded for 1d4 rounds.<br/><br/> <b>Pod Spawn (Ex)</b> A Small or larger living creature that dies while enclosed in a digestive pod is digested, its body completely destroyed in 1 hour. Another hour later, the pod sprouts into a new moonflower. This new moonflower has features that bear a minor resemblance to the digested creature. Any equipment the digested creature carried remains inside the new moonflower.<br/><br/> <b>Swallow Whole (Ex)</b>",
            "description": "A moonflower is an enormous plant with a twisted, knotted trunk that reaches a height of 20 feet or more. Atop this stem is a maw capable of swallowing large prey. Powerful tendrils at the base of the creature dig deeply into the ground beneath, but these can quickly uproot, allowing the moonflower to move.\r\n\r\n Despite their presence on many worlds, moonflowers are poorly understood. They aren’t known to communicate with other living creatures, but they do use a bizarre form of telepathy that allows them to communicate with one another. When someone has managed to intrude upon a moonflower’s strange thoughts, the only images to be found are of dense forests, jungles, or swamps ruled by sentient plant life. Whether these images mean the creatures share a consciousness, have some type of genetic memory, or portend something entirely different remains unclear.\r\n\r\n What is clear is that all moonflowers feed and reproduce through similar means. Biotechnologists have long studied moonflower reproduction for its cloning ramifications and possible application to other fields. The researchers who observe moonflowers usually do so remotely to remain safe, but they have managed to learn quite a bit about the plant’s curious life cycle. When a moonflower creates a pod spawn, the root systems of the progenitor and its offspring become intertwined and share the nutrients of the digested creature. In this way, several groves in the Pact Worlds have flourished in areas rich with animal life. The island of Feylonar on Castrovel is home to one of the most well-known groves. Xenobotanists assume some mechanism keeps moonflowers from eating all available life and running out of food, while others speculate that moonflowers “manage” the animal population where they live. However, the truth is unknown.\r\n\r\n Some massive moonflower specimens have been dubbed “titans” for their prodigious size and appetites. Growing up to 50 feet in height, these creatures tower over their smaller kin while maintaining a similar overall appearance. The nutrition such creatures need to sustain themselves makes them quite rare. On the planet Galvix, however, where the primary sentient population is humanoid giants, a significant population of moonflower titans thrives. As a response, the native giants have developed hunting traditions around pruning the moonflowers every decade or so to keep their numbers in check. During these times, human-sized and smaller offworlders are invited to try their hands at moonflower hunts.\r\n\r\n Xenobotanists have long been intrigued by the moonflower’s ability to produce powerful bursts of light. After many unsuccessful attempts to harness this capability from moonflower tissue alone, they discovered that grafting a bioengineered light-producing nodule to another living creature could give that host the ability to activate a similar light-burst effect. Given the strange thoughts of moonflowers, however, few customers elect to have such an \r\n\r\n installed."
        },
        {
            "title": "Old Void Dragon",
            "flavor_text": "Alien Archive 2 pg. 42",
            "cr": "18",
            "xp": "153600",
            "size": "Gargantuan",
            "alignment": "NE",
            "creature_type": "dragon",
            "creature_subtype": null,
            "initiative": "+7",
            "senses": "blindsense (vibration) 60 ft., darkvision 120 ft., low-light vision, see in darkness",
            "perception": "+31",
            "aura": "alien presence (240 ft., sickened 2d4 rounds, DC 25)",
            "hp": "350",
            "rp": null,
            "eac": "32",
            "kac": "33",
            "fort_save": "+18",
            "ref_save": "+18",
            "will_save": "+22",
            "defensive_abilities": "void adaptation",
            "immunities": "cold, confusion, insanity, paralysis, sleep",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": "29",
            "damage_reduction": "15/magic",
            "speed": "40 ft., fly 250 ft. (Su, clumsy)",
            "melee": "bite +31 (8d8+29 P plus obliterate)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "breath weapon (60-ft. cone, 19d10 E, DC 25, usable every 1d4 rounds), crush (8d8+29 B), suffocating breath (DC 25)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+11",
            "dex": "+3",
            "con": "+8",
            "int": "+6",
            "wis": "+3",
            "cha": "+3",
            "skills": "Acrobatics +31 (+23 to fly), Bluff +31, Computers +31, Culture +36, Diplomacy +36, Mysticism +36, Piloting +31, Sense Motive +31",
            "languages": "Abyssal, Aklo, Auran, Common, Draconic, Ignan, Infernal, Terran",
            "gear": null,
            "other_abilities": "spaceflight",
            "environment": "any vacuum",
            "organization": "solitary",
            "special_abilities": "<b>Obliterate (Su)</b> A creature that is reduced to 0 Hit Points by a void dragon’s bite attack must spend 1 Resolve point or be immediately slain and reduced to dust.<br/><br/> <b>Suffocating Breath (Su)</b> Instead of a cone of cold, a void dragon can breathe a 30-foot cone of energy that suffocates those it touches. Air-breathing creatures within the cone must succeed at a Fortitude save or begin attempting Constitution checks to avoid <a href=\"Rules.aspx?Name=Environmental Rules&amp;Category=Environment\" style=\"text-decoration:underline\">suffocation</a>, even if they have environmental protections.<br/><br/> An affected creature can attempt a new Fortitude saving throw at the beginning of each turn to shake off this effect and regain its air supply.",
            "description": "Rarer than chromatic and metallic dragons, outer dragons are born and live in the vast depths of space, generally serving either their own inscrutable interests or those of some unknowable galactic force. As such, their actions can be especially frightening to the everyday citizens of the Pact Worlds and beyond. Even the methods by which outer dragons are born are shrouded in mystery. Some believe that outer dragons burst forth fully formed from the galaxy’s stars, with the void’s magic and energy coalescing into one mighty creature in an instantaneous moment of creation. Others think that outer dragons are manifestations of the universe’s will and come into being slowly, over the course of centuries, like a mote of matter might eventually become a star.\r\n\r\n Outer dragons have forms similar to those of other true dragons, though their bodies are covered with more spiky protrusions, and their coloration patterns fluctuate as they move. Outer dragons have wings that allow them to move through vacuums and areas of no gravity with ease, thanks to some supernatural process that has yet to be fully understood."
        },
        {
            "title": "Orc Technician",
            "flavor_text": "Alien Archive 2 pg. 90",
            "cr": "1",
            "xp": "200",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "humanoid",
            "creature_subtype": "orc",
            "initiative": "+0",
            "senses": "darkvision 60 ft.",
            "perception": "+4",
            "aura": null,
            "hp": "12",
            "rp": null,
            "eac": "10",
            "kac": "11",
            "fort_save": "+3",
            "ref_save": "+0",
            "will_save": "+0",
            "defensive_abilities": "ferocity",
            "immunities": null,
            "resistances": null,
            "weaknesses": "light sensitivity",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "tactical baton +4 (1d4+1 B)",
            "ranged": "azimuth laser pistol +3 (1d4 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+0",
            "con": "+3",
            "int": "+2",
            "wis": "+0",
            "cha": "-1",
            "skills": "Computers +9, Engineering +9, Intimidate +4, Survival +9",
            "languages": "Common, Drow, Orc",
            "gear": "estex suit I, azimuth laser pistol with 1 battery (20 charges), tactical baton",
            "other_abilities": null,
            "environment": "any (Apostae)",
            "organization": "solitary, pair, or team (3–6)",
            "special_abilities": "<b>Light Sensitivity (Ex)</b> An orc is dazzled as long as she remains in an area of bright light.",
            "description": "Orcs are rare, although records suggest they were numerous on lost Golarion. Today, they can be found in greatest numbers on Apostae, where most are drow-held slaves. Over the ages, however, some orcs have gained freedom, creating formidable armed clans on Apostae and a few other worlds in the galaxy, though many free orcs of Apostae remain second-class citizens who still serve the drow as mercenaries, technicians, and laborers.\r\n\r\n Few people of the Pact Worlds have ever seen an orc up close, but most people know their reputation as brutal monsters. Even the free orcs on Apostae suffer from isolation and drow propaganda, remaining ignorant of wider possibilities. On average, orcs have difficulty with attention, memory, and impulse control. Drow care little for where these tendencies come from, but their centuries-long influence has changed the orcs from the brutes described in pre-Gap histories. The drow have socially engineered their orc chattel to make them useful servants. From an early age, capable orc youngsters have a duty to care for any orcs who require help to survive. Aged or feeble orcs are permitted to endure only to teach the young valuable skills while indoctrinating them with the appropriate regard for their betters. Drow overseers keep watch over these enclaves, with the aid of half-orcs and a few elder orcs rewarded for loyal service with the right to “retire” to teaching positions.\r\n\r\n Within orc enclaves on Apostae, a specialized program of reward and punishment accompanies education and tempers orcs for the jobs they are expected to perform. For example, an orc anticipated to be a technician might be conditioned to respond well and even take pleasure in technical work, such that her skill seems abnormally good. A bodyguard could be habituated to extreme ferocity in defense of a ward, belied by an otherwise composed demeanor. When an orc becomes an adult, she moves on to serve the drow house to which she belongs in her trained capacity. There, her conditioned mind keeps her bound better than any chains could.\r\n\r\n This social engineering took place for long enough that free orcs display a similar cultural structure. These orcs teach their young with analogous and comparably brutal methods of reward and punishment. The young and weak take on jobs that tougher orcs have the clout and muscle to refuse. Eventually, a young orc might join the ranks of the strong and earn the right to take on responsibilities that garner more prestige. She then sloughs off tasks she considers to be beneath her onto the shoulders of those she sees as lower than her in status.\r\n\r\n An orc is ideally suited to her prescribed duties thanks to the extensive conditioning she receives. Her confidence in such areas is also high. An orc trained to scout the caves of Apostae, for instance, is likely to be a sharp climber and shrewd explorer. She also knows enough about the ilee (a lost race native to Apostae) to know when she has made an important discovery.\r\n\r\n The social conditions in which most orcs exist often make it challenging for them to assimilate into other cultures. Orcs are gruff and terse, interacting with others only when necessary. An orc without a hierarchy to embrace or reject often struggles to find her position in a pecking order that might not exist.\r\n\r\n An orc has large and imposing tusks that jut from her mouth, as well as pointed ears. Most orcs stand around 6 feet tall and weigh 200 pounds or more, with welldefined musculature."
        },
        {
            "title": "Orc Trooper",
            "flavor_text": "Alien Archive 2 pg. 90",
            "cr": "5",
            "xp": "1600",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "humanoid",
            "creature_subtype": "orc",
            "initiative": "+7",
            "senses": "darkvision 60 ft.",
            "perception": "+11",
            "aura": null,
            "hp": "70",
            "rp": null,
            "eac": "17",
            "kac": "19",
            "fort_save": "+7",
            "ref_save": "+7",
            "will_save": "+4",
            "defensive_abilities": "ferocity",
            "immunities": null,
            "resistances": null,
            "weaknesses": "light sensitivity",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "45 ft. (40 ft. in armor)",
            "melee": "fangblade +14 (1d12+7 S; critical bleed 1d8)",
            "ranged": "thunderstrike sonic rifle +13 (1d10+3 So; critical deafen [DC 13])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "charge attack, fighting styles (blitz), rapid response",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+2",
            "con": "+3",
            "int": "+0",
            "wis": "+0",
            "cha": "-1",
            "skills": "Intimidate +11, Survival +16",
            "languages": "Common, Orc",
            "gear": "officer ceremonial plate, fangblade with 1 battery (20 charges), thunderstrike sonic rifle with 1 highcapacity battery (40 charges)",
            "other_abilities": null,
            "environment": "any (Apostae)",
            "organization": "solitary, pair, or squad (3–4)",
            "special_abilities": "<b>Light Sensitivity (Ex)</b> An orc is dazzled as long as she remains in an area of bright light.",
            "description": "Orcs are rare, although records suggest they were numerous on lost Golarion. Today, they can be found in greatest numbers on Apostae, where most are drow-held slaves. Over the ages, however, some orcs have gained freedom, creating formidable armed clans on Apostae and a few other worlds in the galaxy, though many free orcs of Apostae remain second-class citizens who still serve the drow as mercenaries, technicians, and laborers.\r\n\r\n Few people of the Pact Worlds have ever seen an orc up close, but most people know their reputation as brutal monsters. Even the free orcs on Apostae suffer from isolation and drow propaganda, remaining ignorant of wider possibilities. On average, orcs have difficulty with attention, memory, and impulse control. Drow care little for where these tendencies come from, but their centuries-long influence has changed the orcs from the brutes described in pre-Gap histories. The drow have socially engineered their orc chattel to make them useful servants. From an early age, capable orc youngsters have a duty to care for any orcs who require help to survive. Aged or feeble orcs are permitted to endure only to teach the young valuable skills while indoctrinating them with the appropriate regard for their betters. Drow overseers keep watch over these enclaves, with the aid of half-orcs and a few elder orcs rewarded for loyal service with the right to “retire” to teaching positions.\r\n\r\n Within orc enclaves on Apostae, a specialized program of reward and punishment accompanies education and tempers orcs for the jobs they are expected to perform. For example, an orc anticipated to be a technician might be conditioned to respond well and even take pleasure in technical work, such that her skill seems abnormally good. A bodyguard could be habituated to extreme ferocity in defense of a ward, belied by an otherwise composed demeanor. When an orc becomes an adult, she moves on to serve the drow house to which she belongs in her trained capacity. There, her conditioned mind keeps her bound better than any chains could.\r\n\r\n This social engineering took place for long enough that free orcs display a similar cultural structure. These orcs teach their young with analogous and comparably brutal methods of reward and punishment. The young and weak take on jobs that tougher orcs have the clout and muscle to refuse. Eventually, a young orc might join the ranks of the strong and earn the right to take on responsibilities that garner more prestige. She then sloughs off tasks she considers to be beneath her onto the shoulders of those she sees as lower than her in status.\r\n\r\n An orc is ideally suited to her prescribed duties thanks to the extensive conditioning she receives. Her confidence in such areas is also high. An orc trained to scout the caves of Apostae, for instance, is likely to be a sharp climber and shrewd explorer. She also knows enough about the ilee (a lost race native to Apostae) to know when she has made an important discovery.\r\n\r\n The social conditions in which most orcs exist often make it challenging for them to assimilate into other cultures. Orcs are gruff and terse, interacting with others only when necessary. An orc without a hierarchy to embrace or reject often struggles to find her position in a pecking order that might not exist.\r\n\r\n An orc has large and imposing tusks that jut from her mouth, as well as pointed ears. Most orcs stand around 6 feet tall and weigh 200 pounds or more, with welldefined musculature."
        },
        {
            "title": "Osharu Headteacher",
            "flavor_text": "Alien Archive 2 pg. 92",
            "cr": "8",
            "xp": "4800",
            "size": "Medium",
            "alignment": "LN",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+2",
            "senses": "darkvision 60 ft.",
            "perception": "+16",
            "aura": null,
            "hp": "105",
            "rp": "4",
            "eac": "19",
            "kac": "20",
            "fort_save": "+7",
            "ref_save": "+9",
            "will_save": "+13",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": "susceptible to salt",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "25 ft., swim 25 ft.",
            "melee": "carbon staff +14 (1d8+9 B; critical knockdown)",
            "ranged": "corona laser pistol +16 (2d4+8 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": " Known",
            "str": "+1",
            "dex": "+2",
            "con": "+0",
            "int": "+4",
            "wis": "+6",
            "cha": "+2",
            "skills": "Culture +16, Life Science +21, Medicine +16, Mysticism +21, Physical Science +21, Profession (professor) +16",
            "languages": "Common, Osharu",
            "gear": "advanced lashunta tempweave, carbon staff, corona laser pistol with 2 batteries (20 charges each)",
            "other_abilities": "access Akashic record, Akashic knowledge, peer into the future (1/day), slime",
            "environment": "any",
            "organization": "pair or expedition (1 headteacher plus 3–6 osharus)",
            "special_abilities": "<b>Slime (Ex)</b> As a swift action, an osharu can excrete slime into an empty adjacent square, causing that square to become difficult terrain. An osharu can use this ability 1d4 times per day before she must rest for at least 8 hours to replenish her slime stores.<br/><br/> <b>Susceptible to Salt (Ex)</b> A handful or more of salt or a splash of salt water deals 1d6 damage to an osharu, and full immersion in salt water deals 4d6 damage per round. These effects are negated by the environmental protections built into most armor.",
            "description": "To the slug-like osharus, religion and science are two sides of the same coin—concepts with the same intrinsic dependencies as life and death. These timid monk-scientists dedicate their lives to studying various fields of science, sharing their discoveries with their fellow osharus and other races that express a passion for epiphany. They dedicate their discoveries to their deity Yaraesa, patron of learning and science.\r\n\r\n Osharu settlements are essentially citysized universities. Individuals involved in similar fields of study group together so they can aid in each others’ research, and entire districts spring up naturally around these congregations of higher learning, equipped with canteens, vast libraries, living quarters, and workstations relevant to their field.\r\n\r\n This ultimate quest for knowledge knows no planetary bounds; osharus often embark on fieldwork expeditions to other star systems in order to study foreign planets, stars, or even the emptiness of space itself. They also frequently go on diplomatic missions to exchange knowledge with other intelligent, enlightenment-minded races.\r\n\r\n Thought stalwart in mind and faith, osharus are physically delicate. They are harmed not only by salt and salt water, but also have a cumbersome dependence on moisture and humid environments. Exposure to extreme heat or direct sunlight for extended amounts of time without protective magic or armor makes them extremely uncomfortable. Those who aren’t magically inclined might even resort to soaking their clothes and carrying large canteens of water for rehydration when exploring even mildly arid biomes.\r\n\r\n Despite the osharus’ willingness to face great dangers, they are a timid and paranoid race. Their most common fear is that their desire to explore the galaxy and exchange knowledge with other species could ultimately result in their exploitation—or even their eradication. To cope with this paranoia, they flatly refuse to travel beyond the safety of their university-cities while alone, always accompanying at least one other osharu so they can protect and comfort one another. Osharus sometimes develop such a bond with equally sensitive members of other species, establishing a similar system of mutual support.\r\n\r\nThe average osharu is 4 feet tall and weighs 140 pounds, though members of the species have a wide variety of colors and patterns. Even two parents with similar patterns or colors can have completely different-looking offspring—it is not unusual for a beige, leopard-spotted osharu to give birth to bright-pink or green tiger-striped progeny. This diversity is celebrated among osharu, and they find the predictability of hereditary outcomes among other humanoid species to be both unusual and fascinating—most of their university-cities have a district dedicated to the study of xenogenetics as a result."
        },
        {
            "title": "Osharu",
            "flavor_text": "Alien Archive 2 pg. 92",
            "cr": "1",
            "xp": "200",
            "size": "Medium",
            "alignment": "LG",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+1",
            "senses": "darkvision 60 ft.",
            "perception": "+4",
            "aura": null,
            "hp": "10",
            "rp": null,
            "eac": "10",
            "kac": "11",
            "fort_save": "+0",
            "ref_save": "+2",
            "will_save": "+5",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": "susceptible to salt",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "25 ft., swim 25 ft.",
            "melee": "unarmed strike +3 (1d3 B nonlethal)",
            "ranged": "pulsecaster pistol +5 (1d4 E nonlethal)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+1",
            "con": "-1",
            "int": "+3",
            "wis": "+2",
            "cha": "+0",
            "skills": "Culture +4, Life Science +9, Medicine +4, Mysticism +9, Physical Science +9",
            "languages": "Common, Osharu",
            "gear": "pulsecaster pistol with 2 batteries (20 charges each)",
            "other_abilities": "slime",
            "environment": "any",
            "organization": "pair or expedition (3–6 plus 1 headteacher)",
            "special_abilities": "<b>Slime (Ex)</b> As a swift action, an osharu can excrete slime into an empty adjacent square, causing that square to become difficult terrain. An osharu can use this ability 1d4 times per day before she must rest for at least 8 hours to replenish her slime stores.<br/><br/> <b>Susceptible to Salt (Ex)</b> A handful or more of salt or a splash of salt water deals 1d6 damage to an osharu, and full immersion in salt water deals 4d6 damage per round. These effects are negated by the environmental protections built into most armor.",
            "description": "To the slug-like osharus, religion and science are two sides of the same coin—concepts with the same intrinsic dependencies as life and death. These timid monk-scientists dedicate their lives to studying various fields of science, sharing their discoveries with their fellow osharus and other races that express a passion for epiphany. They dedicate their discoveries to their deity Yaraesa, patron of learning and science.\r\n\r\n Osharu settlements are essentially citysized universities. Individuals involved in similar fields of study group together so they can aid in each others’ research, and entire districts spring up naturally around these congregations of higher learning, equipped with canteens, vast libraries, living quarters, and workstations relevant to their field.\r\n\r\n This ultimate quest for knowledge knows no planetary bounds; osharus often embark on fieldwork expeditions to other star systems in order to study foreign planets, stars, or even the emptiness of space itself. They also frequently go on diplomatic missions to exchange knowledge with other intelligent, enlightenment-minded races.\r\n\r\n Thought stalwart in mind and faith, osharus are physically delicate. They are harmed not only by salt and salt water, but also have a cumbersome dependence on moisture and humid environments. Exposure to extreme heat or direct sunlight for extended amounts of time without protective magic or armor makes them extremely uncomfortable. Those who aren’t magically inclined might even resort to soaking their clothes and carrying large canteens of water for rehydration when exploring even mildly arid biomes.\r\n\r\n Despite the osharus’ willingness to face great dangers, they are a timid and paranoid race. Their most common fear is that their desire to explore the galaxy and exchange knowledge with other species could ultimately result in their exploitation—or even their eradication. To cope with this paranoia, they flatly refuse to travel beyond the safety of their university-cities while alone, always accompanying at least one other osharu so they can protect and comfort one another. Osharus sometimes develop such a bond with equally sensitive members of other species, establishing a similar system of mutual support.\r\n\r\nThe average osharu is 4 feet tall and weighs 140 pounds, though members of the species have a wide variety of colors and patterns. Even two parents with similar patterns or colors can have completely different-looking offspring—it is not unusual for a beige, leopard-spotted osharu to give birth to bright-pink or green tiger-striped progeny. This diversity is celebrated among osharu, and they find the predictability of hereditary outcomes among other humanoid species to be both unusual and fascinating—most of their university-cities have a district dedicated to the study of xenogenetics as a result."
        },
        {
            "title": "Pahtra Inquisitive",
            "flavor_text": "Alien Archive 2 pg. 94",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "humanoid",
            "creature_subtype": "pahtra",
            "initiative": "+2",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+7",
            "aura": null,
            "hp": "20",
            "rp": null,
            "eac": "12",
            "kac": "13",
            "fort_save": "+1",
            "ref_save": "+3",
            "will_save": "+5",
            "defensive_abilities": "nimble",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "tactical baton +4 (1d4+2 B)",
            "ranged": "static arc pistol +6 (1d6+2 E; critical arc 2)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": "Spells Known",
            "str": "+0",
            "dex": "+2",
            "con": "+0",
            "int": "+4",
            "wis": "+1",
            "cha": "+1",
            "skills": "Acrobatics +12, Computers +12, Mysticism +7, Profession (dancer) +7, Stealth +12",
            "languages": "Common, Pahtra, Vesk",
            "gear": "kasatha microcord I, static arc pistol with 2 batteries (20 charges each), tactical baton",
            "other_abilities": "magic hacks (quick scan), spell cache (tattoo)",
            "environment": "any (Vesk-6)",
            "organization": "solitary, pair, or clowder (3–8)",
            "special_abilities": "<b>Nimble (Ex)</b> An off-kilter pahtra doesn’t gain the flat-footed condition or take the normal penalty to attacks, and she can steady herself as a swift action instead of a move action.",
            "description": "The catlike pahtras are one of the most prominent species of the Veskarium, natives of a lush world they call Pulonis but that the Veskarium designates as Vesk-6. Their home planet’s relatively low gravity and fast predatory species resulted in the pahtras evolving into a lean race with elongated humanoid bodies and limbs. Pahtras’ fur ranges in color from tawny brown to shades of black and gray, while their eyes can be virtually any color of the visible spectrum. According to ancient traditions, a pahtra’s unique facial pattern indicates her character and potential for achievement. Some pahtra societies still assign adolescent pahtras to a specific social role after a reading of her face patterns by a pahtra mystic. However, the most recent generations of pahtras have begun to resist this often-superficial classification, especially as news reaches Vesk-6 of prominent offworld pahtras who break their supposed type.\r\n\r\n While the tradition of assigning status based on facial fur patterns is fading, similarly ancient rites requiring all pahtras, regardless of status, to participate in a dangerous, weeks-long competition in their 15th year are still very common. Such competitions involve dividing the adolescents into groups of a dozen each and sending them into the jungle. There, they face both natural threats and their peers in survival challenges and war games that result in more than a few casualties each year. The performance of a pahtra in this rite often dictates the trajectory of their social standing thereafter.\r\n\r\n Most pahtras are asexual, and a relatively small number of breeding couples bolster the population with litters of six to eight kits at a time. While pahtras frequently form lifelong, loving relationships with a single partner or small set of partners, they cherish individualism above all else. From their first steps, they strive to distinguish themselves from their siblings by developing and perfecting a unique ability. This inclination also makes pahtras highly suspicious of conformism—including that demanded by their vesk overseers—and while they can be deeply distrustful of strangers, they are also very protective of those they consider friends.\r\n\r\n Pahtra culture sees music and battle as the two greatest possible career paths, defining all other activities by how they relate to these callings. They also see strong synergies in the two pursuits, using music not just for artistic expression but also to coordinate battles and intimidate their enemies. Pahtras have perfect pitch and are natural musicians, and their music plays a central role in their society. They use arias, ballads, and elaborate musicals to tell the stories of their most legendary warriors, and they play bass- and percussion-heavy music to bolster their morale on the battlefield.\r\n\r\n When the first wave of vesk forces arrived on Vesk-6, pahtras were much less advanced technologically, and though their many nations had significant similarities in culture, they were in no way united or uniform. They were ultimately unable to resist the vesk’s advanced weapons, starships, and interplanetary empire, but their warrior traditions, knowledge of local terrain, and willingness to fight for their homelands ensured the vesk conquest was neither swift nor easy. Their bold resistance won the pahtras no small amount of respect from the lizard-like race. While some smaller pahtra collectives were destroyed in the war, others formed coalitions and grew into larger and more varied nation-states. In time, all these major pahtra nations signed treaties with the Veskarium, accepting vesk rule and a host of Veskarium regulations in return for largely maintaining self-rule in local matters. Only the enormous Command 6 military base that serves as the capital of Vesk-6 and base of operations for the planet’s vesk high despot is ruled entirely by vesk officers and officials; more remote regions are generally overseen by a consul who works with local pahtra governments. While most such consuls are retired vesk officers, a few pahtra consuls also exist.\r\n\r\n Vesk-6 and its people are now unquestionably part of the Veskarium, but most pahtra uphold their cultural traditions, trusting in their ancient ways of life to keep them distinct (and often far away) from the vesk ruling class. Some groups seek to punish the vesk for their conquest, even seeking to expel their conquerors and reclaim Pulonis as their own, but such efforts rarely do more than draw the ire of legions of Veskarium peacekeepers.\r\n\r\n Most pahtras who refuse to live under vesk rule instead take advantage of the opportunities presented by the Veskarium’s alliance with the Pact Worlds, and travel far from their home planet to try their luck as explorers, mercenaries, musicians, or seers."
        },
        {
            "title": "Pahtra Stalker",
            "flavor_text": "Alien Archive 2 pg. 94",
            "cr": "6",
            "xp": "2400",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "humanoid",
            "creature_subtype": "pahtra",
            "initiative": "+7",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+14",
            "aura": null,
            "hp": "82",
            "rp": "4",
            "eac": "18",
            "kac": "19",
            "fort_save": "+5",
            "ref_save": "+8",
            "will_save": "+9",
            "defensive_abilities": "evasion, nimble",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "tactical knife +12 (2d4+6 S)",
            "ranged": "advanced semi-auto pistol +14 (2d6+6 P) or tactical shirren-eye rifle +14 (1d10+6 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "debilitating trick, trick attack +3d8",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+5",
            "con": "+0",
            "int": "+3",
            "wis": "+2",
            "cha": "+1",
            "skills": "Acrobatics +14, Athletics +19, Bluff +14, Culture +19, Profession (mercenary) +19, Sense Motive +19, Stealth +19",
            "languages": "Common, Pahtra, Vesk",
            "gear": "elite stationwear, advanced semi-auto pistol with 24 small arm rounds, tactical knife, tactical shirren-eye rifle with 25 sniper rounds",
            "other_abilities": "operative exploits (glimpse the truth, hampering shot), specialization (detective)",
            "environment": "any (Vesk-6)",
            "organization": "solitary or pair",
            "special_abilities": "<b>Nimble (Ex)</b> An off-kilter pahtra doesn’t gain the flat-footed condition or take the normal penalty to attacks, and she can steady herself as a swift action instead of a move action.",
            "description": "The catlike pahtras are one of the most prominent species of the Veskarium, natives of a lush world they call Pulonis but that the Veskarium designates as Vesk-6. Their home planet’s relatively low gravity and fast predatory species resulted in the pahtras evolving into a lean race with elongated humanoid bodies and limbs. Pahtras’ fur ranges in color from tawny brown to shades of black and gray, while their eyes can be virtually any color of the visible spectrum. According to ancient traditions, a pahtra’s unique facial pattern indicates her character and potential for achievement. Some pahtra societies still assign adolescent pahtras to a specific social role after a reading of her face patterns by a pahtra mystic. However, the most recent generations of pahtras have begun to resist this often-superficial classification, especially as news reaches Vesk-6 of prominent offworld pahtras who break their supposed type.\r\n\r\n While the tradition of assigning status based on facial fur patterns is fading, similarly ancient rites requiring all pahtras, regardless of status, to participate in a dangerous, weeks-long competition in their 15th year are still very common. Such competitions involve dividing the adolescents into groups of a dozen each and sending them into the jungle. There, they face both natural threats and their peers in survival challenges and war games that result in more than a few casualties each year. The performance of a pahtra in this rite often dictates the trajectory of their social standing thereafter.\r\n\r\n Most pahtras are asexual, and a relatively small number of breeding couples bolster the population with litters of six to eight kits at a time. While pahtras frequently form lifelong, loving relationships with a single partner or small set of partners, they cherish individualism above all else. From their first steps, they strive to distinguish themselves from their siblings by developing and perfecting a unique ability. This inclination also makes pahtras highly suspicious of conformism—including that demanded by their vesk overseers—and while they can be deeply distrustful of strangers, they are also very protective of those they consider friends.\r\n\r\n Pahtra culture sees music and battle as the two greatest possible career paths, defining all other activities by how they relate to these callings. They also see strong synergies in the two pursuits, using music not just for artistic expression but also to coordinate battles and intimidate their enemies. Pahtras have perfect pitch and are natural musicians, and their music plays a central role in their society. They use arias, ballads, and elaborate musicals to tell the stories of their most legendary warriors, and they play bass- and percussion-heavy music to bolster their morale on the battlefield.\r\n\r\n When the first wave of vesk forces arrived on Vesk-6, pahtras were much less advanced technologically, and though their many nations had significant similarities in culture, they were in no way united or uniform. They were ultimately unable to resist the vesk’s advanced weapons, starships, and interplanetary empire, but their warrior traditions, knowledge of local terrain, and willingness to fight for their homelands ensured the vesk conquest was neither swift nor easy. Their bold resistance won the pahtras no small amount of respect from the lizard-like race. While some smaller pahtra collectives were destroyed in the war, others formed coalitions and grew into larger and more varied nation-states. In time, all these major pahtra nations signed treaties with the Veskarium, accepting vesk rule and a host of Veskarium regulations in return for largely maintaining self-rule in local matters. Only the enormous Command 6 military base that serves as the capital of Vesk-6 and base of operations for the planet’s vesk high despot is ruled entirely by vesk officers and officials; more remote regions are generally overseen by a consul who works with local pahtra governments. While most such consuls are retired vesk officers, a few pahtra consuls also exist.\r\n\r\n Vesk-6 and its people are now unquestionably part of the Veskarium, but most pahtra uphold their cultural traditions, trusting in their ancient ways of life to keep them distinct (and often far away) from the vesk ruling class. Some groups seek to punish the vesk for their conquest, even seeking to expel their conquerors and reclaim Pulonis as their own, but such efforts rarely do more than draw the ire of legions of Veskarium peacekeepers.\r\n\r\n Most pahtras who refuse to live under vesk rule instead take advantage of the opportunities presented by the Veskarium’s alliance with the Pact Worlds, and travel far from their home planet to try their luck as explorers, mercenaries, musicians, or seers."
        },
        {
            "title": "Phentomite Bridger",
            "flavor_text": "Alien Archive 2 pg. 96",
            "cr": "6",
            "xp": "2400",
            "size": "Medium",
            "alignment": "NG",
            "creature_type": "humanoid",
            "creature_subtype": "phentomite",
            "initiative": "+7",
            "senses": "darkvision 60 ft.",
            "perception": "+19",
            "aura": null,
            "hp": "80",
            "rp": null,
            "eac": "18",
            "kac": "19",
            "fort_save": "+5",
            "ref_save": "+12",
            "will_save": "+5",
            "defensive_abilities": "acclimated, evasion",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., climb 30 ft., swim 30 ft.",
            "melee": "tactical knife +12 (2d4+8 S)",
            "ranged": "tactical semi-auto pistol +14 (1d6+6 P) or tactical shirren-eye rifle +14 (1d10+6 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "debilitating trick, trick attack +3d8",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+5",
            "con": "+0",
            "int": "+2",
            "wis": "+3",
            "cha": "+0",
            "skills": "Acrobatics +19, Athletics +19 (+27 to climb or swim), Culture +14, Engineering +14, Survival +19",
            "languages": "Orrian",
            "gear": "elite stationwear, tactical knife, tactical semi-auto pistol with 27 small arm rounds, tactical shirren-eye rifle with 20 sniper rounds",
            "other_abilities": "heat tracker, operative exploits (sure-footed), specialization (daredevil)",
            "environment": "any (Orry)",
            "organization": "solitary or pair",
            "special_abilities": "<b>Acclimated (Ex)</b> Phentomites are acclimated to <a href=\"Rules.aspx?Name=Atmospheres&amp;Category=Environment\" style=\"text-decoration:underline\">thin atmospheres and high altitudes</a>, and they count as Small creatures for the purpose of slow <a href=\"Rules.aspx?Name=Environmental Rules&amp;Category=Environment\" style=\"text-decoration:underline\">suffocation</a>.<br/><br/> <b>Heat Tracker (Ex)</b> As a full action, a phentomite can alter her vision to detect the latent heat trails left by passing creatures. This allows the phentomite to use the Perception skill to perform the follow tracks task of the Survival skill and also functions as the tracking universal creature rule. While this ability is active, the phentomite takes a –1 penalty to Reflex saving throws. The phentomite can deactivate this ability as a move action.",
            "description": "Phentomites are native inhabitants of Orry, an unusual cluster of landmasses floating in regular orbits around a gravitational anomaly in Near Space. Thousands of years ago, the planet Orry was a technomagical utopia, but a massive industrial accident caused much of the world’s mass to explode into space. However, mystical gravitational forces created in this disaster allowed the land that survived to remain inhabitable, albeit with a thin atmosphere. Orry now consists of 10 country-sized landmasses, along with several dozen smaller formations, that slowly rotate around a central point—sometimes coming within mere feet of one another but never colliding.\r\n\r\n Orry’s surviving population continued on in the subsequent centuries, though the society lost much of the scientific and magical advancement of its forebears. The phentomites of today live in nations engaged in relatively low-tech artisanship, farming, and trading. They adapted to the low-oxygen environment much as creatures who live their whole lives at high altitudes do. Their eyes have adjusted to be able to see in the dark, and they’ve developed specialized nerves that grant limited thermographic vision; the latter might be a mutation caused by arcane fallout from Orry’s planet-breaking accident.\r\n\r\n The typical phentomite is 7 feet tall and weighs 175 pounds. Though mostly blue, a phentomite’s skin is striated with other colors, especially across the chest and arms. These streaks vary in coloration between phentomites from different areas of the planet; some have green and yellow bands, while others have red and purple lines of color. Their backward-bending legs give them a natural ability to jump farther than most humanoids, and their ungual feet grant them purchase on rocky slopes. Phentomites often decorate their large forehead ridges with dangling charms of religious or personal significance.\r\n\r\n The farmlands of Orry provide the phentomites with the majority of that world’s important resources, food and natural fibers, while the largest landmasses each contain at least a few mines. Phentomite cities range from the idyllic Niyriki, an artists’ enclave on the shores of Lake Eclipse, to the industrious Qabu, full of bustling factories. Roads of an unknown material crisscross each land formation; these remnants of Orry’s past have withstood the test of time and are now used by travelers on foot and by wagons pulled by hefty six-legged draft animals.\r\n\r\n Travel between the floating islands is made possible by an elite class of phentomites called bridgers, who use death-defying acrobatics to cross the gaps between landmasses and erect temporary rope-and-wood structures. Even with the assistance of bridgers, these trips can take several months to complete, and the largest, slowest-moving islands come close to one another for only a short time each year. Such a journey is incredibly hazardous, as a single slip can send an unfortunate traveler plummeting toward Orry’s gravitational anomaly—a certain death.\r\n\r\n The Pact Worlds only recently made contact with phentomites. AbadarCorp has constructed a small space station named Harmony-One that orbits Orry. Due to the gravitational anomaly at the heart of the cluster, landing starships on any of the Orry’s surfaces is incredibly hazardous. Orry’s trade partners have agreed to land offworld vessels only in a phentomitedesignated area outside of Zisfahani, Orry’s largest city. Travel to other landmasses must then proceed along terrestrial routes, with the aid of local phentomite bridgers."
        },
        {
            "title": "Phentomite",
            "flavor_text": "Alien Archive 2 pg. 96",
            "cr": "1",
            "xp": "200",
            "size": "Medium",
            "alignment": "NG",
            "creature_type": "humanoid",
            "creature_subtype": "phentomite",
            "initiative": "+3",
            "senses": "darkvision 60 ft.",
            "perception": "+9",
            "aura": null,
            "hp": "12",
            "rp": null,
            "eac": "10",
            "kac": "11",
            "fort_save": "+0",
            "ref_save": "+3",
            "will_save": "+2",
            "defensive_abilities": "acclimated",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "club +2 (1d6+1 B)",
            "ranged": "tactical semi-auto pistol +4 (1d6 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+3",
            "con": "+0",
            "int": "+1",
            "wis": "+2",
            "cha": "+0",
            "skills": "Acrobatics +9, Athletics +9, Culture +4, Engineering +4, Survival +9",
            "languages": "Orrian",
            "gear": "club, tactical semi-auto pistol with 18 small arm rounds",
            "other_abilities": "heat tracker",
            "environment": "any (Orry)",
            "organization": "solitary or raft (2–5)",
            "special_abilities": "<b>Acclimated (Ex)</b> Phentomites are acclimated to <a href=\"Rules.aspx?Name=Atmospheres&amp;Category=Environment\" style=\"text-decoration:underline\">thin atmospheres and high altitudes</a>, and they count as Small creatures for the purpose of slow <a href=\"Rules.aspx?Name=Environmental Rules&amp;Category=Environment\" style=\"text-decoration:underline\">suffocation</a>.<br/><br/> <b>Heat Tracker (Ex)</b> As a full action, a phentomite can alter her vision to detect the latent heat trails left by passing creatures. This allows the phentomite to use the Perception skill to perform the follow tracks task of the Survival skill and also functions as the tracking universal creature rule. While this ability is active, the phentomite takes a –1 penalty to Reflex saving throws. The phentomite can deactivate this ability as a move action.",
            "description": "Phentomites are native inhabitants of Orry, an unusual cluster of landmasses floating in regular orbits around a gravitational anomaly in Near Space. Thousands of years ago, the planet Orry was a technomagical utopia, but a massive industrial accident caused much of the world’s mass to explode into space. However, mystical gravitational forces created in this disaster allowed the land that survived to remain inhabitable, albeit with a thin atmosphere. Orry now consists of 10 country-sized landmasses, along with several dozen smaller formations, that slowly rotate around a central point—sometimes coming within mere feet of one another but never colliding.\r\n\r\n Orry’s surviving population continued on in the subsequent centuries, though the society lost much of the scientific and magical advancement of its forebears. The phentomites of today live in nations engaged in relatively low-tech artisanship, farming, and trading. They adapted to the low-oxygen environment much as creatures who live their whole lives at high altitudes do. Their eyes have adjusted to be able to see in the dark, and they’ve developed specialized nerves that grant limited thermographic vision; the latter might be a mutation caused by arcane fallout from Orry’s planet-breaking accident.\r\n\r\n The typical phentomite is 7 feet tall and weighs 175 pounds. Though mostly blue, a phentomite’s skin is striated with other colors, especially across the chest and arms. These streaks vary in coloration between phentomites from different areas of the planet; some have green and yellow bands, while others have red and purple lines of color. Their backward-bending legs give them a natural ability to jump farther than most humanoids, and their ungual feet grant them purchase on rocky slopes. Phentomites often decorate their large forehead ridges with dangling charms of religious or personal significance.\r\n\r\n The farmlands of Orry provide the phentomites with the majority of that world’s important resources, food and natural fibers, while the largest landmasses each contain at least a few mines. Phentomite cities range from the idyllic Niyriki, an artists’ enclave on the shores of Lake Eclipse, to the industrious Qabu, full of bustling factories. Roads of an unknown material crisscross each land formation; these remnants of Orry’s past have withstood the test of time and are now used by travelers on foot and by wagons pulled by hefty six-legged draft animals.\r\n\r\n Travel between the floating islands is made possible by an elite class of phentomites called bridgers, who use death-defying acrobatics to cross the gaps between landmasses and erect temporary rope-and-wood structures. Even with the assistance of bridgers, these trips can take several months to complete, and the largest, slowest-moving islands come close to one another for only a short time each year. Such a journey is incredibly hazardous, as a single slip can send an unfortunate traveler plummeting toward Orry’s gravitational anomaly—a certain death.\r\n\r\n The Pact Worlds only recently made contact with phentomites. AbadarCorp has constructed a small space station named Harmony-One that orbits Orry. Due to the gravitational anomaly at the heart of the cluster, landing starships on any of the Orry’s surfaces is incredibly hazardous. Orry’s trade partners have agreed to land offworld vessels only in a phentomitedesignated area outside of Zisfahani, Orry’s largest city. Travel to other landmasses must then proceed along terrestrial routes, with the aid of local phentomite bridgers."
        },
        {
            "title": "Plasma Ooze",
            "flavor_text": "Alien Archive 2 pg. 100",
            "cr": "16",
            "xp": "76800",
            "size": "Gargantuan",
            "alignment": "N",
            "creature_type": "ooze",
            "creature_subtype": null,
            "initiative": "+5",
            "senses": "blindsight (thought) 60 ft., sightless",
            "perception": "+28",
            "aura": "electromagnetic field (100 ft., DC 22)",
            "hp": "305",
            "rp": null,
            "eac": "30",
            "kac": "32",
            "fort_save": "+20",
            "ref_save": "+16",
            "will_save": "+12",
            "defensive_abilities": "plasma drain, void adaptation",
            "immunities": "acid, electricity, fire, ooze immunities",
            "resistances": "cold 30",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "15/—",
            "speed": "30 ft., fly 60 ft. (Su, perfect)",
            "melee": "slam +27 (5d8+23 E & F; critical severe wound [DC 22])",
            "ranged": "plasma pulse +30 (10d6+16 E & F; critical severe wound [DC 22])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "magnetic draw",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+7",
            "dex": "+5",
            "con": "+10",
            "int": "—",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +28 (+36 to fly), Piloting +28 (to navigate only)",
            "languages": null,
            "gear": null,
            "other_abilities": "compression, mindless, solar adaptation, spaceflight",
            "environment": "any solar or vacuum",
            "organization": "solitary",
            "special_abilities": "<b>Electromagnetic Field (Ex)</b> A plasma ooze generates a massive electromagnetic field that disrupts electronics and interferes with signals. Electronic signals, such as those employed by comm units, do not function within this area. When a creature activates an object with charges that is in the area, that object must succeed at a DC 22 <a href=\"Rules.aspx?Name=Saving Throws&amp;Category=Combat Basics\" style=\"text-decoration:underline\">Reflex save</a> or it is drained of all charges and the action is lost. A technological construct that begins its turn in this area must succeed at a DC 22 Reflex save or be staggered and unable to use energy-based attacks for 1d4 rounds. A creature or object that succeeds at its saving throw is immune to the plasma ooze’s electromagnetic field for 24 hours.<br/><br/> <b>Magnetic Draw (Ex)</b> As a move action, a plasma ooze can draw all Medium and smaller creatures and unattended objects of no more than light bulk that are within 100 feet up to 30 feet toward itself (Reflex DC 22 negates; this DC increases by 5 for technological constructs and technological items).<br/><br/> <b>Plasma Drain (Ex)</b> Once per day as a full action, a plasma ooze can drain the charges of plasma weapons within 100 feet to regain a number of Hit Points equal to the most charges drained from any one battery. Each weapon can attempt a DC 22 Reflex saving throw to negate this effect for that weapon.<br/><br/> <b>Plasma Pulse (Ex)</b> A plasma ooze’s plasma pulse is a ranged attack with a range increment of 60 feet and the severe wound critical hit effect.",
            "description": "Enormous crackling lattices of electromagnetic energy, plasma oozes are significant threats to even the Pact Worlds’ most experienced spacefarers. Usually taking a roughly spherical form, a plasma ooze pulses with a brilliant array of pink, purple, and blue light, connected in a complex network that reaches whitehot intensity at its many nodes. These oozes are most often seen in the immediate vicinity of a star’s surface, but explorers have occasionally sighted the mysterious beings hovering near powerful electromagnetic phenomena in numerous system, both in the vacuum of space and on the surfaces of volatile planetoids. A typical plasma ooze is a rough hemisphere approximately 20 feet in diameter, weighing close to 100 tons.<br/><br/> The origin of these oozes has been hotly debated since before the Gap, with ancient scholars speculating that the creatures originated on the Plane of Fire and were drawn to an inhabited system’s sun. However, nearly a century ago, the discovery of deserted cities within the sun of the Pact Worlds—along with modern claims by Plane of Fire natives that yet more civilizations exist in deeper layers of the sun—spawned a host of new theories, as abundant as the oozes are rare.<br/><br/> One of the most popular hypotheses is that the sun’s abandoned cities, now called the Burning Archipelago, were the site of an ancient civilization’s attempts to harness the power of the star. As proponents of this story would have it, the experimenters were successful in creating the first plasma oozes, but they soon lost control of their creations and were quickly eradicated by the beings. Supposedly, the unleashed plasma oozes not only shut down the technological defenses of their creators, but also wiped out the digitally stored collective knowledge upon which the civilization relied for its continued survival. This version of events, though based almost entirely on conjecture and unable to explain plasma oozes’ presence in other systems, is nonetheless often cited by those who caution against an overdependence on technology.<br/><br/> Such theories are met with vehement opposition by Sarenites, many of whom believe the Dawnflower herself created the sun’s cities and would not have permitted such a fate to befall them. Some of Sarenrae’s worshipers believe that the goddess created the plasma oozes too, making them custodians of the Archipelago and solar sites in other systems, and that whatever emptied the sun’s cities did so despite the oozes’ protection.<br/><br/> Plasma ooze sightings often occur at the perimeter of a star just before massive flares occur, leading many to believe that the two are connected somehow. Some of Sarenrae’s worshipers claim that the oozes themselves draw out such flares in a search for some artifact buried deep with the sun, while more recent evidence points to the flares being involved in their reproduction.<br/><br/> Several centuries ago, shortly after Drift travel became widespread, a small residential starship on a routine trip through the Drift reported encountering an enormous plasma ooze, many times larger than those of the Pact Worlds’ sun. Since then, a sighting is made every few decades on average, with the ooze’s reported size gradually increasing each time. How the plasma ooze entered the Drift in the first place is an open question; while most agree that the ooze must have been ripped from the Material Plane by the activation of a Drift engine, some suspect a deeper connection between the ooze and the Drift, normally accessible only by technology granted by the ascended AI god Triune. A few scholars even posit that the creature’s distortion of electromagnetic fields somehow granted it access to the Drift. Plasma oozes’ strong electromagnetic field makes them extremely dangerous to encounter in the vacuum of space, since even shielded starships can find themselves adrift after crossing paths with one. Similarly, in the rare instances when a plasma ooze takes up residence on a populated planet’s surface, the edges of its territory are often marked by the dusty hulls of disabled vehicles, their former owners having wisely abandoned them to live another day. Few living creatures survive contact with a plasma ooze, but those that do often bear terrible wounds that serve as permanent reminders of such oozes’ fearsome power.<br/><br/> A small group of planar scions whose ancestry connects them to the Plane of Fire, and who have served in various military forces, has recently claimed to be actively hunting plasma oozes under the moniker “the Sunkillers.” They have stockpiled electricity-resistant armor and defensive gear to complement their natural tolerance for fire, and they are currently amassing powerful sonic weaponry that they are confident will bypass the creatures’ formidable defenses. Even with their preparations and experience, they are taking a considerable risk for what seems to be little reward—though anyone who could reliably take on a plasma ooze could likely charge a hefty fee for the service."
        },
        {
            "title": "Plesiosaur",
            "flavor_text": "Alien Archive 2 pg. 38",
            "cr": "7",
            "xp": "3200",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "low-light vision",
            "perception": "+14",
            "aura": null,
            "hp": "105",
            "rp": null,
            "eac": "19",
            "kac": "21",
            "fort_save": "+12",
            "ref_save": "+10",
            "will_save": "+6",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "20 ft., swim 50 ft.",
            "melee": "bite +16 (2d6+12 P)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+2",
            "con": "+4",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Athletics +19 (+27 to swim)",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any water",
            "organization": "solitary, pair, or school (3–6)",
            "special_abilities": null,
            "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": "Pluprex",
            "flavor_text": "Alien Archive 2 pg. 34",
            "cr": "13",
            "xp": "25600",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "outsider",
            "creature_subtype": "chaotic",
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+23",
            "aura": "radiation (20 ft.)",
            "hp": "190",
            "rp": "",
            "eac": "26",
            "kac": "27",
            "fort_save": "+16",
            "ref_save": "+12",
            "will_save": "+14",
            "defensive_abilities": "",
            "immunities": "disease, electricity, poison",
            "resistances": "acid 10, cold 10, fire 10",
            "weaknesses": "",
            "spell_resistance": "24",
            "damage_reduction": "10/good",
            "speed": "50 ft., fly 60 ft. (Su, average)",
            "melee": "bite +23 (6d4+19 S plus invoke mutation)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "invoke mutation",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+6",
            "dex": "+4",
            "con": "+4",
            "int": "+3",
            "wis": "+2",
            "cha": "+8",
            "skills": "Acrobatics +23, Bluff +28, Intimidate +28, Life Science +23, Mysticism +23",
            "languages": "Abyssal, Celestial, Draconic; telepathy 100 ft.",
            "gear": "",
            "other_abilities": "irradiate dead",
            "environment": "any (Abyss)",
            "organization": "solitary, pair, blight (3–6), or invasion (2–4 pluprexes plus 3–6 prexian mutantspawns)",
            "special_abilities": "<b>Invoke Mutation (Su)</b> A pluprex can wrack a living creature by biting it. The creature bitten must attempt a DC 21 Fortitude save. On a success, the creature is merely sickened for 1 round. On a failure, the victim’s body undergoes several swift and painful mutations that twist limbs, alter organs, and distort features into a hideous countenance, giving it the overburdened condition for 1 minute. After this minute elapses, the creature becomes accustomed to its twisted new body, but it gains the encumbered condition permanently. This is a curse effect; its effects do not stack.<br/><br/> <b>Irradiate Dead (Su)</b> Undead creatures created by a pluprex are radioactive, emitting low radiation in a 20-foot radius. Once per day as a standard action, a pluprex can touch an undead creature it has created to enhance that creature’s radioactive aura, permanently increasing that creature’s radioactivity to medium. A pluprex cannot enhance radiation in this way to a higher level. Alternatively, the pluprex can give any undead creature a medium radioactive aura by touching it, but such auras last for only 24 hours before fading.<br/><br/> <b>Radiation Aura (Su)</b> A pluprex emits medium radiation in a 20-foot radius. Once per day as a swift action, a pluprex can instead emit high radiation for 1 minute.",
            "description": ""
        },
        {
            "title": "Predator Swarm",
            "flavor_text": "Alien Archive 2 pg. 102",
            "cr": "2",
            "xp": "600",
            "size": "Tiny",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": "swarm",
            "initiative": "+1",
            "senses": "low-light vision",
            "perception": "+7",
            "aura": null,
            "hp": "25",
            "rp": null,
            "eac": "12",
            "kac": "14",
            "fort_save": "+4",
            "ref_save": "+4",
            "will_save": "+1",
            "defensive_abilities": "swarm defenses, unflankable",
            "immunities": "swarm immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "swarm attack (1d6 P or S)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "distraction",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "-2",
            "dex": "+1",
            "con": "+1",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Acrobatics +7, Athletics +7, Stealth +7",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, pack (3–6), or infestation (7–12)",
            "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": "Prexian Mutantspawn",
            "flavor_text": "Alien Archive 2 pg. 35",
            "cr": "11",
            "xp": "12800",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "outsider",
            "creature_subtype": "chaotic",
            "initiative": "+3",
            "senses": "darkvision 60 ft., blindsense (scent) 60 ft.",
            "perception": "+20",
            "aura": "",
            "hp": "155",
            "rp": "",
            "eac": "23",
            "kac": "24",
            "fort_save": "+14",
            "ref_save": "+10",
            "will_save": "+12",
            "defensive_abilities": "amorphous",
            "immunities": "acid, disease, electricity, poison",
            "resistances": "cold 10, fire 10",
            "weaknesses": "",
            "spell_resistance": "22",
            "damage_reduction": "10/good",
            "speed": "10 ft., fly 40 ft. (Ex, average)",
            "melee": "numbing taclash +20 (5d4 S plus irradiation) or bite +20 (2d10+16 S plus irradiation)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+5",
            "dex": "+3",
            "con": "+8",
            "int": "+1",
            "wis": "+2",
            "cha": "+3",
            "skills": "Acrobatics +20, Bluff +20, Intimidate +20, Mysticism +20, Sense Motive +20",
            "languages": "Abyssal, Celestial, Draconic; telepathy 100 ft.",
            "gear": "numbing taclash with 2 batteries (20 charges each)",
            "other_abilities": "",
            "environment": "any (Abyss)",
            "organization": "solitary, pair, or infection (3–8)",
            "special_abilities": "<b>Irradiation (Su)</b> A creature bitten by a prexian mutantspawn or wounded by a melee weapon a mutantspawn carries must succeed at a DC 20 Fortitude save or be exposed to a sudden pulse of supernatural radiation. This functions as medium radiation that affects only the mutantspawn’s target.",
            "description": ""
        },
        {
            "title": "Pterosaur",
            "flavor_text": "Alien Archive 2 pg. 38",
            "cr": "3",
            "xp": "800",
            "size": "Large",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "low-light vision",
            "perception": "+8",
            "aura": null,
            "hp": "40",
            "rp": null,
            "eac": "14",
            "kac": "16",
            "fort_save": "+5",
            "ref_save": "+8",
            "will_save": "+2",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "10 ft., fly 50 ft. (Ex, clumsy)",
            "melee": "bite +10 (1d6+5 P)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+4",
            "con": "+0",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Acrobatics +13 (+5 to fly)",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or flock (3–8)",
            "special_abilities": null,
            "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": "Quorlu Sapper",
            "flavor_text": "Alien Archive 2 pg. 104",
            "cr": "9",
            "xp": "6400",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+1",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+22",
            "aura": null,
            "hp": "145",
            "rp": "4",
            "eac": "22",
            "kac": "24, +4 vs. bull rush, reposition, trip",
            "fort_save": "+11",
            "ref_save": "+9",
            "will_save": "+10, +2 vs. bleed",
            "defensive_abilities": "endothermic, lithic, stable, unflankable",
            "immunities": null,
            "resistances": "fire 5",
            "weaknesses": "susceptible to cold",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "25 ft.",
            "melee": "mk 2 heat-amp gauntlet +18 (2d6+12 B & F; critical burn 1d8)",
            "ranged": "red star plasma cannon +21 (explode [5 ft., 2d10+9 E & F, DC 16]; critical burn 1d8) or frag grenade III +21 (explode [15 ft., 4d6 P, DC 16])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "debilitating attack (DC 16, 3 rounds), fighting styles (bombard, hit-and-run), gear boosts (plasma immolation [1d8], powerful explosive), grenade expert (35 ft.), heavy fire (+3 damage), opening volley",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+3",
            "dex": "+4",
            "con": "+6",
            "int": "+1",
            "wis": "+0",
            "cha": "+1",
            "skills": "Athletics +22, Engineering +17, Intimidate +17",
            "languages": "Common, Quorlu",
            "gear": "advanced iridishell, mk 2 heat-amp gauntlet, red star plasma cannon with 2 high-capacity batteries (40 charges each), frag grenades III (2), detonator, explosives (frag III [2])",
            "other_abilities": "multiarmed (3), tunneler",
            "environment": "any",
            "organization": "solitary, pair, or team (3–5)",
            "special_abilities": "<b>Endothermic (Ex)</b> A quorlu has resistance 5 to fire that stacks with one other source of fire resistance.<br/><br/> <b>Lithic (Ex)</b> A quorlu’s silicon-based physiology grants it immunity to disease and poison, and it gains no benefit from drugs, medicinals, and similar nonmagical substances. It also gains a +2 racial bonus to saving throws against bleed effects. A quorlu doesn’t breathe or suffer the normal environmental effects of being in a vacuum.<br/><br/> <b>Stable (Ex)</b> A quorlu gains a +4 racial bonus to AC against combat maneuvers to bull rush, reposition, or trip.<br/><br/> <b>Susceptible to Cold (Ex)</b> When a quorlu takes cold damage, it becomes fatigued for 1 round. This effect doesn’t cause a fatigued quorlu to become exhausted.<br/><br/> <b>Tunneler (Ex)</b> A quorlu can dig through soil at a rate of 5 feet per minute. A quorlu can use this ability combined with its internal heat to dig through stone at a rate of 1 foot per minute. When it digs, a quorlu can leave a tunnel behind.",
            "description": "Quorlus are quadrupedal, silicon-based creatures that have three tentacular arms and three eyestalks. They hail from Quorlosh, a strange world in the Vast that is highly geologically active but has only a thin atmosphere. Quorlus live in warrens in the planet’s exposed stony crust, where they delve for minerals that they consume for sustenance. Their warrens are like the settlements of many humanoids, and their inhabitants conduct crystal farming in which they “grow” gypsum, quartzes, and salts for food. The average quorlu is 4-1/2 feet tall and weighs 350 pounds.\r\n\r\n Their planet’s violent tectonic activity has instilled quorlus with a cultural acceptance of impermanence and resilience to loss. Quorlus value experiences more than material possessions, though by the standards of other worlds, they have abundant raw wealth. When a lava flow or quake damages a quorlu settlement, the quorlus dig out and repair, though they are too practical to rebuild where destruction is likely to occur again.\r\n\r\n Quorlus have a crystalline lithic shell that is vulnerable to certain sonic frequencies. Under this exterior, quorlus’ crystal-fiber organ structures float in plasma. At the center is the quorlu’s grinding heart, which serves as both a circulatory and a digestive organ and which generates the quorlu’s high internal heat. Extreme cold can slow a quorlu’s endothermic reactions, momentarily hindering the creature.\r\n\r\n Although quorlus can be tough combatants, few truly enjoy battle. Their extant military traditions stem from their engineering customs and emphasize the use of explosives, but they usually prefer peace and positive new experiences. This societal tendency makes them more inclined to be diplomats and explorers than warriors.\r\n\r\n Supplementing quorlus’ peaceful inclinations is the fact that most other sapient species find their voices soothing, especially when those voices are harmonized in song—and quorlus love to sing. Their language is melodic, tonal, and trilling, and it also includes subtle vibrations that shirrens in particular find especially pleasing thanks to their sensitivity to delicate vibrational shifts. The range of quorlu tones makes their language difficult for non-quorlus to master.\r\n\r\n Quorlus can be found throughout the Pact Worlds. They have an enclave and diplomatic corps on Absalom Station, and numerous quorlus join exploration outfits, including the Starfinder Society. Others serve as prospectors in the Diaspora and on inhospitable worlds. Quorlus are quick to volunteer for jobs inherently more hazardous for species that need to breathe or that are more susceptible to poison or disease.\r\n\r\n Quorlus have developed \r\n\r\n, unleashing it in hand-to-hand combat. Notorious for their use of these weapons, quorlu infiltrators and sappers also use heat-amp gauntlets to start fires to hinder their enemies."
        }
    ]
}
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