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        {
            "title": "Quorlu",
            "flavor_text": "Alien Archive 2 pg. 104",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+0",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+12",
            "aura": null,
            "hp": "23",
            "rp": null,
            "eac": "13",
            "kac": "14, +4 vs. bull rush, reposition, trip",
            "fort_save": "+3",
            "ref_save": "+1",
            "will_save": "+7, +2 vs. bleed",
            "defensive_abilities": "endothermic, lithic, stable, unflankable",
            "immunities": "disease, poison",
            "resistances": "fire 5",
            "weaknesses": "susceptible to cold",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "25 ft.",
            "melee": "mk 1 heat-amp gauntlet +9 (1d6+2 B & F; critical burn 1d4)",
            "ranged": "static arc pistol +7 (1d6+2 E; critical arc 2)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+0",
            "con": "+4",
            "int": "+1",
            "wis": "+0",
            "cha": "+2",
            "skills": "Athletics +7, Computers +7, Diplomacy +12, Physical Science +12, Sense Motive +12",
            "languages": "Common, Quorlu",
            "gear": "freebooter armor I, heat-amp gauntlet, static arc pistol with 2 batteries (20 charges each)",
            "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."
        },
        {
            "title": "Shantak",
            "flavor_text": "Alien Archive 2 pg. 110",
            "cr": "8",
            "xp": "4800",
            "size": "Huge",
            "alignment": "CE",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+2",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+16",
            "aura": null,
            "hp": "125",
            "rp": null,
            "eac": "20",
            "kac": "22",
            "fort_save": "+12",
            "ref_save": "+12",
            "will_save": "+7",
            "defensive_abilities": "slippery, void adaptation",
            "immunities": "cold, disease",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "20 ft., fly 80 ft. (Su, average)",
            "melee": "bite +20 (3d4+14 P) or talons +20 (3d4+14 S plus grab)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+6",
            "dex": "+2",
            "con": "+4",
            "int": "-1",
            "wis": "+2",
            "cha": "+0",
            "skills": "Acrobatics +21, Piloting +16 (to navigate only)",
            "languages": "Aklo",
            "gear": null,
            "other_abilities": "share defenses, spaceflight",
            "environment": "cold mountains or vacuum",
            "organization": "solitary, pair, or flock (3–12)",
            "special_abilities": "<b>Share Defenses (Su)</b> As a swift action, a shantak can grant a single creature touching it void adaptation for as long as the creature remains in contact. The shantak can withdraw this protection as a free action.<br/><br/> <b>Slippery (Ex)</b> A shantak’s scales seep slippery slime, granting it a +8 bonus to Acrobatics checks to escape and imposing a –5 penalty to all Survival checks to ride the shantak.",
            "description": "Shantaks are bizarre, winged creatures that seem to be an incongruous blend of reptile and bird. Although shantaks appear ungainly on land when perched on their two legs, their vast, bat-like wings enable the creatures to soar gracefully through vacuum as easily as they fly in atmospheres. Slimy scales cover a shantak’s body, and its vaguely horselike head features a wide maw filled with dagger-like teeth. A shantak is about 30 feet long from nose to tail and weighs approximately 6,000 pounds. Planetside, shantaks inhabit remote and foreboding mountain peaks, but their ability to survive in and fly through vacuum means they can also be found in the void of space.<br/><br/> Despite their bestial appearances, shantaks are intelligent, and speak in shrill voices that sound like glass grinding against stone. They are willful creatures and cannot simply be trained as mounts. A would-be shantak rider must first seek out a shantak, braving its lair or hunting grounds, and then use diplomacy or magic to secure a shantak’s cooperation as a mount, often with a liberal dose of flattery. Even then, shantaks have a tendency to deliberately strand riders in dangerous areas, or worse, revoke their shared defenses while in the depths of space so their riders asphyxiate and swiftly perish. The flesh of such unfortunate riders is particularly delightful to a shantak, especially if it is able to feed where the rider’s one-time allies and friends can watch.<br/><br/> Many shantaks have a strange and irrational fear of certain humanoid winged creatures, such as faceless nightgaunts said to dwell in certain dreams, or specific types of winged humanoids more common in civilized regions. While these irrational fears are usually not so overwhelming as to have physical or mental effects on a shantak, shantaks do take pains to avoid confrontations with these other types of creatures if at all possible.<br/><br/> Shantaks’ ability to travel the gulf of space ensures that these scaly creatures can be found on numerous worlds and their satellites. Yet despite this ability, shantaks are generally quite reluctant to seek out new worlds on their own unless faced with no other option, for a shantak knows well that an attempt to fly to an unknown world could easily result in being lost forever in the depths of space. Before the widespread use of Drift technology, some species employed shantaks as a rare and dangerous method of traveling among the stars, and there may well be as-yet-undiscovered civilizations in the Vast that continue to do so—perhaps because their technological advancement has not reached a level where they can use Drift travel.<br/><br/> Curiously, even those who have never encountered a shantak in real life often know of these creatures, for shantaks dwell in the shared dreams of slumbering minds as surely as in the depths of space. Some scientists and philosophers have gone so as far as to suggest that shantaks first hailed from a mysterious shared demiplane within the Dimension of Dreams called the Dreamlands. These scholars further posit that eerie and dangerous rituals have enabled the creatures to transform themselves from figments imagined by sleeping minds into creatures that exist in the waking world on countless planets.<br/><br/> Although shantaks do not enjoy the presence of active starships—almost as if the energies exuded by an active power core cause them some sort of intense discomfort— shantaks are quite fond of derelict ships. Large numbers of shantaks have been reported to roost in the nooks and crannies of a drifting hulk’s hull, and exploration of the interior of these abandoned ships often reveals truly disturbing “caches” of food—the partially eaten remains of entire crews. Shantaks that roost in derelict starships take full advantage of their adoptive homes, ensuring their nests are well hidden from observation. These shantaks can be quite cunning in dressing the hulk in what appears to be valuable scrap, and some have even learned to tamper with shipboard alarm systems to send out false distress signals. The most cunning and dangerous of these drifting traps arise when the shantaks forge an alliance with another creature, often an undead created when a starship is destroyed. A shantak flock can wing off to distant worlds to retrieve rare necessities for their allies, returning via spaceflight to keep the denizen of a stranded derelict well supplied in luxuries that, without their own ship to command, they would otherwise be forced to forgo."
        },
        {
            "title": "Shipmind",
            "flavor_text": "Alien Archive 2 pg. 112",
            "cr": "13",
            "xp": "25600",
            "size": "Huge",
            "alignment": "CE",
            "creature_type": "ooze",
            "creature_subtype": null,
            "initiative": "+6",
            "senses": "blindsight (life) 60 ft., detect alignment",
            "perception": "+23",
            "aura": null,
            "hp": "225",
            "rp": null,
            "eac": "27",
            "kac": "29",
            "fort_save": "+15",
            "ref_save": "+17",
            "will_save": "+10",
            "defensive_abilities": "thought disruption",
            "immunities": "bludgeoning, charm, electricity, fire, ooze immunities",
            "resistances": null,
            "weaknesses": "confined, vulnerable to cold",
            "spell_resistance": "24",
            "damage_reduction": "10/—",
            "speed": "0 ft. (10 ft. outside of container)",
            "melee": "slam +26 (3d12+21 B plus grab and thought disruption)",
            "ranged": "plasma bolt +23 (5d6+13 E & F; critical burn 1d10)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "immerse",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+6",
            "con": "+4",
            "int": "+3",
            "wis": "+4",
            "cha": "+3",
            "skills": "Computers +23, Engineering +23, Mysticism +23, Piloting +28, Sense Motive +23",
            "languages": "Abyssal, Aklo, Common, Draconic, Drow, Infernal; telepathy 60 ft.",
            "gear": null,
            "other_abilities": "ship interface",
            "environment": "any (Dominion of the Black starships)",
            "organization": "solitary",
            "special_abilities": "<b>Confined (Ex)</b> A shipmind dwells within an immobile container. While inside its container, a shipmind has a speed of 0 feet. When it leaves its container, it gains a speed of 10 feet and takes a –10 penalty to AC. A shipmind can live outside of its container for 1 hour without consequences, but at the start of each subsequent hour, it gains 1 negative level as it slowly dissolves. This process can be reversed only if the shipmind returns to its container, where the shipmind can then remove 1 negative level per hour. The container has hardness 10 and 60 Hit Points, and a creature that targets the container with a melee or ranged weapon attack automatically hits it. The crystalline nature of the container makes it vulnerable to sonic damage. A shipmind in a container that has the broken condition takes a –5 penalty to AC.<br/><br/> <b>Immerse (Ex)</b> When a shipmind in its container successfully grabs a Large or smaller target with one of its slam attacks and pins the target, it can drag that target into its body as a swift action, dealing 6d6 damage (Fortitude DC 19 half), half of which is electricity and half of which is fire, and subjecting the target to thought disruption. A creature that remains immersed takes this damage again at the start of each of the shipmind’s turns. In addition, an immersed creature without environmental protections is in danger of suffocating. A creature can attempt Acrobatics checks to escape immersion as if escaping from being pinned, gaining a +5 circumstance bonus if the shipmind’s container has the broken condition.<br/><br/> <b>Plasma Bolt (Ex)</b> A shipmind’s plasma bolt has a range increment of 80 feet.<br/><br/> <b>Ship Interface (Ex)</b> While a shipmind is interfaced with a Dominion starship, it can observe events anywhere within the vessel, as well as within 90 feet of its exterior hull, as if using <i>clairaudience/clairvoyance</i> for as long as the shipmind concentrates. The shipmind’s detect alignment works through its remote sensor at the same range. While concentrating on an area, the shipmind can activate ship systems in that area as a swift action. In addition, the shipmind can converse with creatures in the area by vibrating the walls (or the hull while in atmosphere). In addition, during starship combat in a Dominion ship with which it is interfaced, a shipmind can take up to 5 crew actions, none of which can be captain actions.<br/><br/> <b>Thought Disruption (Su)</b> A shipmind’s alien psyche is disruptive to the minds of most other life-forms. A creature that touches or is hit by the ooze must succeed at a DC 19 Will saving throw or take 1d4 Wisdom damage. This is a mind-affecting effect.",
            "description": "A shipmind is an ooze of thick, bubbling yellowish liquid. Unlike many oozes, this biological entity relies on a bizarre symbiosis with technology to survive. The creature lives in a container made of crystalline material and inorganic components, which serves the ooze like a shell. Outside this container, a shipmind is vulnerable and doomed to die, but this limited existence is little hindrance to a shipmind, since its sole purpose is to pilot starfaring vessels that serve the Dominion of the Black.<br/><br/> Dominion starships are bizarre amalgamations of organic and inorganic components. Strange membranes hold bulkheads and the hull together. Fibrous material resembling muscles and connective tissue work some of the ships’ mechanical components, such as doors, while a web of nerve-like cables carry power and data, and networks of tubules carry various fluids. At the center of this network in the largest Dominion ships is a shipmind, connected to everything through disturbingly organic cables.<br/><br/> A shipmind has an intimate connection to its starship and can survive as long as its craft does, sometimes for many centuries. The creatures are cruel even to their supposed allies, and they are given to fits of inexplicable behavior.<br/><br/> <a href=\"Starship_Examples.aspx?ItemName=Dominion Seeder&amp;Family=Shipmind\" style=\"text-decoration:underline\">Seeders</a> are the most common large Dominion starships. Some are scouts or assault vessels with only a shipmind aboard, while others travel with a crew of other entities affiliated with the Dominion of the Black. These ships land on life-rich planets, unleashing Dominion-allied creatures to infest the region around the landing site, assimilating native organisms.<br/><br/>"
        },
        {
            "title": "Shotalashu",
            "flavor_text": "Alien Archive 2 pg. 114",
            "cr": "2",
            "xp": "600",
            "size": "Large",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+4",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+12",
            "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": "60 ft.",
            "melee": "claws +11 (1d6+3 S)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+4",
            "con": "+2",
            "int": "-3",
            "wis": "+1",
            "cha": "+0",
            "skills": "Acrobatics +7, Perception +12, Stealth +7",
            "languages": "Lashunta (can’t speak)",
            "gear": null,
            "other_abilities": "jungle strider, telepathic link",
            "environment": "warm forests (Castrovel)",
            "organization": "solitary, bonded mount (1 plus 1 lashunta), or pack (3–5)",
            "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>Telepathic Link (Su)</b> A lashunta can spend 1 hour and attempt a Survival check (DC 15 + 1-1/2 the shotalashu’s CR) to form a telepathic bond with an unbound shotalashu. If the lashunta is successful, the rider’s link functions as <i>telepathic bond</i>",
            "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": "Siege Robot",
            "flavor_text": "Alien Archive 2 pg. 108",
            "cr": "15",
            "xp": "51200",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "construct",
            "creature_subtype": "technological",
            "initiative": "+7",
            "senses": "darkvision 60 ft., low-light vision, sense through (vision [foliage, gas, and smoke only]) 60 ft.",
            "perception": "+26",
            "aura": null,
            "hp": "330",
            "rp": null,
            "eac": "29",
            "kac": "31",
            "fort_save": "+15",
            "ref_save": "+15",
            "will_save": "+11",
            "defensive_abilities": "hardened, integrated weapons",
            "immunities": "construct immunities",
            "resistances": null,
            "weaknesses": "vulnerable to electricity",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "60 ft., fly 20 ft. (Ex, clumsy), limited flight",
            "melee": null,
            "ranged": "elite x-gen gun +29 (4d12+15 B & P) or heavy stellar cannon +29 (4d12+15 P; critical wound [DC 21]) or IMDS missile launcher +29 (13d8+15 B & F)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "autoload",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+9",
            "dex": "+7",
            "con": "—",
            "int": "+1",
            "wis": "+5",
            "cha": "+0",
            "skills": "Acrobatics +26 (+18 to fly), Engineering +26, Piloting +31",
            "languages": "Common",
            "gear": "elite x-gen gun with 400 heavy rounds, heavy stellar cannon with 800 scattergun shells, IMDS missile launcher with 2 advanced missiles",
            "other_abilities": "advanced movement, nanite repair, unliving",
            "environment": "any",
            "organization": "solitary, pair, or battery (3–8)",
            "special_abilities": "<b>Advanced Movement (Ex)</b> Difficult terrain doesn’t hamper a siege robot’s movement.<br/><br/> <b>Autoload (Ex)</b> A siege robot can reload its weapons as part of the same action used to fire them.<br/><br/> <b>Hardened (Ex)</b> A siege robot takes half damage from explosives and collisions.<br/><br/> <b>Limited Flight (Ex)</b> A siege robot’s thruster-based flight works in a vacuum, but in gravity, it can fly a maximum of 10 feet above the ground.<br/><br/> <b>Nanite Repair (Ex)</b> A siege robot’s nanites heal it, restoring a number of Hit Points per hour equal to its CR. Once per day as a full action, the robot can regain 10d8 Hit Points.",
            "description": "Robots serve a variety of functions. They’re often employed in situations where the risks to living beings are too great or emotional responses are a hindrance—notably murder and war.\r\n\r\n Assassin robots are killing machines useful for stealthy slayings or gruesome public displays. A user can program targets into the robot, dispatch the unit, and rest assured. The robot relentlessly pursues its quarry, fearing nothing and using microfiber setae on its hands and feet to traverse vertical and horizontal surfaces with ease. Whether it succeeds, fails, escapes, or suffers destruction, the robot leaves little evidence behind—an assassin robot that is captured or destroyed automatically purges its memory and burns out its sensitive hardware components, making tracing the robot’s mission and origin extremely difficult.\r\n\r\n Typical assassin robots are 6 feet tall, weigh 300 pounds, and use the weapons detailed in the stat block on page 108, but they can be outfitted with other armaments as a mission requires. In particular, assassin robots on missions where more subtlety is called for use needler pistols stocked with poisoned darts.\r\n\r\n There is nothing subtle, however, about a siege robot. These machines serve as artificially intelligent assault vehicles, and many rightly fear these engines of war. Merciless and efficient, a siege robot is as effective at unloading massive damage against a single target as it is at mowing down enemy troops en masse, and its vehicle form makes it difficult to escape from on an open battlefield. Most siege robots are outfitted with large reserves of ammunition, enough to sustain a constant barrage for minutes at a time. \r\n\r\nA siege robot can be used as a vehicle in vehicle combat or vehicle chases. In such cases it acts as its own pilot and has the following additional statistics: item level equal to its CR; drive speed 60 ft., full speed 500 ft., overland speed 60 mph, (hover); hardness 8; collision damage 16d10 B (DC 19); –3 attack roll penalty (–6 at full speed). A siege robot acting as a vehicle can carry up to 4 Medium passengers but provides them no cover."
        },
        {
            "title": "Small Herd Animal",
            "flavor_text": "Alien Archive 2 pg. 74",
            "cr": "1",
            "xp": "135",
            "size": "Small",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "low-light vision",
            "perception": "+3",
            "aura": null,
            "hp": "6",
            "rp": null,
            "eac": "10",
            "kac": "12",
            "fort_save": "+2",
            "ref_save": "+3",
            "will_save": "+1",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "natural weapon +2 (1d4 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "-2",
            "dex": "+2",
            "con": "+0",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Acrobatics +3",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or herd (4–40)",
            "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": "Small Predator",
            "flavor_text": "Alien Archive 2 pg. 102",
            "cr": "1",
            "xp": "135",
            "size": "Small",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "low-light vision",
            "perception": "+3",
            "aura": null,
            "hp": "6",
            "rp": null,
            "eac": "10",
            "kac": "12",
            "fort_save": "+0",
            "ref_save": "+2",
            "will_save": "+1",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "natural weapon +3 (1d4 P or S)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "-2",
            "dex": "+2",
            "con": "+0",
            "int": "-4",
            "wis": "+1",
            "cha": "-2",
            "skills": "Acrobatics +3, Athletics +3, Stealth +3",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or pack (3-21)",
            "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": "Squox",
            "flavor_text": "Alien Archive 2 pg. 118",
            "cr": "1",
            "xp": "135",
            "size": "Tiny",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+3",
            "senses": "blindsense (scent) 30 ft., low-light vision",
            "perception": "+3",
            "aura": null,
            "hp": "6",
            "rp": null,
            "eac": "11",
            "kac": "11",
            "fort_save": "+1",
            "ref_save": "+4",
            "will_save": "+0",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., climb 20 ft.",
            "melee": "bite +3 (1d4 P)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "squox tricks",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "-3",
            "dex": "+3",
            "con": "+0",
            "int": "-4",
            "wis": "+0",
            "cha": "+1",
            "skills": "Acrobatics +7 (+11 to balance, escape, or tumble), Athletics +3 (+11 to climb), Stealth +7",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or skulk (3–8)",
            "special_abilities": "<b>Squox Tricks (Ex)</b>",
            "description": "Called vulkariki in Lashunta, squoxes gained their popular moniker from humans who thought the creatures resembled a cross between a fox and a squirrel, with useful qualities from both animals. Squoxes are furry, vulpine animals roughly 2 feet in length and weighing around 15 pounds. They are quadrupedal, with five-fingered prehensile paws that have rotating wrists and ankles, allowing them to climb down surfaces headfirst like a squirrel. The creature’s other features are fox-like, including a flattened head with triangular ears, a pointed snout, and a bushy tail. Squox fur can come in hues of red orange, gray, fulvous, white, or brown, with white on the belly, neck, and tail tip. The species also has an array of fur patterns and environmental adaptations, such as long ears that allow desert-dwelling squoxes to disperse heat and thick seasonal fur and coloration for those accustomed to arctic regions.\r\n\r\n Squoxes are among the most intelligent animal species in the Pact Worlds, exhibiting social behaviors and hierarchies along with a vast vocal repertoire. When confronted, squoxes are devious tacticians, especially in groups. They are clever enough to poke eyes, bite sensitive regions, and steal objects to bait enemies away from a den.\r\n\r\n Although they originated on Castrovel, squoxes gained popularity across the Pact Worlds for their adorable features and ability to adapt to new environments. The people of Asana happily exported squoxes, which lashuntas see as pests. Over centuries, squoxes spread and successfully adjusted to biomes across the Pact Worlds. They’ve even begun to appear in the wild in the Veskarium and worlds in the Vast.\r\n\r\n Xenowardens have tried to preserve the native squoxes of Castrovel while simultaneously curbing the incursion of the species into other ecologies. The group fears the invasive critters might irrevocably damage invaded ecosystems if left unchecked. Therefore, Xenowardens actively promote squox hunting on numerous worlds, as well as legal controls against importing the animals and releasing them into the wild. \r\n\r\n Squoxes are abundant across the Pact Worlds, breeding quickly and living for up to 10 years, or double that in captivity. Their intelligence and delightful appearance make them desirable companion animals, and they’re intelligent enough to be easily trained. Squoxes are also loyal, protective, charming, and entertaining, making them great companions for children. As clever and fun as they are, squoxes are also notorious for mischief, such as figuring out how to open cabinets and work simple machinery with the same aptitude as a very young sapient. They’ve even been known to clean up after themselves to hide thefts or accidents from their owners. Nevertheless, squoxes make great pets.\r\n\r\n A squox kit can be purchased for 100 credits at 1 month old, just weaned from its mother. Untrained squoxes born as pets are usually domesticated and friendly but likely to misbehave without training. However, unscrupulous dealers gather squox kits in the wild and pass them off as domesticated, selling them at bargain prices. Squoxes reach adulthood by 10 months, and a fully trained adult squox goes for 400 credits.\r\n\r\n A squox kit can be reared, or an older squox domesticated and trained, using the Survival skill, which takes 3 months. The squox’s inherent cleverness, curiosity, and friendliness grant its trainer a +2 circumstance bonus to Survival checks to rear or train it. A domesticated squox is friendly or helpful toward its trainer and any owner who treats it well. \r\n\r\n \r\n\r\n, known colloquially as a squox pocket, is available to PCs who want to protect their pets. Shirrens use similar devices to carry and protect their young, although they call the device a larva tube. \r\n\r\n \r\n\r\n is for PCs who have a trained squox pet."
        },
        {
            "title": "Swarm Mindreaper",
            "flavor_text": "Alien Archive 2 pg. 122",
            "cr": "7",
            "xp": "3200",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+4",
            "senses": "blindsense (vibration) 30 ft., darkvision 60 ft.",
            "perception": "+19",
            "aura": null,
            "hp": "90",
            "rp": null,
            "eac": "18",
            "kac": "19",
            "fort_save": "+6",
            "ref_save": "+8",
            "will_save": "+12",
            "defensive_abilities": "swarm mind",
            "immunities": "acid, fear effects",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 20 ft.",
            "melee": "arm spike +14 (1d8+8 P; critical staggered [DC 17])",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "trepan",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+4",
            "con": "+2",
            "int": "+1",
            "wis": "+5",
            "cha": "-1",
            "skills": "Athletics +14 (+22 to climb), Mysticism +19, Stealth +14",
            "languages": "Shirren; telepathy 100 ft.",
            "gear": null,
            "other_abilities": "trepan analysis",
            "environment": "any",
            "organization": "solitary, pair, or pack (1–2 plus 3–6 Swarm corrovoxes)",
            "special_abilities": "<b>Arm Spike (Ex)</b> A spike projects from one of the mindreaper’s hands. The mindreaper cannot wield a weapon with this hand, and it can’t be disarmed of this spike.<br/><br/> <b>Swarm Mind (Ex)</b> Members of the Swarm are bound together into a singular hive mind by a blend of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic fields, and telepathic communication. All Swarm creatures with 30 feet of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a “chain” of Swarm creatures under appropriate circumstances, potentially alerting distant Swarm creatures). In addition, once per round when within 30 feet of another Swarm creature, a Swarm creature can roll twice and take the better result on a saving throw against a mind-affecting effect.<br/><br/> <b>Trepan (Ex)</b> As a full action, a mindreaper can use its arm spike to pierce the skull of a helpless creature. The mindreaper makes one attack with its arm spike, scoring a critical hit if the attack succeeds. If this attack kills the target, the mindreaper siphons out a portion of the target’s brain along with an impression of the creature’s memories. A mindreaper can also use this ability to extract brain matter and memories from the remains of a creature killed within the last hour. This ability can be used only against living or recently killed creatures with a brain or close biological equivalent.<br/><br/> <b>Trepan Analysis (Su)</b> A mindreaper that has extracted brain matter with its trepan ability can analyze the memories stored within. Doing so functions as <i>speak with dead</i>, except the mindreaper has an hour after extracting the memories to ask the six questions, which need not be asked all at one time. Asking a question takes a full action. Only one mindreaper can extract memories from a given creature. A mindreaper can retain only one set of memories at a time; if it uses its trepan ability on another creature, any previously stored brain matter is lost.",
            "description": "Originally an insectile race called the kucharn, the Swarm is now a single-minded collective with a desire to consume all things and absorb their best qualities into itself. The Swarm moves from planet to planet in tremendous organic hive-ships, reducing each so-called “feeder world” to a barren husk incapable of supporting life, and occasionally altering its own DNA in the process to take on qualities from that world’s species. Once it has consumed everything of use on a planet, the Swarm moves on, not bothering to hold territory.\r\n\r\n Ironically, one of the most violent races in the galaxy also birthed one of the most peaceful, as a mutation within a sub-hive gave life to the shirrens, who broke away to form a new species. The Swarm is notorious not just because of the invasion that finally ended hostilities between the Pact Worlds and the Veskarium, but also thanks to the warnings of shirrens, who understand the Swarm’s might and its hunger as no other race can.\r\n\r\n While individual components of the Swarm have some form of intelligence—or at least a set of complex programmed behaviors that resembles intellect—they cannot generally be reasoned with in any fashion. Swarm components rarely communicate with other creatures, as they see every alien entity as either a food source or a threat. The Swarm’s morale is unbreakable, and while individual components might retreat for tactical reasons, fear is utterly unknown to the Swarm and its components.\r\n\r\n The Swarm rarely wields manufactured weapons, instead integrating biotechnology grown or grafted onto component creatures. Because of its constant genetic upgrading and experimentation, the Swarm encompasses components with a wide variety of shapes, sizes, and capabilities, from the mighty dreadlancers to the microscopic, bloodstream-infesting toxicytes. "
        },
        {
            "title": "Tashtari Alpha",
            "flavor_text": "Alien Archive 2 pg. 124",
            "cr": "7",
            "xp": "3200",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+5",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+14",
            "aura": null,
            "hp": "105",
            "rp": null,
            "eac": "19",
            "kac": "21",
            "fort_save": "+11",
            "ref_save": "+11",
            "will_save": "+6",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "fire 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 30 ft.",
            "melee": "bite +15 (2d6+11 P)",
            "ranged": "muzzle beam +18 (2d6+7 F; critical burn 1d6)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "bristle nova",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+5",
            "con": "+2",
            "int": "+1",
            "wis": "+1",
            "cha": "-1",
            "skills": "Acrobatics +14, Athletics +14 (+22 to climb), Stealth +19",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any forests or marshes (Castrovel)",
            "organization": "pack (2 plus 3–8 tashtaris)",
            "special_abilities": "<b>Bristle Nova (Ex)</b> Once per day as a standard action, a tashtari alpha can cause its filaments to flare with intense light. Each creature within 60 feet must succeed at a DC 15 Fortitude save or be blinded for 1d4 rounds. Creatures that succeed at this save are instead dazzled for 1 round. This ability has no effect on sightless creatures. Tashtaris and tashtari alphas are immune to the effects of this ability.<br/><br/> <b>Muzzle Beam (Ex)</b>",
            "description": "The first glimpse most observers have of a tashtari pack is a far-off twinkling of lights, which is easily mistaken for swamp gas or the glint of moonlight. Produced by the coat of supple filaments that cover a tashtari’s body, these phosphorescent lights facilitate communication, allowing tashtari packs to silently coordinate while searching for prey and setting up ambushes. Tashtaris also use this luminescence for social interactions. Tashtaris evolved their tactics and laser attacks to hunt the small, quick-moving mammals of their native habitat on Castrovel, but these predators are not shy about taking down larger prey if circumstances are in their favor.\r\n\r\n A pack of tashtaris consists of a dominant mating pair, their offspring, and close relatives. Juvenile tashtaris leave the pack soon after reaching maturity to seek mates from unrelated groups and found new packs.\r\n\r\n Tashtaris are nocturnal. During the day, they use the flexible claws on their trio of multijointed legs to scramble to the sunlit tops of tall trees in their habitat. They spend much of the day basking, with their photoreceptive filaments raised to maximize sunlight absorption. This basking behavior, more common in cold-blooded creatures, offsets the tremendous caloric demands of the tashtari’s muzzle laser. Instead of using bioluminescence, the tashtari stores solar energy gathered by its filaments in a photoenergetic node at its throat. When attacking, the tashtari uses a flexible focusing membrane to concentrate energy into a coherent, deadly beam.\r\n\r\n Sentient species of Castrovel refer to these beasts as tashtaris, but offworlders have nicknamed the creatures “laser wolves,” based on their hunting behavior and unique physiology. Attempts to domesticate tashtaris have spread the creatures to far-flung parts of the galaxy, but trainers must closely monitor the creatures’ intake of solar radiation. Tashtaris transplanted to systems with stronger solar output can become dangerously aggressive. \r\n\r\n Hunters can do brisk business harvesting the filaments, photoenergetic nodes, and focusing membranes of tashtaris and selling them to bioengineers. If not for conservation efforts on Castrovel, tashtaris could have been hunted to extinction, since their photosensitive adaptations are difficult and expensive to duplicate through synthetic means. Cessation of hostilities between the formians and lashuntas has allowed a recent surge in the regulated trade of biotech that incorporates tashtari tissue. Explorers and scouts equip themselves with \r\n\r\n or \r\n\r\n, and many people throughout the Pact Worlds use \r\n\r\n for practical and cosmetic purposes."
        },
        {
            "title": "Tashtari",
            "flavor_text": "Alien Archive 2 pg. 124",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+4",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+8",
            "aura": null,
            "hp": "40",
            "rp": null,
            "eac": "14",
            "kac": "16",
            "fort_save": "+7",
            "ref_save": "+7",
            "will_save": "+2",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "fire 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 30 ft.",
            "melee": "bite +9 (1d6+5 P)",
            "ranged": "muzzle beam +12 (1d4+3 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "bristle flash",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+4",
            "con": "+1",
            "int": "+0",
            "wis": "+1",
            "cha": "-1",
            "skills": "Acrobatics +8, Athletics +8 (+16 to climb), Stealth +13",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any forests or marshes (Castrovel)",
            "organization": "pack (3–8)",
            "special_abilities": "<b>Bristle Flash (Ex)</b> Once per day as a standard action, a tashtari can cause its filaments to glow with intense light. Each creature within 60 feet must succeed at a DC 12 Fortitude save or be dazzled for 1d4 rounds. This ability has no effect on sightless creatures. Tashtaris and tashtari alphas are immune to the effects of this ability.<br/><br/> <b>Muzzle Beam (Ex)</b>",
            "description": "The first glimpse most observers have of a tashtari pack is a far-off twinkling of lights, which is easily mistaken for swamp gas or the glint of moonlight. Produced by the coat of supple filaments that cover a tashtari’s body, these phosphorescent lights facilitate communication, allowing tashtari packs to silently coordinate while searching for prey and setting up ambushes. Tashtaris also use this luminescence for social interactions. Tashtaris evolved their tactics and laser attacks to hunt the small, quick-moving mammals of their native habitat on Castrovel, but these predators are not shy about taking down larger prey if circumstances are in their favor.\r\n\r\n A pack of tashtaris consists of a dominant mating pair, their offspring, and close relatives. Juvenile tashtaris leave the pack soon after reaching maturity to seek mates from unrelated groups and found new packs.\r\n\r\n Tashtaris are nocturnal. During the day, they use the flexible claws on their trio of multijointed legs to scramble to the sunlit tops of tall trees in their habitat. They spend much of the day basking, with their photoreceptive filaments raised to maximize sunlight absorption. This basking behavior, more common in cold-blooded creatures, offsets the tremendous caloric demands of the tashtari’s muzzle laser. Instead of using bioluminescence, the tashtari stores solar energy gathered by its filaments in a photoenergetic node at its throat. When attacking, the tashtari uses a flexible focusing membrane to concentrate energy into a coherent, deadly beam.\r\n\r\n Sentient species of Castrovel refer to these beasts as tashtaris, but offworlders have nicknamed the creatures “laser wolves,” based on their hunting behavior and unique physiology. Attempts to domesticate tashtaris have spread the creatures to far-flung parts of the galaxy, but trainers must closely monitor the creatures’ intake of solar radiation. Tashtaris transplanted to systems with stronger solar output can become dangerously aggressive. \r\n\r\n Hunters can do brisk business harvesting the filaments, photoenergetic nodes, and focusing membranes of tashtaris and selling them to bioengineers. If not for conservation efforts on Castrovel, tashtaris could have been hunted to extinction, since their photosensitive adaptations are difficult and expensive to duplicate through synthetic means. Cessation of hostilities between the formians and lashuntas has allowed a recent surge in the regulated trade of biotech that incorporates tashtari tissue. Explorers and scouts equip themselves with \r\n\r\n or \r\n\r\n, and many people throughout the Pact Worlds use \r\n\r\n for practical and cosmetic purposes."
        },
        {
            "title": "Tekhoinos",
            "flavor_text": "Alien Archive 2 pg. 6",
            "cr": "10",
            "xp": "9600",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "aeon",
            "initiative": "+5",
            "senses": "darkvision 60 ft.",
            "perception": "+19",
            "aura": "",
            "hp": "145",
            "rp": "",
            "eac": "23",
            "kac": "24",
            "fort_save": "+11",
            "ref_save": "+9",
            "will_save": "+13",
            "defensive_abilities": "adaptive defense, unflankable",
            "immunities": "cold, critical hits, poison",
            "resistances": "electricity 10, fire 10",
            "weaknesses": "",
            "spell_resistance": "21",
            "damage_reduction": "",
            "speed": "20 ft., fly 40 ft. (Su, perfect)",
            "melee": "slam +19 (2d8+12 B)",
            "ranged": "telekinetic blast +21 (2d8+10 B; critical knockdown)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "pattern bind",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+2",
            "dex": "+5",
            "con": "+2",
            "int": "+2",
            "wis": "+8",
            "cha": "+3",
            "skills": "Acrobatics +19 (+27 to fly), Culture +19 (+29 to recall knowledge), Engineering +19, Life Science +19 (+29 to recall knowledge), Mysticism +24 (+34 to recall knowledge), Sense Motive +19, Stealth +24",
            "languages": "envisaging",
            "gear": "",
            "other_abilities": "no breath",
            "environment": "any (Outer Planes)",
            "organization": "solitary, pair, or collective (3–10)",
            "special_abilities": "<b>Adaptive Defense (Ex)</b> When a tekhoinos takes acid, electricity, fire, or sonic damage, it gains resistance 10 to that damage type. This resistance does not apply to the triggering attack, and it lasts for 1 hour or until the tekhoinos takes damage of another of those types, triggering a new resistance. This resistance stacks with other sources of energy resistance.<br/><br/> <b>Pattern Bind (Su)</b> As a standard action, a tekhoinos can force a creature within 100 feet to repeat its actions unless it succeeds at a DC 19 Will saving throw. Whatever full, standard, or move actions the creature takes on its turn after being subjected to this effect, the target must repeat on the following turn. The creature must take the same actions in the same order (for example, moving its speed and casting a specific spell) and must act against the same target or targets. However, the creature doesn’t have to make exactly the same choices (such as moving the same number of squares or choosing the same command for the <i>command</i> spell). If the target is unable to repeat an action, it is unable to act and its turn ends immediately. A creature that is affected by pattern bind can’t delay, and if it readies an action on the first turn it is affected, it must ready the same action on its following turn using the same trigger. Whether or not a creature succeeds at its saving throw against this ability, it is immune to further instances of this effect for 24 hours.<br/><br/> <b>Telekinetic Blast (Ex)</b> A tekhoinos’s telekinetic blast has a range increment of 50 feet.",
            "description": ""
        },
        {
            "title": "Tiefling",
            "flavor_text": "Alien Archive 2 pg. 98",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "outsider",
            "creature_subtype": "native",
            "initiative": "+5",
            "senses": "darkvision 60 ft.",
            "perception": "+8",
            "aura": null,
            "hp": "23",
            "rp": null,
            "eac": "13",
            "kac": "14",
            "fort_save": "+0",
            "ref_save": "+5",
            "will_save": "+3",
            "defensive_abilities": "evasion",
            "immunities": null,
            "resistances": "cold 5, electricity 5, fire 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "tactical baton +8 (1d4+1 B)",
            "ranged": "tactical semi-auto pistol +8 (1d6 P) or tactical shirren-eye rifle +8 (1d10 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "fiendish gloom, trick attack +1d4",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+4",
            "con": "+0",
            "int": "+2",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +13, Athletics +8, Bluff +13, Sleight of Hand +8, Stealth +8 (+12 with trick attack)",
            "languages": "Akitonian, Common, Eoxian, Infernal",
            "gear": "second skin (jump jets), tactical semi-auto pistol with 45 small arm rounds, tactical baton, tactical shirren-eye rifle with 25 sniper rounds",
            "other_abilities": "operative exploit (uncanny mobility), operative specialization (ghost)",
            "environment": "any",
            "organization": "solitary, pair, or gang (3–6)",
            "special_abilities": "<b>Fiendish Gloom (Su)</b> As a standard action, the tiefling causes light within 20 feet of her to decrease one step. This gloom lasts for up to 1 minute, but the tiefling can dismiss it as a swift action. Nonmagical light sources can’t increase the light level in this area. Magical light can increase the light level in this area only if it’s from an item or creature of a level or CR higher than that of the tiefling. A tiefling can use this ability once per day, plus a number of times equal to half her CR or level.",
            "description": "Many kinds of extraplanar beings can infuse humanoids’ bloodlines, whether as a side effect of powerful magic or the result of a tryst; those in whom extraplanar traits surface strongly are known as planar scions. Aasimars and tieflings, the mortal offspring of celestials and fiends, respectively, are the most common of these. Though planar scions resemble their humanoid kin, their appearance and demeanor bear supernatural touches. Tieflings might have horns, vestigial wings, or cloven hooves, while aasimars may have glowing eyes or a metallic sheen to their hair and skin.\r\n\r\n Because of their innate curiosity, humans are more likely to dally with outsiders, and as a consequence, a significant percentage of planar scions living in the Pact Worlds are descended from humans. However, because humans are far less populous than in pre-Gap eras, planar scions descended from other humanoid races are now far more numerous. A planar scion might pass for a member of the humanoid parent’s species, or the scion’s otherworldly features could make their origin obvious to those who are familiar with the species’ normal characteristics. Those whose outsider blood is evident still find acceptance in most major settlements across the Pact Worlds, where diverse beings coexist in peace. On Absalom Station, the hub of interspecies relations, few people bat an eye when they meet an aasimar or tiefling.\r\n\r\nHowever, in insular or tradition-bound communities, any signs of plane-touched heritage can be a blessing—or a death sentence—depending on the dominant traditions. The demon-worshiping drow of Apostae see tieflings as a favor from demonic patrons, while the elves of Sovyrian on Castrovel are likely to banish children who bear such fiendish heritage. The Radiant Cathedral, on the other hand, trains aasimars to become beacons of the Sarenite faith, and also guides tieflings to a brighter future than their heritage suggests. Formians, shobhads, vesk, and other species with flexible morality view aasimars and tieflings, particularly those descended from their own kind, with both admiration and suspicion.\r\n\r\n Planar scions are often outliers in their community, either put on a pedestal or ostracized because of their ancestry. The potent blood that courses through the veins of aasimars and tieflings also makes them ambitious; many choose a dangerous but rewarding profession, such as explorer, mercenary, spy, or pilot."
        },
        {
            "title": "Trained Squox",
            "flavor_text": "Alien Archive 2 pg. 118",
            "cr": "1",
            "xp": "400",
            "size": "Tiny",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "blindsense (scent) 30 ft., low-light vision",
            "perception": "+5",
            "aura": null,
            "hp": "20",
            "rp": null,
            "eac": "12",
            "kac": "12",
            "fort_save": "+3",
            "ref_save": "+6",
            "will_save": "+1",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., climb 20 ft.",
            "melee": "bite +7 (1d4+1 P)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "squox tricks",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "-2",
            "dex": "+4",
            "con": "+2",
            "int": "-4",
            "wis": "+0",
            "cha": "+1",
            "skills": "Acrobatics +10 (+14 to balance, escape, or tumble), Athletics +5 (+13 to climb), Stealth +10",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or team (3–6)",
            "special_abilities": "<b>Squox Tricks (Ex)</b>",
            "description": "Called vulkariki in Lashunta, squoxes gained their popular moniker from humans who thought the creatures resembled a cross between a fox and a squirrel, with useful qualities from both animals. Squoxes are furry, vulpine animals roughly 2 feet in length and weighing around 15 pounds. They are quadrupedal, with five-fingered prehensile paws that have rotating wrists and ankles, allowing them to climb down surfaces headfirst like a squirrel. The creature’s other features are fox-like, including a flattened head with triangular ears, a pointed snout, and a bushy tail. Squox fur can come in hues of red orange, gray, fulvous, white, or brown, with white on the belly, neck, and tail tip. The species also has an array of fur patterns and environmental adaptations, such as long ears that allow desert-dwelling squoxes to disperse heat and thick seasonal fur and coloration for those accustomed to arctic regions.\r\n\r\n Squoxes are among the most intelligent animal species in the Pact Worlds, exhibiting social behaviors and hierarchies along with a vast vocal repertoire. When confronted, squoxes are devious tacticians, especially in groups. They are clever enough to poke eyes, bite sensitive regions, and steal objects to bait enemies away from a den.\r\n\r\n Although they originated on Castrovel, squoxes gained popularity across the Pact Worlds for their adorable features and ability to adapt to new environments. The people of Asana happily exported squoxes, which lashuntas see as pests. Over centuries, squoxes spread and successfully adjusted to biomes across the Pact Worlds. They’ve even begun to appear in the wild in the Veskarium and worlds in the Vast.\r\n\r\n Xenowardens have tried to preserve the native squoxes of Castrovel while simultaneously curbing the incursion of the species into other ecologies. The group fears the invasive critters might irrevocably damage invaded ecosystems if left unchecked. Therefore, Xenowardens actively promote squox hunting on numerous worlds, as well as legal controls against importing the animals and releasing them into the wild. \r\n\r\n Squoxes are abundant across the Pact Worlds, breeding quickly and living for up to 10 years, or double that in captivity. Their intelligence and delightful appearance make them desirable companion animals, and they’re intelligent enough to be easily trained. Squoxes are also loyal, protective, charming, and entertaining, making them great companions for children. As clever and fun as they are, squoxes are also notorious for mischief, such as figuring out how to open cabinets and work simple machinery with the same aptitude as a very young sapient. They’ve even been known to clean up after themselves to hide thefts or accidents from their owners. Nevertheless, squoxes make great pets.\r\n\r\n A squox kit can be purchased for 100 credits at 1 month old, just weaned from its mother. Untrained squoxes born as pets are usually domesticated and friendly but likely to misbehave without training. However, unscrupulous dealers gather squox kits in the wild and pass them off as domesticated, selling them at bargain prices. Squoxes reach adulthood by 10 months, and a fully trained adult squox goes for 400 credits.\r\n\r\n A squox kit can be reared, or an older squox domesticated and trained, using the Survival skill, which takes 3 months. The squox’s inherent cleverness, curiosity, and friendliness grant its trainer a +2 circumstance bonus to Survival checks to rear or train it. A domesticated squox is friendly or helpful toward its trainer and any owner who treats it well. \r\n\r\n \r\n\r\n, known colloquially as a squox pocket, is available to PCs who want to protect their pets. Shirrens use similar devices to carry and protect their young, although they call the device a larva tube. \r\n\r\n \r\n\r\n is for PCs who have a trained squox pet."
        },
        {
            "title": "Azata, Tritidair",
            "flavor_text": "Alien Archive 2 pg. 14",
            "cr": "8",
            "xp": "4800",
            "size": "Small",
            "alignment": "CG",
            "creature_type": "outsider",
            "creature_subtype": "azata",
            "initiative": "+4",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+21",
            "aura": "",
            "hp": "105",
            "rp": "",
            "eac": "20",
            "kac": "19",
            "fort_save": "+7",
            "ref_save": "+9",
            "will_save": "+11",
            "defensive_abilities": "",
            "immunities": "electricity, fire, petrification, radiation",
            "resistances": "cold 10",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft., fly 60 ft. (Su, perfect)",
            "melee": "holy tritidair sintered starknife +16 (4d4+4 E & P; critical blind [DC 18, 1d3 rounds])",
            "ranged": "light ray +16 (1d10+8 E & F; critical blind [DC 18, 1d3 rounds])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "starlight gaze (60 ft., DC 18)",
            "spell_like_abilities": "(CL 8th) \r\n\r\n1/day—irradiate (DC 20), remove affliction \r\n\r\n3/day—charm person (DC 18), lesser restoration, mystic cure (2nd level)\r\n\r\nAt will—dancing lights, life bubble",
            "spells_known": "",
            "str": "-1",
            "dex": "+4",
            "con": "+0",
            "int": "+1",
            "wis": "+2",
            "cha": "+6",
            "skills": "Acrobatics +21 (+29 to fly), Mysticism +16, Physical Science +16",
            "languages": "Celestial, Common; truespeech",
            "gear": "holy tritidair sintered starknife",
            "other_abilities": "brighten, starlight form",
            "environment": "any (Elysium)",
            "organization": "solitary, pair, or flight (3–8)",
            "special_abilities": "<b>Brighten (Su)</b> As a move action, a tritidair can shed bright light in a 20-foot radius, normal light for an additional 20 feet, and dim light for another 20 feet. The tritidair can shut this light off as a move action, and the light goes out if the azata falls unconscious or dies.<br/><br/> <b>Light Ray (Su)</b> A tritidair’s light ray has a range increment of 90 feet. This attack’s damage is good-aligned, so it ignores the energy resistance of evil dragons, evil outsiders, and evil undead.<br/><br/> <b>Starlight Form (Su)</b> By focusing and using every action to move for 1 minute, a tritidair can shift its form to starlight—a massless state of pure energy in which the azata can only move and can’t be harmed. While in this form, a tritidair moves at standard navigation and astrogation rates, like a starship, and it uses Mysticism in place of Piloting to astrogate. A tritidair in this form can pass through material objects, provided it begins and ends its turn outside such an object. In addition, a tritidair can enter a star or gas giant and exit another star or gas giant with no restriction on the distance between those bodies. This travel is instantaneous if the tritidair employs it to move within the same system. Otherwise, this travel takes an amount of time equal to Drift travel for the same distance as if the tritidair had a Drift engine rating of 5. A tritidair in starlight form can assume its normal form as a move action, and it resumes its normal form if it somehow falls unconscious or dies.<br/><br/> <b>Starlight Gaze (Su)</b> A tritidair’s eyes sparkle with hypnotic starlight. Tritidairs wear special goggles to subdue this gaze, but a tritidair can remove these goggles as a swift action. A creature that fails its save against the gaze is fascinated for 1 round. If a creature succeeds at two saving throws against this effect, the same tritidair’s gaze can’t affect that creature for 24 hours. Azatas are immune to this gaze. This is a mind-affecting effect.",
            "description": "Flitting among the stars and zipping between worlds, tritidairs resemble violet- skinned children with antennae and dark- purple butterfly wings dotted with pinpoints of glowing light. These outsiders are constantly cheerful, frequently playing pranks and making jokes, but their good humor belies a great deal of power. Tritidairs have a deep connection to the nuclear fusion that powers stars, giving them their star-related abilities. Their eyes twinkle with starlight that can fascinate some viewers, so they keep their eyes covered with stylish goggles to prevent accidental exposure. Travelers in starships occasionally spot the unmistakable purple streak of light as a tritidair flies past.\r\n\r\nTritidairs are devoted servants of Desna and frequently travel to Cynosure, the pole star and home of Desna’s palace. Desnan priests say that the goddess planted a seed in a new star, which shot forth light that became the first tritidair. Although this origin story might be apocryphal, what is certain is that the birth of every new star creates a tritidair. They don’t remain near their stars of origin for long, but each tritidair has a unique pattern of glowing dots on their butterfly wings corresponding to the locations of the stars where and when they were born.\r\n\r\nThese outsiders serve as messengers and pages for the Song of the Spheres, running errands for her throughout the galaxy. Although their starlight form enables interplanar travel, this method of travel has its limits. Tritidairs explain that not every star can provide passage—some are broken—but the concept is difficult to describe to others. Still, tritidairs can move quickly over vast distances to convey messages or provide aid to followers and allies of Desna who find themselves in trouble.\r\n\r\nTritidairs are fiercely loyal. The kindhearted and impulsive creatures don’t seek out combat, nor does Desna commonly send them on missions involving violence. If pushed into combat, particularly if required to protect innocents, they are very willing to use spells and weapons to deal deadly damage. All tritidairs carry easily identifiable starknives patterned with constellations matching those on their wings. These magical starknives charge with energy each time the tritidair travels between stars. Many Desnans carry copies of these knives. Some who have interacted with a tritidair engrave such starknives with constellation patterns matching the wings of that tritidair as a way to honor and remember the azata, much like carving a dear friend’s name on a personal treasure.\r\n\r\nThese azatas lack sexual characteristics, but some tritidairs choose a gender, and many favor the feminine, mimicking their goddess. They enjoy art, music, and theater, and it’s not uncommon for a major performance to have a tritidair or two in attendance. When tritidairs meet in larger groups, they often enjoy playing games and sports. However, tritidairs don’t have permanent residences or family units, and they don’t stay in one place for long.\r\n\r\nTritidairs sometimes linger on Cynosure or in Elysium, but most prefer to remain on the Material Plane. They genuinely enjoy the company of mortals, and when not on assignments from Desna, tritidairs travel, alone or in small groups, to random planets or starships, where the azatas look for new friends and adventures. Because of this tritidair spirit of exploration, many species on various worlds have myths and stories of flying star children.\r\n\r\nAlthough tritidairs spread the worship of Desna, their primary motivations are to meet new creatures and have fun experiences. They aren’t the most reliable when called upon by anyone but Desna, but nevertheless, some creatures and organizations successfully form alliances with tritidairs. Solarians and tritidairs can feel a connection to one another, given their mutual association with the stars.\r\n\r\nTritidairs don’t age, and some have outlived the birth and death of stars. A tritidair can survive the destruction of its star of origin, and similarly the demise of a tritidair has no discernible effect on the star. Tritidairs also don’t require sleep, but they engage in long meditations to dream. Not only do they find the experience amusing, but Desna can also speak with them through their dreams, sending the tritidairs their missions.\r\n\r\nOther creatures sleeping or engaging in similar deep rest near a meditating tritidair can find their dreams invaded by vivid visions from the azatas. Many who have such experiences report that their dreams never go back to normal, remaining rich and dramatic, but seldom troubling. Worshipers of Desna sometimes seek out tritidairs, hoping to earn this experience. \r\n\r\nSuch seekers also hope to have visions of Desna, such as those who have been blessed with tritidair-influenced dreams have claimed to receive. These assertions can be true—Desna can use the neural pathways a tritidair’s influence opens to communicate with other beings likely to aid the goddess’s aims. Good-hearted dreamers find themselves becoming more spontaneous and venturesome, looking for opportunities to explore and help others. With this increase in boldness comes an increase in apparent luck, although what seems to be luck is just as likely to be an increased awareness of good opportunities and the\r\nwillingness to seize them."
        },
        {
            "title": "Trox Defensor",
            "flavor_text": "Alien Archive 2 pg. 126",
            "cr": "9",
            "xp": "6400",
            "size": "Large",
            "alignment": "LG",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+17",
            "aura": null,
            "hp": "145",
            "rp": "4",
            "eac": "22",
            "kac": "24",
            "fort_save": "+13",
            "ref_save": "+12",
            "will_save": "+10",
            "defensive_abilities": "bulwark, guard’s protection",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "50 ft., burrow 20 ft.",
            "melee": "advanced swoop hammer +22 (3d10+18 B; critical knockdown)",
            "ranged": "advanced arc emitter +19 (2d4+9 E) or stickybomb grenade III +19 (explode [20 ft., entangled 2d4 rounds, DC 16])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "frenzy, grappler",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+6",
            "dex": "+0",
            "con": "+4",
            "int": "+1",
            "wis": "+3",
            "cha": "+1",
            "skills": "Athletics +22, Intimidate +17, Mysticism +17",
            "languages": "Common, Nchaki",
            "gear": "advanced iridishell, advanced swoop hammer, advanced arc emitter with 2 high-capacity batteries (40 charges each), stickybomb grenades III (2)",
            "other_abilities": "armor training, rapid recovery, vestigial arms",
            "environment": "any (Nchak)",
            "organization": "solitary, band (2–8), or clan (9–20)",
            "special_abilities": "<b>Bulwark (Ex)</b> When a trox fights defensively or takes the total defense action, he can grant half the bonus to AC granted by that action to an adjacent ally.<br/><br/> <b>Frenzy (Ex)</b> Once per day when a significant enemy causes an ally to take Hit Point damage, a trox can fly into a frenzy, gaining a +2 racial bonus to melee attack rolls and a –2 penalty to AC for 1 minute.<br/><br/> <b>Grappler (Ex)</b> Trox gain a +2 racial bonus to grapple combat maneuvers.<br/><br/> <b>Vesitigal Arms (Ex)</b> A trox’s four vestigial arms can be used to hold, draw, or put away items of negligible bulk, but not to make attacks, wield weapons, or use items.",
            "description": "Trox are massive, sturdy creatures native to the Liavaran moon of Nchak. They have chitinous armor and a fearsome, mandibled countenance that belies their gentle spirits.\r\n\r\n Three distinct, related creatures have been called trox. The original trox were eight-legged arthropods until a time long before the Gap when Nchak’s spiritual leader, believed to be a mortal incarnation of Hylax, ordered their magical transformation into their current humanoid form. Spellcasters made four of the trox’s eight legs into powerful limbs, shaped mandibles into scythes, and transformed chitin into layered armor plates that can flare in an intimidating display.\r\n\r\n Many of these humanoid trox were then encased in shielded asteroids in Liavara’s rings and ejected from orbit at magically enhanced speeds in myriad directions. The asteroids landed on several worlds in their home system. Duergar enslaved the trox that landed on lost Golarion and twisted them into murderous beasts. These further-altered trox disappeared when Golarion did, but their story is well known to Nchak’s trox, making them even more vehement opponents of slavery.\r\n\r\n Although they were created as emissaries, trox also make great soldiers. On Nchak, they are protectors of the spiritual center of Hylax worship, and they greet all peaceful visitors with humility and grace. The influence the philosopher worms of Nchak hold over the trox is mysterious. Trox speak of these worms only to say that they serve the beneficent aims of the Forever Queen.\r\n\r\n Trox often serve as spiritual guides and advisors to those curious about Hylax. She is the goddess of diplomacy and peace, as well as protector of the weak, a role for which trox are also well equipped. Trox travel more often to teach and protect others than to seek adventure. Despite their might, they prefer to use their imposing presence to defuse conflict before it starts.\r\n\r\n Trox devoted to Hylax wield hammers. To trox, these weapons are ancient symbols of constructive power, and are also useful for vanquishing threats to peace."
        },
        {
            "title": "Trox",
            "flavor_text": "Alien Archive 2 pg. 126",
            "cr": "2",
            "xp": "600",
            "size": "Large",
            "alignment": "NG",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+0",
            "senses": "darkvision 60 ft.",
            "perception": "+7",
            "aura": null,
            "hp": "25",
            "rp": null,
            "eac": "13",
            "kac": "15",
            "fort_save": "+6",
            "ref_save": "+5",
            "will_save": "+3",
            "defensive_abilities": "bulwark",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., burrow 20 ft.",
            "melee": "assault hammer +11 (1d6+6 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "frenzy, grappler",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+0",
            "con": "+2",
            "int": "+0",
            "wis": "+1",
            "cha": "+0",
            "skills": "Athletics +12, Intimidate +7, Mysticism +7",
            "languages": "Common, Nchaki",
            "gear": "assault hammer",
            "other_abilities": "vestigial arms",
            "environment": "any (Nchak)",
            "organization": "solitary, band (2–8), or clan (9–20)",
            "special_abilities": "<b>Bulwark (Ex)</b> When a trox fights defensively or takes the total defense action, he can grant half the bonus to AC granted by that action to an adjacent ally.<br/><br/> <b>Frenzy (Ex)</b> Once per day when a significant enemy causes an ally to take Hit Point damage, a trox can fly into a frenzy, gaining a +2 racial bonus to melee attack rolls and a –2 penalty to AC for 1 minute.<br/><br/> <b>Grappler (Ex)</b> Trox gain a +2 racial bonus to grapple combat maneuvers.<br/><br/> <b>Vesitigal Arms (Ex)</b> A trox’s four vestigial arms can be used to hold, draw, or put away items of negligible bulk, but not to make attacks, wield weapons, or use items.",
            "description": "Trox are massive, sturdy creatures native to the Liavaran moon of Nchak. They have chitinous armor and a fearsome, mandibled countenance that belies their gentle spirits.\r\n\r\n Three distinct, related creatures have been called trox. The original trox were eight-legged arthropods until a time long before the Gap when Nchak’s spiritual leader, believed to be a mortal incarnation of Hylax, ordered their magical transformation into their current humanoid form. Spellcasters made four of the trox’s eight legs into powerful limbs, shaped mandibles into scythes, and transformed chitin into layered armor plates that can flare in an intimidating display.\r\n\r\n Many of these humanoid trox were then encased in shielded asteroids in Liavara’s rings and ejected from orbit at magically enhanced speeds in myriad directions. The asteroids landed on several worlds in their home system. Duergar enslaved the trox that landed on lost Golarion and twisted them into murderous beasts. These further-altered trox disappeared when Golarion did, but their story is well known to Nchak’s trox, making them even more vehement opponents of slavery.\r\n\r\n Although they were created as emissaries, trox also make great soldiers. On Nchak, they are protectors of the spiritual center of Hylax worship, and they greet all peaceful visitors with humility and grace. The influence the philosopher worms of Nchak hold over the trox is mysterious. Trox speak of these worms only to say that they serve the beneficent aims of the Forever Queen.\r\n\r\n Trox often serve as spiritual guides and advisors to those curious about Hylax. She is the goddess of diplomacy and peace, as well as protector of the weak, a role for which trox are also well equipped. Trox travel more often to teach and protect others than to seek adventure. Despite their might, they prefer to use their imposing presence to defuse conflict before it starts.\r\n\r\n Trox devoted to Hylax wield hammers. To trox, these weapons are ancient symbols of constructive power, and are also useful for vanquishing threats to peace."
        },
        {
            "title": "Uplifted Bear Avenger",
            "flavor_text": "Alien Archive 2 pg. 16",
            "cr": "4",
            "xp": "1200",
            "size": "Large",
            "alignment": "CN",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+7",
            "senses": "low-light vision",
            "perception": "+10",
            "aura": null,
            "hp": "56",
            "rp": null,
            "eac": "16",
            "kac": "18",
            "fort_save": "+8",
            "ref_save": "+8",
            "will_save": "+3",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "50 ft., climb 20 ft. (45 ft., climb 15 ft. in armor)",
            "melee": "claw +13 (1d6+9 S) or tactical swoop hammer +13 (1d10+9 B; critical knockdown)",
            "ranged": "frostbite-class zero rifle +10 (1d8+4 C; critical staggered [DC 13]) or frag grenade II +10 (explode [15 ft., 2d6 P, DC 13])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "ferocious charge, fighting styles (blitz)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+3",
            "con": "+1",
            "int": "+1",
            "wis": "+0",
            "cha": "+0",
            "skills": "Athletics +15 (+23 to climb), Intimidate +10, Survival +10",
            "languages": "Common; limited telepathy 30 ft.",
            "gear": "officer ceremonial plate, frostbite-class zero rifle with 2 high-capacity batteries (40 charges each), tactical swoop hammer, frag grenades II (2)",
            "other_abilities": null,
            "environment": "any",
            "organization": "any",
            "special_abilities": null,
            "description": "Uplifted animals are nonsapient creatures modified to increase their cognitive ability to full self-awareness, and sometimes also to make their physical forms better able to manipulate tools. Uplifted bears are among the most common uplifted animals, although who uplifted them and how are details lost to the Gap.\r\n\r\n Uplifted bears have modified bodies that give them nimble hands with opposable thumbs. They retain a normal bear’s bulk and power, with claws that can rip through modern armor. Alongside their brute strength, uplifted bears have a keen intellect and the ability to communicate via telepathy, which most choose to do rather than vocalize gruffly from what is still a bear’s muzzle. An uplifted bear can be 5 feet tall at the shoulder when on all fours but tower up to 10 feet when moving bipedally. An adult bear weighs 1,200 pounds. These modifications and traits are genetic and can be passed down by mating pairs of uplifted bears.\r\n\r\n Many uplifted bears find success in scientific endeavors, but they are most comfortable when they can be outside regularly in a natural, vegetated environment. Though this characteristic is not universal, it has led to uplifted bears gaining a reputation as poor crew members in orbital stations and long-haul expeditions. Others also assume the bears are best suited for exploring habitable worlds and cataloging flora and fauna.\r\n\r\n Uplifted bears are sometimes rumored to have violent temperaments, but their personalities are as varied as those of any sapient species. Some uplifted bears take great pleasure in playing to this stereotype when they meet other people, drawing out the biased assumptions of the ill-informed, and then mocking them. Conversely, giving truth to the generality, a number of organized crime kingpins are uplifted bears who find they can threaten with their bulk when they can’t convince with their wits.\r\n\r\n Small communities of uplifted bears can be found in the Pact Worlds, especially on higher-gravity planetoids in the Diaspora. Members of such settlements attempt to uncover their traditions by studying any pre- Gap relics they can find and to establish new traditions by building stable societies. Many young uplifted bears become frustrated with this focus on the past, however, and some leave their homes to escape it.\r\n\r\n Uplifted bears feel a kinship for animals and animal-like humanoids, often preferring their company. They relate well to shirrens, though uplifted bears are more reserved than the enthusiastic insectile species. Much as many shirrens fear the Swarm and its potential to reassimilate them, some uplifted bears fear that whoever created them might return and put a dark spin on the gift of sapience the bears were given.\r\n\r\n An uplifted bear exploration team exploring the Vast recently discovered a planet in the Ferra system full of skyscraper-sized trees and unpopulated by sentient creatures. Since this report, a small but vocal contingent of uplifted bears has begun calling for their kind to claim the planet as their home world."
        },
        {
            "title": "Uplifted Bear Constellate",
            "flavor_text": "Alien Archive 2 pg. 16",
            "cr": "7",
            "xp": "3200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+4",
            "senses": "low-light vision",
            "perception": "+14",
            "aura": null,
            "hp": "108",
            "rp": "4",
            "eac": "20",
            "kac": "22",
            "fort_save": "+11",
            "ref_save": "+11",
            "will_save": "+6",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "cold or fire 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "rocious charge, flashing strikes, stellar revelations (black hole [25-ft. radius, pull 15 ft., DC 15], dark matter [DR 2/—], reflection)",
            "speed": "40 ft., climb 20 ft.",
            "melee": "claw +18 (2d6+12 S) or static shock truncheon +18 (1d12+12 E; critical arc 1d4)",
            "ranged": "red star plasma pistol +15 (1d8+7 E & F; critical burn 1d8)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "ferocious charge, flashing strikes, stellar revelations (black hole [25-ft. radius, pull 15 ft., DC 15], dark matter [DR 2/—], reflection)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+4",
            "con": "+1",
            "int": "+1",
            "wis": "+0",
            "cha": "+2",
            "skills": "Athletics +19 (+27 to climb), Intimidate +14, Mysticism +14",
            "languages": "Common; limited telepathy 30 ft.",
            "gear": "estex suit III, red star plasma pistol with 2 highcapacity batteries (40 charges each), static shock truncheon with 2 batteries (20 charges each)",
            "other_abilities": "solar manifestation (solar armor), stellar alignment (graviton)",
            "environment": "any",
            "organization": "solitary",
            "special_abilities": null,
            "description": "Uplifted animals are nonsapient creatures modified to increase their cognitive ability to full self-awareness, and sometimes also to make their physical forms better able to manipulate tools. Uplifted bears are among the most common uplifted animals, although who uplifted them and how are details lost to the Gap.\r\n\r\n Uplifted bears have modified bodies that give them nimble hands with opposable thumbs. They retain a normal bear’s bulk and power, with claws that can rip through modern armor. Alongside their brute strength, uplifted bears have a keen intellect and the ability to communicate via telepathy, which most choose to do rather than vocalize gruffly from what is still a bear’s muzzle. An uplifted bear can be 5 feet tall at the shoulder when on all fours but tower up to 10 feet when moving bipedally. An adult bear weighs 1,200 pounds. These modifications and traits are genetic and can be passed down by mating pairs of uplifted bears.\r\n\r\n Many uplifted bears find success in scientific endeavors, but they are most comfortable when they can be outside regularly in a natural, vegetated environment. Though this characteristic is not universal, it has led to uplifted bears gaining a reputation as poor crew members in orbital stations and long-haul expeditions. Others also assume the bears are best suited for exploring habitable worlds and cataloging flora and fauna.\r\n\r\n Uplifted bears are sometimes rumored to have violent temperaments, but their personalities are as varied as those of any sapient species. Some uplifted bears take great pleasure in playing to this stereotype when they meet other people, drawing out the biased assumptions of the ill-informed, and then mocking them. Conversely, giving truth to the generality, a number of organized crime kingpins are uplifted bears who find they can threaten with their bulk when they can’t convince with their wits.\r\n\r\n Small communities of uplifted bears can be found in the Pact Worlds, especially on higher-gravity planetoids in the Diaspora. Members of such settlements attempt to uncover their traditions by studying any pre- Gap relics they can find and to establish new traditions by building stable societies. Many young uplifted bears become frustrated with this focus on the past, however, and some leave their homes to escape it.\r\n\r\n Uplifted bears feel a kinship for animals and animal-like humanoids, often preferring their company. They relate well to shirrens, though uplifted bears are more reserved than the enthusiastic insectile species. Much as many shirrens fear the Swarm and its potential to reassimilate them, some uplifted bears fear that whoever created them might return and put a dark spin on the gift of sapience the bears were given.\r\n\r\n An uplifted bear exploration team exploring the Vast recently discovered a planet in the Ferra system full of skyscraper-sized trees and unpopulated by sentient creatures. Since this report, a small but vocal contingent of uplifted bears has begun calling for their kind to claim the planet as their home world."
        },
        {
            "title": "Vlaka Handler",
            "flavor_text": "Alien Archive 2 pg. 134",
            "cr": "6",
            "xp": "2400",
            "size": "Medium",
            "alignment": "NG",
            "creature_type": "humanoid",
            "creature_subtype": "vlaka",
            "initiative": "+2",
            "senses": "blinded, blindsight (hearing) 60 ft., blindsight (scent) 30 ft.",
            "perception": "+13",
            "aura": null,
            "hp": "80",
            "rp": "4",
            "eac": "18",
            "kac": "19",
            "fort_save": "+5",
            "ref_save": "+7",
            "will_save": "+9",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "cold 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "tactical knife +12 (2d4+6 S)",
            "ranged": "corona laser pistol +14 (2d4+6 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+2",
            "con": "+0",
            "int": "+3",
            "wis": "+0",
            "cha": "+5",
            "skills": "Culture +13, Diplomacy +18, Medicine +18, Piloting +13, Sense Motive +18",
            "languages": "Common, Vlakan (spoken, signed, and tactile)",
            "gear": "freebooter armor II, corona laser pistol with 2 batteries (20 charges each), tactical knife",
            "other_abilities": "envoy improvisations (quick inspiring boost [12 SP], watch out, watch your step)",
            "environment": "any (Lajok)",
            "organization": "solitary or pair",
            "special_abilities": "<b>Buoy (Ex)</b> As a standard action, a vlaka can spend 1 Resolve Point to restore 1 RP to an ally within 30 feet. A vlaka can’t use this ability again until she has taken a 10-minute rest to regain Stamina Points. This is a sense-dependent, mind-affecting ability.",
            "description": "Wolflike creatures with thick fur, vlakas hail from a doomed planet called Lajok, an arctic world in the Vast that is the most distant from its system’s dying star. Life is barely sustainable on Lajok, and as its sun grows dimmer, it might be able to sustain an ecosphere for only a few more centuries. Some vlakas respond to this knowledge by building strong communities that can last as long as possible on their home world, but others travel among the stars seeking a longer-term solution.\r\n\r\n Vlaka fur is usually white with large patches of pale blue, gray, or black, and it provides them protection against all but the most bitter cold. Around twothirds of vlakas are born blind or deaf. Although they have long had access to magic and technology that can mitigate or remove such conditions, not all vlakas choose to do so, valuing the cultural touchstones such as language and perspective variances that are associated with differing ways of sensing the world. A typical vlaka stands 5-1/2 to 6-1/2 feet tall and weighs between 175 and 250 lbs.\r\n\r\n Vlakas can appear unnervingly serious, but they’re acutely attuned to the emotional state of others, and they offer friendly encouragement when they sense it might be helpful. Vlakas emphasize on the well-being of the group over the individual, a practice that evolved from survival strategies required to thrive in the tundra of Lajok. While not wholly self-sacrificing, vlakas go to great lengths to assist, protect, and encourage their friends, colleagues, and kin. Vlakas frown upon self-aggrandizing leadership, and they respect those who display wisdom, listen the most, and speak the least.\r\n\r\n Most vlaka groups are led by councils whose members rotate between roles and dutifully carry out the will of their constituents rather than seeking political power for themselves. Vlakas who travel with other races often find themselves thrust into leadership positions thanks to their penchant for working for the benefit of and listening to their allies. Most vlakas accept such responsibilities but deflect any unwarranted respect afforded them solely due to their title.\r\n\r\n A few vlakas who visited the Pact Worlds before the Absalom Pact was signed served as a bridge between Eox and other worlds. Vlakas have since become famous as dependable go-betweens for groups seeking genuine accord. A vlaka might even work with clients who have been bad actors in the past, hoping to find a situation beneficial to all sides and to see ethical improvement in future behavior.\r\n\r\n Many sapient creatures find themselves drawn to the camaraderie vlakas offer, but others try to take advantage of their openness. Vlakas who grow weary of the strife among other races might withdraw to focus on working with animals or machines. However, most vlakas seek well-intentioned groups of like-minded starfarers to do some good in a galaxy that can be callous and brutal."
        },
        {
            "title": "Vlaka Tracker",
            "flavor_text": "Alien Archive 2 pg. 134",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "LN",
            "creature_type": "humanoid",
            "creature_subtype": "vlaka",
            "initiative": "+4",
            "senses": "blindsight (scent) 30 ft., deafened, low-light vision",
            "perception": "+7",
            "aura": null,
            "hp": "23",
            "rp": "3",
            "eac": "13",
            "kac": "14",
            "fort_save": "+3",
            "ref_save": "+5",
            "will_save": "+3",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "cold 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "tactical baton +6 (1d4+2 B)",
            "ranged": "static arc pistol +8 (1d6+2 E; critical arc 2)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "target tracking",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+2",
            "con": "+1",
            "int": "+4",
            "wis": "+0",
            "cha": "+0",
            "skills": "Computers +12, Engineering +12, Life Science +7, Medicine +12, Stealth +7",
            "languages": "Common, Vlakan (spoken, signed, and tactile)",
            "gear": "freebooter armor I, static arc pistol with 2 batteries (20 charges each), tactical baton",
            "other_abilities": "artificial intelligence (exocortex), buoy, custom rig (brain), deaf",
            "environment": "any (Lajok)",
            "organization": "solitary, pair, or pack (3–5)",
            "special_abilities": "<b>Buoy (Ex)</b> As a standard action, a vlaka can spend 1 Resolve Point to restore 1 RP to an ally within 30 feet. A vlaka can’t use this ability again until she has taken a 10-minute rest to regain Stamina Points. This is a sense-dependent, mind-affecting ability.<br/><br/><b>Deaf (Ex)</b> This vlaka tracker cannot attempt Perception checks to listen and is immune to effects that rely on hearing to function.",
            "description": "Wolflike creatures with thick fur, vlakas hail from a doomed planet called Lajok, an arctic world in the Vast that is the most distant from its system’s dying star. Life is barely sustainable on Lajok, and as its sun grows dimmer, it might be able to sustain an ecosphere for only a few more centuries. Some vlakas respond to this knowledge by building strong communities that can last as long as possible on their home world, but others travel among the stars seeking a longer-term solution.\r\n\r\n Vlaka fur is usually white with large patches of pale blue, gray, or black, and it provides them protection against all but the most bitter cold. Around twothirds of vlakas are born blind or deaf. Although they have long had access to magic and technology that can mitigate or remove such conditions, not all vlakas choose to do so, valuing the cultural touchstones such as language and perspective variances that are associated with differing ways of sensing the world. A typical vlaka stands 5-1/2 to 6-1/2 feet tall and weighs between 175 and 250 lbs.\r\n\r\n Vlakas can appear unnervingly serious, but they’re acutely attuned to the emotional state of others, and they offer friendly encouragement when they sense it might be helpful. Vlakas emphasize on the well-being of the group over the individual, a practice that evolved from survival strategies required to thrive in the tundra of Lajok. While not wholly self-sacrificing, vlakas go to great lengths to assist, protect, and encourage their friends, colleagues, and kin. Vlakas frown upon self-aggrandizing leadership, and they respect those who display wisdom, listen the most, and speak the least.\r\n\r\n Most vlaka groups are led by councils whose members rotate between roles and dutifully carry out the will of their constituents rather than seeking political power for themselves. Vlakas who travel with other races often find themselves thrust into leadership positions thanks to their penchant for working for the benefit of and listening to their allies. Most vlakas accept such responsibilities but deflect any unwarranted respect afforded them solely due to their title.\r\n\r\n A few vlakas who visited the Pact Worlds before the Absalom Pact was signed served as a bridge between Eox and other worlds. Vlakas have since become famous as dependable go-betweens for groups seeking genuine accord. A vlaka might even work with clients who have been bad actors in the past, hoping to find a situation beneficial to all sides and to see ethical improvement in future behavior.\r\n\r\n Many sapient creatures find themselves drawn to the camaraderie vlakas offer, but others try to take advantage of their openness. Vlakas who grow weary of the strife among other races might withdraw to focus on working with animals or machines. However, most vlakas seek well-intentioned groups of like-minded starfarers to do some good in a galaxy that can be callous and brutal."
        },
        {
            "title": "Void Zombie",
            "flavor_text": "Alien Archive 2 pg. 8",
            "cr": "1",
            "xp": "400",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "darkvision 60 ft.",
            "perception": "+5",
            "aura": null,
            "hp": "22",
            "rp": null,
            "eac": "11",
            "kac": "15",
            "fort_save": "+3",
            "ref_save": "+3",
            "will_save": "+3",
            "defensive_abilities": null,
            "immunities": "undead immunities",
            "resistances": null,
            "weaknesses": "susceptible to salt water",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "slam +8 (1d6+5 B) or feeding tendril +8 (1d6+5 P plus blood drain)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+2",
            "con": "—",
            "int": "—",
            "wis": "+0",
            "cha": "+0",
            "skills": "Athletics +10",
            "languages": null,
            "gear": null,
            "other_abilities": "mindless, unliving",
            "environment": "any",
            "organization": "any",
            "special_abilities": "<b>Blood Drain (Ex)</b> If a void zombie hits a living creature with its feeding tendril, it drains that creature’s blood, dealing 2 Strength damage before the tendril detaches.<br/><br/> <b>Susceptible to Salt Water (Ex)</b> A splash of salt water deals 1d6 damage to a void zombie, and full immersion in salt water deals 4d6 damage per round.",
            "description": ""
        },
        {
            "title": "Warmonger Devil (Levaloch)",
            "flavor_text": "Alien Archive 2 pg. 36",
            "cr": "7",
            "xp": "3200",
            "size": "Large",
            "alignment": "LE",
            "creature_type": "outsider",
            "creature_subtype": "devil",
            "initiative": "+3",
            "senses": "darkvision 60 ft., see in darkness",
            "perception": "+19",
            "aura": "",
            "hp": "105",
            "rp": "",
            "eac": "19",
            "kac": "21",
            "fort_save": "+11",
            "ref_save": "+9",
            "will_save": "+6",
            "defensive_abilities": "construct form",
            "immunities": "fire, poison",
            "resistances": "acid 10, cold 10",
            "weaknesses": "",
            "spell_resistance": "12",
            "damage_reduction": "5/good",
            "speed": "40 ft., climb 40 ft.",
            "melee": "sintered trident +17 (2d8+12 P) or claw +17 (1d6+12 S)",
            "ranged": "corona laser rifle +15 (2d6+7 F; critical burn 1d6) or nyfiber net +15 (entangle)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "merciless blow",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+5",
            "dex": "+3",
            "con": "+4",
            "int": "+2",
            "wis": "+3",
            "cha": "+2",
            "skills": "Acrobatics +14, Athletics +14 (+22 to climb), Engineering +14, Intimidate +14, Mysticism +14, Stealth +14",
            "languages": "Celestial, Draconic, Infernal; telepathy 100 ft.",
            "gear": "sintered trident with integrated corona laser rifle with 2 high-capacity batteries (40 charges each), nyfiber net",
            "other_abilities": "hellstrider, phalanx",
            "environment": "any (Hell)",
            "organization": "solitary, pair, or squadron (3–18)",
            "special_abilities": "<b>Construct Form (Ex)</b> Despite being true devils, levalochs have a number of immunities common to constructs. They are immune to ability damage, ability drain, death effects, disease, energy drain, exhaustion, fatigue, necromancy effects, negative levels, nonlethal damage, paralysis, sleep, and stunning.<br/><br/> <b>Hellstrider (Su)</b> Difficult terrain doesn’t hamper a levaloch’s movement.<br/><br/> <b>Merciless Blow (Su)</b> If a levaloch hits an entangled foe with an attack, the target takes 2d6 additional damage of the same type.<br/><br/> <b>Phalanx (Ex)</b> Devils gain a +1 morale bonus to attack rolls and AC while adjacent to a levaloch.",
            "description": ""
        },
        {
            "title": "Warpmoth Swarm",
            "flavor_text": "Alien Archive 2 pg. 132",
            "cr": "6",
            "xp": "2400",
            "size": "Fine",
            "alignment": "N",
            "creature_type": "vermin",
            "creature_subtype": "swarm",
            "initiative": "+5",
            "senses": "blindsense (vibration) 30 ft., darkvision 60 ft.",
            "perception": "+13",
            "aura": "disorienting (15 ft., DC 14)",
            "hp": "90",
            "rp": null,
            "eac": "18",
            "kac": "20",
            "fort_save": "+8",
            "ref_save": "+10",
            "will_save": "+5",
            "defensive_abilities": "swarm defenses, void adaptation",
            "immunities": "swarm immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., fly 30 ft. (Su, perfect)",
            "melee": "swarm attack (2d6 P)",
            "ranged": null,
            "space": " (Space), Warpmoth Swarm",
            "reach": "5 ft.",
            "offensive_abilities": "distraction (DC 14)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "-5",
            "dex": "+5",
            "con": "+3",
            "int": "—",
            "wis": "+0",
            "cha": "-3",
            "skills": "Acrobatics +13 (+21 to fly)",
            "languages": null,
            "gear": null,
            "other_abilities": "mindless",
            "environment": "any vacuum",
            "organization": "solitary, pair, or delusion (3–6)",
            "special_abilities": "<b>Disorienting Aura (Ex)</b>",
            "description": "Even the vacuum of space has bugs. Most of these void-dwelling vermin are harmless, but some are dangerous or predatory.\r\n\r\n Asteroid lice and planetoid beetles feed on minerals in the rock of their airless habitats. Asteroid lice are communal, but planetoid beetles are territorial, tolerating only one mate. These creatures and their eggs can float in space to a new home. However, careless quarrying and shipping have accelerated their spread through the galaxy.\r\n\r\n Xenobiologists theorize many space vermin evolved in special circumstances. Necropedes were once centipede-like scavengers on Eox; they now have a bite that can digest undead flesh. A warpmoth is like a glowing blue-white speck attracted to moving light, such as other warpmoths or passing starships. Gathering in swarms and following ships helps the moths feed and mate. Comet wasps create nests in frozen interstellar bodies. These icy, venomous vespids lay their eggs in living creatures."
        },
        {
            "title": "Aeon Guard Specialist",
            "flavor_text": "Alien Archive pg. 6",
            "cr": "7",
            "xp": "3200",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "humanoid",
            "creature_subtype": "human",
            "initiative": "+8",
            "senses": "blindsense (emotion) 60 ft., darkvision 60 ft., low-light vision",
            "perception": "+15",
            "aura": "",
            "hp": "102",
            "rp": "",
            "eac": "22",
            "kac": "23",
            "fort_save": "+9",
            "ref_save": "+9",
            "will_save": "+10, +2 vs. disease and poison",
            "defensive_abilities": "evasion, uncanny agility",
            "immunities": "",
            "resistances": "acid 5",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "5/—",
            "speed": "40 ft., fly 30 ft. (jetpack, average)",
            "melee": "tactical knife +13 (2d4+9 S)",
            "ranged": "AG accelerator rifle +15 (3d4+7 P) or corona laser pistol +15 (2d4+7 F; critical 1d4 burn)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "debilitating trick, trick attack +4d8",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+1",
            "dex": "+5",
            "con": "+1",
            "int": "+4",
            "wis": "+2",
            "cha": "+1",
            "skills": "Acrobatics +20, Athletics +15, Computers +20, Piloting +15, Profession (soldier) +15, Stealth +20",
            "languages": "Azlanti, Common, 4 additional languages",
            "gear": "AG SpecOps armor (",
            "other_abilities": "operative exploits (cloaking field), specialization (ghost)",
            "environment": "any (Azlanti Star Empire)",
            "organization": "solitary, pair, strike team (1 Aeon Guard specialist plus 7–12 Aeon Guards), or troop (1 Aeon Guard specialist plus 21–48 Aeon Guards)",
            "special_abilities": "",
            "description": "The powerful Azlanti Star Empire maintains its hold on its subject systems through the might of its military, which is divided into two arms: the Imperial Fleet and the Aeon Guard. Aeon Guards are the elite infantry of the Star Empire; they serve as marines aboard the warships of the Imperial Fleet, protect imperial government and military installations, quell dissent and crush rebellions, and spearhead invasions to conquer and occupy new territories for the Star Empire.\r\n\r\n Aeon Guards swear personal oaths of loyalty to the Aeon Throne, and only death in service to the empire can release them from their duty. Only humans are accepted into the ranks of the Aeon Guard, and all of them must be paragons of the Azlanti race.\r\n\r\n Aeon Guards are readily identifiable by their distinctive armor, which incorporates the magic of the empire’s legendary \r\n\r\n, and many are given cybernetic and biotechnological augmentations in addition to their standard-issue gear. The Aeon Guard stat block on page 6 represents a rank-and-file trooper who can be found almost anywhere within the Azlanti Star Empire or on one of its starships. Aeon Guard specialists are capable of operating for weeks or even months at a time with little or no support, carrying out secretive missions of espionage, infiltration, reconnaissance, or sabotage."
        },
        {
            "title": "Acrochor",
            "flavor_text": "Starfinder #4: The Ruined Clouds pg. 55",
            "cr": "8",
            "xp": "4800",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+6",
            "senses": "low-light vision",
            "perception": "+16",
            "aura": null,
            "hp": "128",
            "rp": null,
            "eac": "20",
            "kac": "22",
            "fort_save": "+12",
            "ref_save": "+12",
            "will_save": "+7",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "fire 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., climb 30 ft.",
            "melee": "bite +19 (3d4+12 P plus grab)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+6",
            "con": "+2",
            "int": "-5",
            "wis": "+0",
            "cha": "+0",
            "skills": "Athletics +21 (+29 to climb), Stealth +16, Survival +16",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "warm hills or mountains (Nejeor V)",
            "organization": "solitary or pair",
            "special_abilities": "<b>Constrict (Ex)</b> When an acrochor successfully renews a grapple or a pin against an opponent, it automatically deals 3d4+12 bludgeoning damage to that creature.",
            "description": "The serpentine acrochors originally evolved on the fifth planet of the Nejeor system, a rocky and volcanically active world, where they slithered among crevasses and lava tubes, hunting small prey such as the furry mammalian knuggs and creeping up on jaexus birds’ nests to feast on the dusky eggs. Acrochors usually grow up to 8 to 12 feet in length and almost 1 foot in diameter. They are red and black in color with tough, knobby skin and a cluster of visual sensors that allow the creatures to see well even in dim light. Acrochors’ mouths are on the undersides of their bodies, and they usually keep them closed except when attacking.<br/><br/> An acrochor often begins attacking its prey by lashing out with surprising speed to bite with jaws filled with razor-sharp teeth. Once its fangs are firmly implanted, the acrochor whips its tail to coil several times around the victim’s body, using its powerful musculature to squeeze the life from the unfortunate prey. When its prey is dead, the acrochor leisurely tears into the flesh in a bloody and gruesome fashion. If an acrochor takes down a victim of its size or larger, the acrochor might need several days to devour the corpse, but it can digest both fresh and rotting meat without trouble.<br/><br/> After mating, an acrochor lays its fertilized eggs in a thermal vent or other warm place. Over the next day, the parent acrochor eats as much as it can, often consuming pieces of obsidian or other volcanic glass in the process. It then enters a state of hibernation in close proximity to its eggs, which incubate over the next few months. The acrochor’s stomach acids slowly dissolve the volcanic glass as it sleeps, providing it with the minerals it needs to survive. Despite its dormant state, the acrochor has an almost supernatural connection to its eggs, waking the moment they hatch or if anything disturbs them.<br/><br/>"
        },
        {
            "title": "Aeon Stone Network",
            "flavor_text": "Starfinder #8: Escape from the Prison Moon pg. 55",
            "cr": "7",
            "xp": "3200",
            "size": "Fine",
            "alignment": "N",
            "creature_type": "construct",
            "creature_subtype": "magical",
            "initiative": "+5",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+14",
            "aura": null,
            "hp": "91",
            "rp": null,
            "eac": "19",
            "kac": "20",
            "fort_save": "+6",
            "ref_save": "+10",
            "will_save": "+6",
            "defensive_abilities": "swarm defenses",
            "immunities": "construct immunities, swarm immunities",
            "resistances": null,
            "weaknesses": "vulnerable to electricity",
            "spell_resistance": "18",
            "damage_reduction": null,
            "speed": "fly 40 ft. (Su, perfect)",
            "melee": "swarm attack (1d6+9 B plus distraction [DC 17])",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "telekinetic whirlwind",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+5",
            "con": "—",
            "int": "+1",
            "wis": "+3",
            "cha": "+1",
            "skills": "Computers +14, Engineering +14, Life Science +19, Mysticism +19, Physical Science +19",
            "languages": "Azlanti (can’t speak); telepathy 100 ft.",
            "gear": null,
            "other_abilities": "aeon upgrade (",
            "environment": "any",
            "organization": "any",
            "special_abilities": "<b>Aeon Upgrade (Su)</b> An aeon stone network benefits from one <i>aeon stone</i> with an item level of its CR or lower.<br/><br/> <b>Remote Hack (Ex)</b> An aeon stone network has the remote hack feature as if it were a mechanic of a level equal to its CR.<br/><br/> <b>Telekinetic Whirlwind (Su)</b> Once per day as a standard action, an aeon stone network can spiral around a Large or smaller creature or object that is completely in its space, negating gravity for that target while it’s inside the vortex. The network can remain in this form for 4 rounds, but it can return to its normal form as a move action at any time. The target creature or object moves with the aeon stone network. A creature caught in the telekinetic whirlwind is off-target and must attempt a DC 17 Reflex saving throw at the end of each of its turns. On a failed save, the creature becomes off-kilter until the end of its next turn or until it leaves the aeon stone network’s space, whichever comes first. A creature can leave the aeon stone network’s space if it has some way to move itself in zero gravity or if, as a standard action, it succeeds at an Acrobatics skill check (DC = 10 + the network’s KAC). On a success, the target moves to a square adjacent to the aeon stone network.",
            "description": "Aeon stone networks are created from specially enhanced <i>aeon stones</i>"
        },
        {
            "title": "Anhamut",
            "flavor_text": "Alien Archive pg. 66",
            "cr": "10",
            "xp": "9600",
            "size": "Medium",
            "alignment": "LN",
            "creature_type": "outsider",
            "creature_subtype": "inevitable",
            "initiative": "+3",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+19",
            "aura": null,
            "hp": "180",
            "rp": null,
            "eac": "23",
            "kac": "24",
            "fort_save": "+11",
            "ref_save": "+9",
            "will_save": "+13",
            "defensive_abilities": "regeneration 5 (chaotic)",
            "immunities": "electricity; swarm immunities in discorporated form",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": "21",
            "damage_reduction": "10/chaotic",
            "speed": "30 ft., fly 40 ft. (Su, perfect, discorporated form only)",
            "melee": "nanite blade +21 (2d8+12 S; critical nanite burst [DC 19])",
            "ranged": "electric discharge +19 (3d4+10 E)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "inevitable onslaught",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+3",
            "con": "+2",
            "int": "+5",
            "wis": "+2",
            "cha": "+8",
            "skills": "Computers +24, Culture +19, Diplomacy +24, Engineering +24, Sense Motive +19",
            "languages": "truespeech",
            "gear": null,
            "other_abilities": "constructed, discorporation",
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Discorporation (Ex)</b> An anhamut’s robotic body can discorporate its component nanites into a swarm of Diminutive creatures as a standard action. Reincorporating its parts into its regular form is also a standard action. While in its discorporated form, an anhamut cannot use its nanite blade, but it gains swarm immunities and can fly. In addition, a discorporated anhamut can interface directly with many forms of technology, and it counts as having a hacking kit when attempting Computers skill checks. While an anhamut is in discorporated form, its total Stealth bonus increases to +24.<br/><br/> <b>Electric Discharge (Ex)</b> As a standard action, an anhamut can generate a powerful electric charge from its blade (or between the individual nanomachines that make up its discorporated form) and launch this charge as a ranged attack against EAC at a target within 60 feet.<br/><br/> <b>Inevitable Onslaught (Ex)</b> When an anhamut makes a full attack, it can make up to three melee attacks instead of two melee attacks. It takes a –6 penalty to these attacks instead of a –4 penalty.<br/><br/> <b>Nanite Blade (Ex)</b> An anhamut’s sword is composed of the same nanites as the outsider itself, and functions as if it has the <i>axiomatic</i> and <i>nanite</i> weapon fusions.",
            "description": ""
        },
        {
            "title": "Atrocite",
            "flavor_text": "Starfinder #4: The Ruined Clouds pg. 56",
            "cr": "10",
            "xp": "9600",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "outsider",
            "creature_subtype": "chaotic",
            "initiative": "+2",
            "senses": "blindsense (life) 30 ft., darkvision 60 ft.",
            "perception": "+19",
            "aura": null,
            "hp": "147",
            "rp": null,
            "eac": "23",
            "kac": "22",
            "fort_save": "+9",
            "ref_save": "+9",
            "will_save": "+15",
            "defensive_abilities": null,
            "immunities": "poison, vacuum",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., fly 40 ft. (Su, average)",
            "melee": "slam +17 (2d8+15 B)",
            "ranged": "void bolt +19 (3d4+10 force; critical severe wound [DC 19])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "words of destruction",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+2",
            "con": "+2",
            "int": "+0",
            "wis": "+3",
            "cha": "+8",
            "skills": "Intimidate +24, Mysticism +24, Sense Motive +19",
            "languages": "Abyssal, Common; telepathy (100 ft.)",
            "gear": null,
            "other_abilities": "no breath",
            "environment": "any",
            "organization": "solitary or cult (1 plus 13-20 cultists)",
            "special_abilities": "<b>Words of Destruction (Su)</b> Once per day as a swift action, the many mouths of an atrocite can speak words of total devastation. For the next 3 rounds, any chaotic evil worshiper of the Devourer within 60 feet adds the wound critical hit effect to all its attacks (in addition to any existing critical hit effect); if an attack already has the wound critical hit effect, it gains the severe wound critical hit effect instead. If the atrocite takes damage at any point during this 3-round period, the effects of its words of destruction end immediately.",
            "description": "The monstrous atrocites are potent agents of the Devourer. Each atrocite has a unique form roughly similar to that of a member of some sentient species. If the original form has eyes, the atrocite’s are instead empty voids. If it has hands, each holds a fanged mouth that speaks of destruction. A gray haze forms above atrocites, constantly crackling with red energy and serving as the source of their void bolts.<br/><br/> Although they are outsiders, atrocites dwell primarily on the Material Plane, searching through space for places ripe for the depredations of a Devourer cult or helping extant cults execute massive acts of destruction beyond their normal capacity. An atrocite remains with a cult only so long as its presence and guidance clearly increases the recruiting power or destructive capacity of the cult, leaving as soon as it can to further spread its message of infinite unmaking.<br/><br/>"
        },
        {
            "title": "Barathu (Early Stage)",
            "flavor_text": "Alien Archive pg. 20",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "LN",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+0",
            "senses": "darkvision 60 ft.",
            "perception": "+13",
            "aura": null,
            "hp": "23",
            "rp": null,
            "eac": "13",
            "kac": "14",
            "fort_save": "+3",
            "ref_save": "+1",
            "will_save": "+7",
            "defensive_abilities": "amorphous",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "fly 30 ft. (Ex, average)",
            "melee": "slam +8 (1d4+3 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+0",
            "con": "+2",
            "int": "+1",
            "wis": "+4",
            "cha": "+0",
            "skills": "Acrobatics +13, Diplomacy +8, Life Science +8, Sense Motive +13",
            "languages": "Brethedan, Common; limited telepathy 30 ft.",
            "gear": null,
            "other_abilities": "along for the ride, early stage adaptation",
            "environment": "any sky (Bretheda)",
            "organization": "solitary or herd (4–12 plus 2–5 barathus)",
            "special_abilities": "<b>Along for the Ride (Ex)</b> Early stage barathus are not experienced enough to helpfully combine with mature barathus but can still physically merge with them for protection. An early stage barathu can combine with a mature barathu via the latter’s combine ability. Early stage barathus that are part of a combined creature contribute their Hit Points but not adaptations.<br/><br/> <b>Early Stage Adaptation (Ex)</b> An early stage barathu’s body is mutable and can adapt to many different situations. Once every 1d4 rounds as a swift action, an early stage barathu can reshape its body and adjust its chemistry to gain one of the following qualities. The adaptation lasts until the beginning of the early stage barathu’s next turn. Unlike more mature barathus, early stage barathus are not generally capable of more complex adaptations. <ul><li>Upper limb refinements enable the barathu to add an additional amount of damage to melee attacks equal to its Strength modifier.</li><li>A toughened dermal layer grants its a +1 racial bonus to AC.</li><li>Developed lower limbs grant it a base speed of 15 feet.</li><li>Molecular-level modifications grant it resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic).</li><li>Elongated limbs extend its reach to 10 feet.</li></ul>",
            "description": "Barathus are the sentient apex of Bretheda’s gas-giant ecosystem, blimp-like creatures vaguely reminiscent of jellyfish, with several unusual evolutionary adaptations. The first is their ability to rewrite their own genetic code instinctively and at will, adjusting their own biology to allow them to manufacture a huge array of substances—and even advanced biotechnology— within the crucibles of their own bodies. Yet while this ability makes them quite successful in the Pact Worlds economy, and has deeply influenced their culture’s understanding of wealth and trade, their more notable adaptation is the ability to combine with others of their kind into larger, hive-minded superentities. These mergings create not merely amalgams of their component beings, but entirely new entities with unique and independent consciousnesses, yet which in turn often disband back into their component individuals after a particular need or threat has passed.\r\n\r\n Barathu culture tends to be easygoing but hard for some other races to understand, as the barathus’ frequent merging makes the concept of “self” somewhat nebulous to them. Young barathus who grow up surrounded by humanoids are an exception, as they are better able to appreciate the mindsets of creatures who exist in static, solitary configurations. Compared to older barathus, early stage barathus are more adventurous and individualistic, and their adaptation to the humanoid mindset makes it more difficult for them to merge completely with others of their kind. Most of these early stage barathus grow out of this phase, gaining the ability to fully integrate with others, yet recent generations have seen more and more barathus deliberately clinging to their juvenile mindsets. While plenty of barathus remain discrete entities for most of their lives, barathus nearing the ends of their lives often merge with massive, permanent combinatory entities that serve as corporations, governments, or cultural repositories."
        },
        {
            "title": "Crest-Eater",
            "flavor_text": "Alien Archive pg. 30",
            "cr": "4",
            "xp": "1200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+1",
            "senses": "bone tracker, darkvision 60 ft., low-light vision",
            "perception": "+10",
            "aura": null,
            "hp": "54",
            "rp": null,
            "eac": "16",
            "kac": "19",
            "fort_save": "+8",
            "ref_save": "+8",
            "will_save": "+3",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "60 ft.",
            "melee": "bite +13 (1d6+7 P plus 1 con)",
            "ranged": "venom spit +10 (1 Con)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "bone eater",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+3",
            "dex": "+1",
            "con": "+3",
            "int": "-2",
            "wis": "+1",
            "cha": "-1",
            "skills": "Stealth +15, Survival +10",
            "languages": "Kasatha (can’t speak any language)",
            "gear": null,
            "other_abilities": null,
            "environment": "warm deserts (Kasath)",
            "organization": "solitary, pair, or pride (3-6)",
            "special_abilities": "<b>Bone Eater (Su)</b> A crest-eater’s bite delivers a magical venom that dissolves certain minerals in its victim’s body, liquefying that creature’s bones. Each bite attack that deals damage also deals 1 Constitution damage. A target can negate this damage with a successful DC 13 Fortitude save.<br/><br/> <b>Bone Tracker (Ex)</b> A crest-eater’s sense of smell is keenly attuned to the minerals it needs to survive. It can sniff out natural deposits of calcium, and it gains blindsense (scent) against creatures that have taken Constitution damage from its attacks in the past hour.<br/><br/> <b>Venom Spit (Su)</b> As a standard action, a crest-eater can make a ranged attack against the KAC of a single target within 30 feet, spitting its bone-liquefying venom. If struck, the target must succeed at a DC 13 Fortitude save or take 1 Constitution damage.",
            "description": "Terrifying predators that roam the deserts and canyons of Kasath, crest-eaters earned their moniker thanks to their highly specialized diets: the hulking beasts feed almost exclusively on bone, and when attacking kasathas, they usually tear the humanoids’ heads from their bodies and then quickly and messily devour the bony crests within. A crest-eater has an advanced metabolism that processes the minerals it consumes to grow a large protrusion—a cross between antlers and a shell—from the crest-eater’s head and back. This outgrowth isn’t just made out of bone, however; it contains tiny fragments of reflective compounds that act like thousands of solar panels, thus providing the remainder of the nutrients the crest-eaters need to survive. As they age, the beasts grow more and more elaborate protrusions, increasing their surface area in order to store reserves of minerals for lean times. Crest-eaters also produce a venom that liquefies minerals, which can strip natural deposits of these resources from nearby rocks as easily as it melts the bones of their prey.<br/><br/> Crest-eaters have a muscular frame supported by four stout legs. The claws on a crest-eater’s legs are somewhat blunt, having evolved for scrabbling over rocks. A pair of thick limbs attached to the creature’s lower back area can function as another pair of legs, allowing it to easily navigate rocky terrain or distribute its bulk on shifting sands. However, the sharper claws on these extra appendages are mainly used for tearing through its prey’s flesh to reach the bones. A crest-eater’s vicious teeth are capable of delivering painful bites and injecting its devastating venom. Despite its rather reptilian appearance, the crest-eater shares many similarities to mammals, including a steady body temperature and the ability to bear live young.<br/><br/> Just as their biology skirts the edge of reptilian standards, so too does crest-eaters’ behavior. They are exceptionally social and loving animals, forming small prides of unrelated adults to hunt prey, dig out mineral deposits, and guard one another while they sleep. Many bold young hunters have fallen after slaying a single crest-eater, only to find its halfdozen compatriots rising from the sand around them. Cresteaters give birth to one or two young after a long pregnancy, during which the female grows increasingly ravenous for flesh and water, and an entire pride may take to hunting and aggressively defending water sources to feed a single pregnant mother’s needs. Newborn crest-eaters can dissolve bones immediately, though they are cautious predators until they begin to grow their first antler-shell around 1 year later.<br/><br/> Crest-eaters that grow up in close proximity to other creatures often form close bonds with them, and thus they can be found traveling with small crowds of scavengers that pick parasites off their protrusions and snatch up any kills the mighty hunters leave behind. Despite the creatures’ social nature, especially large males become increasingly aggressive as they age and are often driven from their prides and the most reliable sources of food. Though a bit past their prime, these crest-eaters are still very dangerous, and they usually become unpredictable loners that attack desert communities without fear. It sometimes takes the collective effort of several heroes to either put down or drive off one of these wild beasts. Such an endeavor is rarely accomplished without casualties or major injuries.<br/><br/> Crest-eaters occupy a place of fear and reverence in distant kasathan history. The humanoids’ ancient ancestors saw the beasts as terrifying messengers of death, particularly because of their tendency to rip off a victim’s head and leave the remainder of the body unmolested. Today, the crest-eater is still feared but better understood, and kasathan scientists have extensively studied the unique crystals the beasts grow. These are now the foundation for kasathan solar technology. After millennia of kasathan contact with the wider galaxy, crest-eaters have spread to other worlds, both due to kasathan technology sometimes relying on the creatures’ power-generating capabilities and as a result of other races employing crest-eaters as guard beasts, trophies to hunt, or exotic pets. The Idari even brought crest-eaters along on its long voyage, though these are kept carefully contained; rumors of escaped and feral crest-eaters living in the ship’s ventilation shafts are assumed to be spurious.<br/><br/>"
        },
        {
            "title": "Cybernetic Zombie",
            "flavor_text": "Alien Archive pg. 114",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+8",
            "aura": null,
            "hp": "40",
            "rp": null,
            "eac": "14",
            "kac": "16",
            "fort_save": "+5",
            "ref_save": "+5",
            "will_save": "+4",
            "defensive_abilities": null,
            "immunities": "undead immunities",
            "resistances": null,
            "weaknesses": "vulnerable to electricity",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "slam +8 (1d6+5 B)",
            "ranged": "integrated static arc pistol +11 (1d6+3 E; critical arc 2)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "self-destruct (1d6+3 E, DC 12)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+4",
            "con": "—",
            "int": "—",
            "wis": "+1",
            "cha": "+1",
            "skills": "Athletics +13",
            "languages": null,
            "gear": "static arc pistol with 2 batteries (20 charges each)",
            "other_abilities": "mindless, unliving",
            "environment": "any",
            "organization": "solitary, pair, phalanx (3–12), or army (13+)",
            "special_abilities": "<b>Integrated Weapons (Ex)</b> A cybernetic zombie’s ranged weapon is integrated into its body and can’t be disarmed.<br/><br/> <b>Self-Destruct (Ex)</b> A cybernetic zombie self-destructs when it is reduced to 0 HP, dealing an amount of electricity damage equal to 1d6 + the zombie’s CR to all creatures in a 10-foot-radius burst. A creature can attempt a Reflex saving throw to reduce this damage by half. This ability destroys any cybernetic or technological components that could have been salvaged from the zombie.",
            "description": "The most commonly encountered undead in the galaxy are the mindless minions of greater undead (such as necrovites and vampires) or of powerful spellcasters (including both mystics and technomancers of all races). As creatures with no motivations of their own, undead minions can also be found leaderless in the remains of ruined structures on planetary surfaces, adrift in derelict spacecraft, and even floating through the void of space. Whether encountered as servants of a mastermind who coordinates their movements or as a mindless threat in the wake of a cataclysmic disaster, undead minions are always a force to be reckoned with and a scourge to the living.\r\n\r\n Though there are countless types of mindless undead who serve as minions, the most common are cybernetic zombies, occult zombies, and skeletal undead. Both occult zombies and skeletal undead are animated by magical or supernatural forces and created either in dark necromantic rituals (including the \r\n\r\n spell) or by strange and mysterious reactions between the Material and Negative Energy Planes. Cybernetic zombies, on the other hand, arise as the result of technological implants that continue to function after their hosts have died, causing the body to act in a sad, shambling imitation of real life. Without control from an external force, these three kinds of undead simply go through the motions of their former lives, without reason, purpose, or the promise of an end to their miserable existences.\r\n\r\n In the Pact Worlds, most undead hail from the dead world of Eox and were created by the bone sages, though zombies and skeletal creatures are also found among the wreckage of ancient battlefields on Akiton and the enigmatic, alien structures on Aucturn. In contrast, cybernetic zombies are most often found on worlds with high levels of technological development, such as Aballon, Castrovel, and Verces.\r\n\r\n Those cultists of Urgathoa who see undeath as the pinnacle of being surround themselves with undead minions, both to use their abilities to terrorize innocent folk and to study their physiology in order to become undead themselves. While these worshipers would prefer to become more intelligent undead creatures, they often find that their fate is to rise up as a skeleton or zombie. Priests of Pharasma, on the other hand, often go out of their way to destroy all undead creatures, especially their mindless minions.\r\n\r\n Undead minions can be formed from the corpses of any type of creature, though most of those appearing in folklore from across the galaxy are animated versions of whatever culture is telling the tale. Humanoids tell of ambulatory corpses rising from their ritual burial grounds, while aberrations, dragons, and magical beasts have their own legends of mindless dead of their own species returning to plague the living. Whatever the undead creatures’ original form, they often maintain natural attacks and other physical characteristics of their living counterparts even in undeath, though their mindless nature means they lose the ability to carry out complex tactics, conduct intricate or detailed tasks, and cast spells or take other mentally engaging actions. Yet the creatures’ mindlessness makes them all the more frightening and threatening, as they can be neither reasoned with nor cowed.\r\n\r\n Use the following template grafts to create other versions of the undead minions presented here."
        },
        {
            "title": "Deh-Nolo",
            "flavor_text": "Alien Archive pg. 32",
            "cr": "14",
            "xp": "38400",
            "size": "Large",
            "alignment": "CE",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+30",
            "aura": null,
            "hp": "214",
            "rp": null,
            "eac": "27",
            "kac": "28",
            "fort_save": "+12",
            "ref_save": "+12",
            "will_save": "+19",
            "defensive_abilities": "open pustules",
            "immunities": "disease, mind-affecting effects, poison",
            "resistances": "cold 10, fire 10",
            "weaknesses": "brain dependency",
            "spell_resistance": "25",
            "damage_reduction": "10/magic",
            "speed": "20 ft., fly 40 ft. (Su, perfect)",
            "melee": "bite +21 (6d6+17 P plus dominion bile)",
            "ranged": "synthesized projectile +23 (4d8+14 P plus dominion bile or spell-slot sacrifice)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "brain collection",
            "spell_like_abilities": null,
            "spells_known": "(CL 14th; melee +21)",
            "str": "+4",
            "dex": "+4",
            "con": "+6",
            "int": "+8",
            "wis": "+4",
            "cha": "+4",
            "skills": "Computers +25, Culture +25, Engineering +30, Life Science +30, Medicine +25, Mysticism +30, Physical Science +25",
            "languages": "Aklo, Abyssal, Common, up to 4 other languages as determined by brain collection; telepathy 100 ft.",
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Brain Collection (Ex)</b> A deh-nolo can store up to four brains of Small or Medium creatures and use them to enhance its knowledge and power, learning a single language known by the former owner of each stored brain. A deh-nolo can extract a brain from a helpless opponent with a coup de grace action that kills the opponent, or it can do so as a standard action from a body that has been dead no longer than 1 minute.<br/><br/> <b>Brain Dependency (Ex)</b> A deh-nolo that has fewer than four collected brains gains 1 negative level for each missing brain. A deh-nolo’s caster level is reduced by 2 for each negative level it gains from missing brains, and a deh-nolo with no collected brains can’t cast any of its spells. These negative levels never become permanent, and they can be removed only by adding brains to the deh-nolo’s collection. The statistics presented here assume a deh-nolo with a full collection.<br/><br/> <b>Open Pustules (Ex)</b> When a deh-nolo takes more than 20 damage from a single attack, each creature adjacent to that deh-nolo must succeed at a DC 22 Reflex save or be sprayed with a foul poison as the pustules all over the deh-nolo’s body erupt. Creatures hit by this spray are exposed to dominion bile (see below).<br/><br/> <b>Synthesized Projectile (Ex)</b> Once per round as a standard action, a deh-nolo can concentrate the crystallized, metallic discharge it produces and expel it through a tear in its flesh. This attack deals 1d4 damage to the deh-nolo. A deh-nolo can fire the projectile at a target up to 60 feet away as a ranged attack that deals 4d8+14 piercing damage. A deh-nolo can augment the projectile in one of two ways. It can coat the projectile in dominion bile (see below) to poison its target, or it can sacrifice a spell slot to charge the projectile with energy. A projectile charged in this way deals an additional 1d6 acid, cold, electricity, or fire damage (deh-nolo’s choice) for each level of the spell slot sacrificed in this way.<h3 class=\"framing\">Dominion Bile</h3><b>Type</b> poison (injury); <b>Save</b> Fortitude DC 22<br/> <b>Track</b> Constitution (special); <b>Frequency</b> 1/round for 6 rounds<br/> <b>Effect</b> progression track is Healthy—Weakened—Debilitated—Dead<br/> <b>Cure</b> 2 consecutive saves",
            "description": "Just as the neh-thalggus and yah-thelgaads among the Dominion of the Black make use of organic brains to power their magical abilities, so do deh-nolos extract and use other creatures’ brains to slake their never-ending thirst for knowledge. This shared penchant strikes well-deserved fear into the hearts of all thinking creatures in the universe, and many spacefarers know it is best to avoid ships with Dominion markings altogether.<br/><br/> Deh-nolos are brilliant engineers and inventors among the Dominion of the Black, merging technology and biological systems in twisted and devious ways that are stunningly seamless. These creations are unlike cybernetics, in that they are often grown rather than built, and they blur the lines between living organs and complex machines. Using vulgar ingenuity and their surprisingly adroit singular “arms,” deh-nolos designed and built the first Dominion starships, which are hybrid vessels with both organic and technological components. They also cultivated the first shipminds—oozes that pilot these biomechanical starships. In addition to these marvels of engineering, deh-nolos are adept at repairing most technological devices, no matter what civilization built them. When presented with a device with which it is unfamiliar, a deh-nolo attempts to collect the brain of a member of the species that produced it in the hopes that doing so will provide the aberration with some flash of insight.<br/><br/> Mostly organic beings, deh-nolos secrete a metallic discharge that shimmers with disturbing beauty in natural sunlight. Deh-nolos can concentrate this liquid to form foul crystals that they either use as ranged projectiles or work into components for their mechanical devices. Such machine parts are malformed, resembling incomplete living organs and atrophied body parts, and many have common technological connectors and partially completed circuitry. Some reckless scientists have harvested these bits from deh-nolos and plugged them into their equipment or their own bodies, with varying and unpredictable outcomes. Most of the time, the result is horrendous—and even deadly to the experimenter—but the practice occasionally creates functional, albeit macabre, technology. Installed in sensors and other devices with video or audio output, these components cause the images on their screens to appear disturbingly fragmented or amplify and distort sound into mind-shattering cacophonies. Implanted in a living creature, these parts horrendously mutate the host body and often wrack it with unceasing pain.<br/><br/> Like many other creatures among the Dominion of the Black, deh-nolos fabricate and weaponize their own toxins. Poison-filled glands grow in patches across these creatures’ bulky bodies, and anyone who ruptures one is exposed to the purulent fluid that sloshes within. Deh-nolos can also apply this toxic pus to the projectiles that they eject from their bodies, infecting those they strike.<br/><br/> Deh-nolos are not only extremely competent engineers, but also formidable spellcasters, weaving magic that, like their inventions, blurs the line between flesh and machine. With a thought, a deh-nolo can commandeer nearby technological devices, create a cloud of burning acid, or temporarily overwrite the DNA of a living creature to turn it into a twisted reflection of a robot. A deh-nolo uses its more offensive spells only in response to direct attacks, preferring to catch a single target unaware and render it helpless. From there, the aberration proceeds to carefully (and painfully, if the creature is still alive) extract its prey’s brain and store it in one of its four brain pods. Deh-nolos with even one empty brain pod often go out of their way to procure a fresh replacement, almost as if they were addicted to the knowledge stored within the gray matter. A deh-nolo with no stored brains is jittery and desperate, lashing out at any non-Dominion creatures it can find, even those with animal intelligence. Once it is able to use its full complement of abilities, such a deh-nolo seeks out more sophisticated brains to replace the simpler ones, unless a more pressing matter is at hand.<br/><br/> Deh-nolos use their psychic potential, which is inherent in most Dominion of the Black creatures, to fly with incredible dexterity. The eerie sight of their alien forms gliding silently through the air with no obvious means of propulsion is usually enough to send most sane onlookers fleeing for their lives.<br/><br/>"
        },
        {
            "title": "Draelik",
            "flavor_text": "Alien Archive pg. 36",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "humanoid",
            "creature_subtype": "draelik",
            "initiative": "+1",
            "senses": "darkvision 60 ft.",
            "perception": "+12",
            "aura": null,
            "hp": "21",
            "rp": null,
            "eac": "13",
            "kac": "14",
            "fort_save": "+3",
            "ref_save": "+1",
            "will_save": "+5, +2 vs. necromancy effects",
            "defensive_abilities": "dark matter",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "is functions as the solarian stellar revelation of the same name. As a move action, the draelik can gain DR 2/— until he leaves graviton mode.",
            "speed": "30 ft.",
            "melee": null,
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "dark nova",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+1",
            "con": "+2",
            "int": "+0",
            "wis": "+4",
            "cha": "-1",
            "skills": "Culture +7, Mysticism +12, Stealth +7 (+11 in dim light or darker)",
            "languages": "Aklo, Common",
            "gear": "freebooter armor I",
            "other_abilities": "stellar alignment (graviton)",
            "environment": "any (Great Shadar)",
            "organization": "solitary, pair, or penumbra (3-8)",
            "special_abilities": "<b>Dark Matter (Su)</b> This functions as the solarian stellar revelation of the same name. As a move action, the draelik can gain DR 2/— until he leaves graviton mode.<br/><br/> <b>Dark Nova (Su)</b> As a standard action, a draelik who is fully graviton-attuned can deal 2d6 negative energy damage to all creatures within 10 feet. A creature that succeeds at a DC 13 Reflex saving throw takes half damage. In addition, the light level of the affected area is reduced by one step for 1 round. After a draelik uses this ability, he immediately becomes unattuned.",
            "description": "The Shadari Confederacy lies cloaked deep within an area known as the Kurzach Nebula: an immense cloud of ionized, dingy-colored gases that block most scans and make astrogation difficult. As such, this loose organization houses all manner of fugitives, itinerants, and other scoundrels, and it is led by the inhabitants of Great Shadar, a waterless planet orbiting this system’s dim star. These residents call themselves draeliks, and they are singularly united in support of the Confederacy’s lawless ideals. To outsiders, however, they often seem more beholden to the grotesque sceaduinars: extraplanar creatures from the Negative Energy Plane, and the main figures of the most prominent draelik faith.<br/><br/> Draeliks are gaunt humanoids who average 7 feet in height. They have vestigial gills on their necks and slightly webbed hands and feet that hint that they may have once been an aquatic race, even though their home world currently has no oceans or lakes. Instead of hair, draeliks have short bristles on their heads. The color of draeliks’ skin spans various shades of yellow, from mustard to saffron. Draeliks have three fingers and a thumb on each of their hands, and their limbs are slightly longer than those of humans.<br/><br/> The majority of draeliks have a mystical marking resembling a third eye that usually appears on the forehead. Known as Eyes of Enlightenment, these mark them as adherents of the philosophy of Ataxxea, a belief that pays homage to sceaduinars and finds entropy to be the most sublime force in the universe. Members of this faith don’t actively set out to destroy, but they do very little to prevent and reverse natural deterioration. They build only items that speed up this decay, mostly by using negative energy. This pseudoreligion is widespread throughout the Confederacy, and many races native to the nebula count themselves as followers, receiving the Eye of Enlightenment during a ritualistic process involving special inks distilled from dark energies. Many who get this tattoo gain powers similar to solarians who focus on the graviton aspects of their cycle.<br/><br/> While some outsiders mistakenly conflate the nihilistic philosophy of Ataxxea with that of the Cult of the Devourer, most draeliks find the comparison deeply offensive. To them, their path is a stately and dignified march toward the inevitable and ordained end of all things, while the Devourer’s followers cheapen the entire experience and ruin the work of generations by thrashing around in childlike tantrums, attempting to tear reality’s fabric instead of embracing its beautiful unraveling.<br/><br/> The few draeliks who don’t follow these entropic beliefs generally leave the Kurzach Nebula to seek their fortunes in the wider galaxy. Despite their rejection of their home world’s nihilism, however, they are often still drawn to careers that emphasize the deeply ingrained talents of their people, hiring themselves out as deceptive assassins, furtive thieves, or mystics of dubious morality. Draeliks encased in shining armor and fighting for the betterment of every race and creed are rare, and those who seek to shatter the mold must always contend with their inner demons, sometimes even struggling against foul temptations from sceaduinars who want to bring them back into the fold."
        },
        {
            "title": "Dragonkin",
            "flavor_text": "Alien Archive pg. 40",
            "cr": "9",
            "xp": "6400",
            "size": "Large",
            "alignment": "LN",
            "creature_type": "dragon",
            "creature_subtype": null,
            "initiative": "+6",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+17",
            "aura": null,
            "hp": "142",
            "rp": "4",
            "eac": "25",
            "kac": "27",
            "fort_save": "+14",
            "ref_save": "+12",
            "will_save": "+10",
            "defensive_abilities": null,
            "immunities": "fire, paralysis, sleep",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., fly 120 ft. (Ex, average)",
            "melee": "thunderhead dragonglaive +22 (2d8+15 S & E) or bite +22 (2d6+15 P)",
            "ranged": "tactical magnetar rifle +18 (2d8+9 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "breath weapon (30-ft. cone, 9d6 F, Reflex DC 16 half, usable every 1d4 rounds), charge attack, fighting styles (blitz, guard)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+6",
            "dex": "+2",
            "con": "+5",
            "int": "+0",
            "wis": "+1",
            "cha": "+3",
            "skills": "Piloting +22, Intimidate +17, Acrobatics +17",
            "languages": "Common, Draconic",
            "gear": "advanced iridishell, tactical magnetar rifle with 50 longarm rounds, thunderhead dragonglaive with 1 battery (20 charges)",
            "other_abilities": "armor training, keep fighting (2d6+9 HP), partner bond",
            "environment": "any (Triaxus)",
            "organization": "solitary, bonded pair (1 and 1 partner), patrol (3–6 bonded pairs), wing (7–14 bonded pairs)",
            "special_abilities": "<b>Partner Bond (Ex)</b> A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them.",
            "description": "Native to Triaxus, dragonkin are smaller and more humanoid than their true dragon cousins, yet more intelligent than brutish drakes and wyverns. Even before the advent of the Gap, dragonkin had a long history of alliance with humanoids, specifically in a region on Triaxus called the Skyfire Mandate, where many dragonkin carried ryphorian riders into battle against the armies of the evil dragons in the Drakelands. With the formation of the Pact, however, the Drakelands’ masters ramped back their cruelty to ostensibly legal levels; these dragons eschewed their expansionist wars in favor of biased laws, secret police forces, and corporate oligarchies. In the wake of this peace and the dawn of easily accessible space travel, the Skyfire Mandate’s famed Dragon Legion was renamed the Skyfire Legion and found a new purpose as a spacefaring mercenary league that protects innocent colony worlds that are beyond the reach of the Pact’s laws. Yet not all dragonkin and their bonded partners signed up to join the legendary militia’s new crusade, and some instead took to the stars independently to find their own fortunes.<br/><br/> Probably the greatest distinguishing feature of the dragonkin is their near-magical ability to bond with a non-dragonkin partner, traditionally a ryphorian. Living and working together— and often training to complement each other in combat—a dragonkin and his partner can develop such a deep bond that they begin to literally read each other’s thoughts, allowing them to act with perfect synchronization. On Triaxus, this historically resulted in bonded pairs known as dragonrider pairs: a humanoid partner riding into combat on the dragonkin’s back and providing ranged and magical support. While there are still plenty of planet-dwelling pairs who practice this ancient form of combat, today, a dragonkin and his partner more often use their link to make an exceptional starship crew or ground assault squad. The bond between dragonkin and partner goes far beyond simple combat, however. While generally not romantically involved with each other, dragonkin and their partners act in sync in nearly every aspect of their lives and form an inseparable partnership that outside relationships must accommodate.<br/><br/> Life among the stars has led to variation within the dragonkin race, both culturally and genetically. While dragonkin adopted the use of armor, weapons, and other tools millennia ago, this reliance has accelerated dramatically in recent centuries. Dragonkin who remain on Triaxus and live according to tradition retain their abilities, yet those who make their homes in the cramped quarters of ships and space stations have a diminished ability to fly—a fact that drives a wedge between traditionalists and the newer breed, the latter of which claim that a good starship provides the only wings they need.<br/><br/> Dragonkin tend to be intimidatingly stoic to strangers but loyal and fun with their friends. While the Skyfire Legion has an unusually heroic code of ethics for a mercenary unit, dragonkin in general are no more good or evil than humans, finding their own religious or moral codes or simply doing whatever it takes to protect their friends and families. While legionaries don’t like to admit it, many dragonkin (and even their humanoid partners) are perfectly happy working for the chromatic-run corporations on Triaxus, conducting shady operations and making sure humanoids in the Drakelands remain properly cowed. Dragonkin have a particularly complicated relationship with the vesk, as the normally aggressive reptilian race have ancient religious scriptures claiming that the spirits of the Veskarium’s greatest warriors would be reincarnated elsewhere in a form suspiciously similar to the dragonkin, and thus vesk have always treated dragonkin with respect and deference, even when their two systems were at war.<br/><br/> The average terrestrial dragonkin is 15 to 20 feet long and weighs roughly 2,000 pounds, while the spacefaring variety can be as small as half that size."
        },
        {
            "title": "Drow Enforcer",
            "flavor_text": "Alien Archive pg. 42",
            "cr": "1",
            "xp": "400",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "humanoid",
            "creature_subtype": "elf",
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+10",
            "aura": null,
            "hp": "20",
            "rp": null,
            "eac": "16",
            "kac": "18",
            "fort_save": "+3",
            "ref_save": "+1",
            "will_save": "+3, +2 vs. enchantment",
            "defensive_abilities": null,
            "immunities": "sleep",
            "resistances": null,
            "weaknesses": "light blindness",
            "spell_resistance": "7",
            "damage_reduction": null,
            "speed": "25 ft.",
            "melee": "standard taclash +5 (1d4+2 S)",
            "ranged": "azimuth laser rifle +8 (1d8+1 F; critical burn 1d6) or shock grenade I +8 (explode [15 ft., 1d8 E, DC 10])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "create darkness, fighting styles (arcane assailant), rune of the eldritch knight",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+4",
            "con": "+1",
            "int": "-1",
            "wis": "+0",
            "cha": "+1",
            "skills": "Acrobatics +10, Intimidate +5, Stealth +5",
            "languages": "Common, Drow",
            "gear": "lashunta ringwear I, azimuth laser rifle with 4 batteries (20 charges each), shock grenades I (2), standard taclash",
            "other_abilities": null,
            "environment": "any (Apostae)",
            "organization": "pair, patrol (3–4), delegation (5–8 plus 1 drow noble arms dealer), or battalion (10–40)",
            "special_abilities": null,
            "description": "With purple skin and white hair, drow are physically beautiful but merciless. Common drow form the majority of civilian and military forces and are governed by more powerful drow nobles. This strictly matriarchal culture leaves few opportunities for a common male, and training as an enforcer for a noble house or arms dealer is one of only a few ways a drow male can secure a somewhat comfortable life—if not necessarily a long one.\r\n\r\n Drow are ruthless opponents, having no qualms about setting ambushes or luring enemies to locations where they have the upper hand. They regard ideals such as fairness and honor as pathetic gestures of lesser races, and consider all who hold such beliefs deserving of exploitation. Drow have no compunction about using other races as slaves and minions, using them as cannon fodder when exploring potentially dangerous new locations or as a line of defense that allows drow to flee to safety when an encounter turns against them.\r\n\r\n As their economy revolves primarily around retrieving, reverse engineering, and selling weaponry from the planet-ship they have claimed as their own, drow are known throughout the Pact Worlds for having some of the finest, most cutting-edge armaments available. Their soldiers specialize in the use of ranged weapons, favoring teamwork tactics to undermine their foes’ defenses—though even an otherwise loyal sniper wouldn’t hesitate to prioritize his personal vendetta and take advantage of a clear line of fire to a rival in the chaos of a firefight.\r\n\r\n Some drow are born with gifts beyond those of most of their kind, including greater magical power. These individuals are referred to as drow nobles, and are most commonly born to other drow nobles within the powerful ruling houses through the aid of genetic-selection technology that is tightly controlled by those houses. However, it is not unheard of for a drow noble to be born to common parents without any genetic intervention. Such gifted progeny, upon realizing their talents, typically leverage them to gain a higher position in society, whether by aligning themselves with one of the powerful houses or striking out to earn a name for themselves. Given their exceptional talents, drow nobles quickly rise through the ranks and are soon recognized for their achievements even if a few common drow happen to disappear along their path to power.\r\n\r\n A drow noble scion of a powerful arms-dealing house might lead a branch of the family arms dealership, traveling throughout the Pact Worlds and fledgling colonies to secure buyers for the advanced technology her house produces based on the relics plumbed from their world. Other scions reinforce their noble houses’ connections with their demon lord patrons, becoming powerful mystics, or train as technomancers with a goal of unraveling the mysteries of the portal-gate at the center of Nightarch (see pages 458–459 of the \r\n\r\n)."
        },
        {
            "title": "Drow Noble Arms Dealer",
            "flavor_text": "Alien Archive pg. 42",
            "cr": "11",
            "xp": "12800",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "humanoid",
            "creature_subtype": "elf",
            "initiative": "+3",
            "senses": "darkvision 60 ft.",
            "perception": "+26",
            "aura": null,
            "hp": "170",
            "rp": "6",
            "eac": "26",
            "kac": "28",
            "fort_save": "+10",
            "ref_save": "+12",
            "will_save": "+14, +2 vs. enchantments",
            "defensive_abilities": null,
            "immunities": "sleep",
            "resistances": null,
            "weaknesses": "light blindness",
            "spell_resistance": "22",
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "ultrathin longsword +19 (4d8+12 S)",
            "ranged": "LFD sonic pistol +21 (2d8+11 So; critical defense [DC 20])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "create darkness, limning light",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+3",
            "con": "+1",
            "int": "+5",
            "wis": "+2",
            "cha": "+8",
            "skills": "Bluff +21, Diplomacy +26, Intimidate +26, Sense Motive +26, Stealth +21",
            "languages": "Abyssal, Aklo, Common, Drow, Eoxian",
            "gear": "kasatha microcord IV (electrostatic field mk 2, white force field [15 HP]), LFD sonic pistol with 2 super-capacity batteries (80 charges each), ultrathin longsword",
            "other_abilities": "envoy improvisations (hidden agenda, improved get ’em, improved hurry, quick dispiriting taunt)",
            "environment": "any (Apostae)",
            "organization": "solitary, pair, or delegation (1 plus 5–8 drow enforcers)",
            "special_abilities": "<b>Limning Light (Su)</b> As a standard action, a drow noble can cause all creatures and objects in a 5-foot-radius burst to shed a pale glow. Creatures outlined by the limning light take a –20 penalty to Stealth checks and don’t benefit from the concealment usually provided by darkness. If an affected creature is benefiting from an effect such as <i>invisibility</i>, all others within line of sight of it become aware of its location (see page 260 of the <i>Starfinder Core Rulebook</i>). This effect lasts for a number of minutes equal to the drow noble’s CR (11 minutes for a drow noble arms dealer). This ability has a range of 100 feet.",
            "description": "With purple skin and white hair, drow are physically beautiful but merciless. Common drow form the majority of civilian and military forces and are governed by more powerful drow nobles. This strictly matriarchal culture leaves few opportunities for a common male, and training as an enforcer for a noble house or arms dealer is one of only a few ways a drow male can secure a somewhat comfortable life—if not necessarily a long one.\r\n\r\n Drow are ruthless opponents, having no qualms about setting ambushes or luring enemies to locations where they have the upper hand. They regard ideals such as fairness and honor as pathetic gestures of lesser races, and consider all who hold such beliefs deserving of exploitation. Drow have no compunction about using other races as slaves and minions, using them as cannon fodder when exploring potentially dangerous new locations or as a line of defense that allows drow to flee to safety when an encounter turns against them.\r\n\r\n As their economy revolves primarily around retrieving, reverse engineering, and selling weaponry from the planet-ship they have claimed as their own, drow are known throughout the Pact Worlds for having some of the finest, most cutting-edge armaments available. Their soldiers specialize in the use of ranged weapons, favoring teamwork tactics to undermine their foes’ defenses—though even an otherwise loyal sniper wouldn’t hesitate to prioritize his personal vendetta and take advantage of a clear line of fire to a rival in the chaos of a firefight.\r\n\r\n Some drow are born with gifts beyond those of most of their kind, including greater magical power. These individuals are referred to as drow nobles, and are most commonly born to other drow nobles within the powerful ruling houses through the aid of genetic-selection technology that is tightly controlled by those houses. However, it is not unheard of for a drow noble to be born to common parents without any genetic intervention. Such gifted progeny, upon realizing their talents, typically leverage them to gain a higher position in society, whether by aligning themselves with one of the powerful houses or striking out to earn a name for themselves. Given their exceptional talents, drow nobles quickly rise through the ranks and are soon recognized for their achievements even if a few common drow happen to disappear along their path to power.\r\n\r\n A drow noble scion of a powerful arms-dealing house might lead a branch of the family arms dealership, traveling throughout the Pact Worlds and fledgling colonies to secure buyers for the advanced technology her house produces based on the relics plumbed from their world. Other scions reinforce their noble houses’ connections with their demon lord patrons, becoming powerful mystics, or train as technomancers with a goal of unraveling the mysteries of the portal-gate at the center of Nightarch (see pages 458–459 of the \r\n\r\n)."
        },
        {
            "title": "Elder Elemental",
            "flavor_text": "Alien Archive pg. 47",
            "cr": "11",
            "xp": "12800",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "elemental",
            "initiative": "+5",
            "senses": "darkvision 60 ft.",
            "perception": "+20",
            "aura": null,
            "hp": "145",
            "rp": null,
            "eac": "24",
            "kac": "26",
            "fort_save": "+15",
            "ref_save": "+13",
            "will_save": "+10",
            "defensive_abilities": null,
            "immunities": "elemental immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "10/—",
            "speed": "20 ft.",
            "melee": "slam +24 (4d6+11 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+5",
            "con": "+3",
            "int": "-3",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +20, Athletics +20",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "any",
            "special_abilities": null,
            "description": "An elemental is a creature native to one of the four Elemental Planes that is composed entirely of that plane’s element. They are usually encountered alone or in groups of 2 to 8. The statistics for an elemental can be generated using one of the stat blocks above plus one of the four following grafts."
        },
        {
            "title": "Electrovore",
            "flavor_text": "Alien Archive pg. 44",
            "cr": "2",
            "xp": "600",
            "size": "Small",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+4",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+12",
            "aura": null,
            "hp": "23",
            "rp": "3",
            "eac": "14",
            "kac": "14",
            "fort_save": "+3",
            "ref_save": "+7",
            "will_save": "+1",
            "defensive_abilities": null,
            "immunities": "electricity",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., fly 30 ft. (Ex, average)",
            "melee": "tail slap +9 (1d4+3 B; critical siphon)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "electrical discharge (1d6+2 E plus staggered, Reflex DC 13 half)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+4",
            "con": "+1",
            "int": "-4",
            "wis": "+2",
            "cha": "-1",
            "skills": "Acrobatics +7, Athletics +7, Stealth +12, Survival +12",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, nest (3–12), or colony (13+)",
            "special_abilities": "<b>Electrical Discharge (Ex)</b> As a standard action, an electrovore can spend 1 Resolve Point to discharge some of its stored electrical energy as a powerful attack. All creatures within 10 feet of the electrovore take 1d6+2 electricity damage and are staggered for 1 round. A target can attempt a DC 13 Reflex save to take half this damage and negate the staggered effect.<br/><br/> <b>Siphon (Ex)</b> Whenever an electrovore scores a critical hit against a living creature, a construct with the technological subtype, or a technological piece of gear, it siphons off a portion of the target’s electrical energy. This restores 1 Resolve Point (up to its maximum of 3).",
            "description": "Native to the wild planet of Verlorr, electrovores were on the verge of extinction as increased volcanic activity led to their swampy habitat’s disappearance, and along with it the three-headed electric eels that provided them sustenance. When explorers from the Pact Worlds first arrived on Verlorr 2 decades ago, however, electrovores were given a new lease on life, as the travelers came on massive metal vessels coursing with the very nourishment the beasts sought. A few crept on board the various ships, and since then, “conduit rats” (as some spacefarers refer to them) have quickly multiplied, forming colonies of varying sizes everywhere from Absalom Station to the farthest reaches of the Vast.<br/><br/> An electrovore gains sustenance not from ingesting biological material but from the electrical currents that pulse through both mechanical devices and organic creatures. Xenobiologists have shown evidence that an electrovore’s internal organs are unlike those of a normal animal—it has no stomach, no intestines, and no liver. Instead, every cell of the creature acts as a tiny battery, providing the necessary impulses to move its muscles and power brain functions. In essence, an electrovore is composed almost entirely of nervous system. The creatures have quickly adapted to the artificial habitats of starships and space stations that course with their nourishment.<br/><br/> With a serpentine body covered in sparking spines and sprouting a pair of leathery wings, a typical electrovore is 3 feet long and weighs 25 pounds. An electrovore has three bright-blue visual sensors: two flanking its head and one situated on the bridge of its snout. Its wide mouth is full of sharp teeth, but it rarely uses them in combat, instead employing them to chew through wire casings. An electrovore prefers to slap and sting with its barbed tail when on the hunt.<br/><br/> A single electrovore poses little immediate threat to a starship or space station, but two or more reproduce at an alarming rate and can quickly overrun even the most experienced and best-equipped engineering team. The first signs of an electrovore infestation are usually power fluctuations in a remote, rarely traveled portion of a ship or decks already under repair or construction, but such deviations can be the result of anything from cosmic rays to a loose coupling or power being diverted to other systems. A gnawed cable or severed connector is generally the next indication of an electrovore’s presence, but by then there are likely dozens and dozens of the creatures throughout the ship’s crawlways, in its walls, and beneath its floors out of sight.<br/><br/> In their new habitats, electrovores are incredibly fecund, doubling in number in 1d6+5 weeks (assuming there are two or more to begin with). If left unchecked, a handful of the creatures on a space station or large ship can eventually overwhelm the crew’s capacity to deal with them. As such, malicious space pirates and saboteurs sometimes release a pair of electrovores into a closed environment to disable their enemies’ vessels, distract from other threats or operations, or sink the economic or resale value of commercial operations or salvaged ships. However, the electrovores just as often disable the ships of these pirates and saboteurs, making this a risky and unreliable tactic.<br/><br/> In addition to the direct damage an electrovore colony can deal to a ship’s infrastructure, it can also wreak havoc on the vessel’s systems when threatened. Full of siphoned electrical energy, a startled or cornered electrovore discharges this stored potential, often resulting in even more damage to computer systems and organic matter than the creature could normally manage in twice the time. Luckily, it takes some time for an electrovore to gather enough energy to perform this devastating attack.<br/><br/> Larger starships generally have enough redundancies built into their construction that it takes much longer for electrovore infestations to disable their key systems, though a sizable enough colony of the creatures can unleash incredible destruction in a surprisingly short amount of time in the right conditions. Even a starship with one electrovore on it is in danger of eventually being incapacitated. For each period of time for each size of starship listed in the table below, one of the vessel’s systems (determined randomly) takes critical damage (<i>Starfinder Core Rulebook</i> 321). Of course, the more electrovores infesting a vessel, the faster they disable its systems, though it takes a minimum of 1 day for a starship to take a critical damage effect in this way.<br/><br/>"
        },
        {
            "title": "Ellicoth",
            "flavor_text": "Alien Archive pg. 48",
            "cr": "9",
            "xp": "6400",
            "size": "Gargantuan",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+0",
            "senses": "blindsense (life) 60 ft., low-light vision",
            "perception": "+22",
            "aura": "of Radiation (Ex)",
            "hp": "145",
            "rp": null,
            "eac": "22",
            "kac": "24",
            "fort_save": "+13",
            "ref_save": "+13",
            "will_save": "+8",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "50 ft.",
            "melee": "gore +22 (2d10+15 P) or soul drain +22 (see below)",
            "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": "-3",
            "wis": "+3",
            "cha": "+2",
            "skills": "Athletics +17, Intimidate +17, Survival +17",
            "languages": "Eoxian (can’t speak any language)",
            "gear": null,
            "other_abilities": "no breath",
            "environment": "any plains or deserts (Eox)",
            "organization": "solitary, pair, or herd (3-6)",
            "special_abilities": "<b>Aura of Radiation (Ex)</b> Due to the environments in which they live, ellicoths absorb extreme levels of radiation, and have evolved the ability to store and redirect this energy without being harmed by it. An ellicoth emanates medium radiation out to 15 feet and low radiation for an additional 15 feet.<br/><br/> <b>Soul Drain (Su)</b> As a standard action, an ellicoth can make an attack with its trunks against the KAC of a single living or undead target within its reach. If struck, the target takes 3d6+9 bludgeoning damage and is staggered for 1 round; the target can attempt a DC 16 Fortitude save to halve the damage and negate the staggered condition. If the target takes Hit Point damage, the ellicoth regains a number of Hit Points equal to that amount, up to its maximum.",
            "description": "Standing 50 feet tall and weighing upward of 30 tons, an ellicoth resembles a strange two-trunked elephant perched on incongruously narrow, stilt-like legs. Its stocky body is covered with horns and growths, and its skin is heavily blistered and cracked from the radiation it absorbs and stores within itself, making it appear perpetually raw and burned. While some of this radiation comes from the cosmic rays that bombard Eox’s surface due to its lack of a protective atmosphere, even more of it is absorbed from Eox’s wastelands, as the creatures seem mysteriously drawn to those regions still heavily radioactive from the cataclysm that ravaged Eox ages ago.<br/><br/> Records from the bone sages report that ellicoths predate the nuclear disaster that befell Eox, indicating that at one point ellicoths were gentle herbivores whose long legs and lithe trunks allowed them to safely reach the luscious fruits atop tall spike-trunked jicobalan trees. During the disaster, however, several herds were caught in the backlash of magical energy, causing them to mutate. Today, the mournful ellicoths no longer eat vegetation or even breathe like normal animals. Instead, they siphon vital energy directly from other creatures and use it to sustain their own agonized existences. Ellicoths can survive just as easily on the necromantic energies that animate undead as on the soul energy of living creatures, and most of their diet consists of ghosts, zombies, and other spontaneously generated undead in Eox’s wastelands. Occasionally, however, a stampede of desperate or enraged ellicoths will crash through the protective walls around Eoxian settlements and gorge in a feeding frenzy until the local military can mobilize to bring them down. While the bone sages are thus careful to keep local ellicoth populations in check, driving the most aggressive populations out into the distant wastes, most see the advantage of keeping a few around to remind citizens that even the undead need the protection of a strong government.<br/><br/> Not all bone sages are content to let ellicoths remain wild, however. Continuing a tradition that stretches back even before the Gap, several bone sages still employ fearsome ellicoth cavalries in their militias. From armored howdahs built onto and around the horns atop the creatures’ broad backs, undead soldiers immune to ellicoths’ aura of radiation rain destruction down on their opponents, guiding the beasts through magic or direct neurotech linkages. Despite the expense of keeping the creatures and the advantages presented by more conventional vehicles, ellicoths’ ability to completely devour an opponent’s life force doubles as a useful psychological weapon, and their spindly legs can support a surprising amount of weight, allowing for thick armor plates to be affixed to their hide or heavy weapons to be mounted on their horns.<br/><br/> Ellicoths are mammalian and give birth to live young one at a time, which mature to full size within a few years and can live for centuries. Rather than having a designated leader, each herd tends to follow whichever adult member is moving with the most purpose at any given time, leading to chaotic and unpredictable movements when threatened. Ellicoth corpses are extremely rare; when an ellicoth grows old and its internal organs begin to fail, it instinctively leaves the herd and heads for the most powerful source of radiation in the area—usually the center of a radioactive waste—and proceeds to lie down and sing its dirges loudly and continually until its body finally gives out. Once it does, unknown processes within its cells, possibly related to the storage of radiation, cause the corpse to suddenly and dramatically break down, transforming the creature into a puddle of radioactive ooze within hours.<br/><br/>"
        },
        {
            "title": "Endbringer Devil (Dhalochar)",
            "flavor_text": "Alien Archive pg. 34",
            "cr": "19",
            "xp": "204800",
            "size": "Colossal",
            "alignment": "LE",
            "creature_type": "outsider",
            "creature_subtype": "devil",
            "initiative": "+6",
            "senses": "darkvision 60 ft., see in darkness",
            "perception": "+32",
            "aura": null,
            "hp": "415",
            "rp": "6",
            "eac": "33",
            "kac": "35",
            "fort_save": "+20",
            "ref_save": "+20",
            "will_save": "+18",
            "defensive_abilities": "construct form",
            "immunities": "fire, poison",
            "resistances": "acid 10, cold 10",
            "weaknesses": null,
            "spell_resistance": "30",
            "damage_reduction": "15/good and magic",
            "speed": "30 ft., fly 60 ft. (Su, perfect)",
            "melee": "slam +32 (4d12+30 B)",
            "ranged": "hellfire glare +34 (8d8+19 F; critical burn 5d6)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+11",
            "dex": "+6",
            "con": "+9",
            "int": "+4",
            "wis": "+6",
            "cha": "+6",
            "skills": "Computers +32, Engineering +32, Intimidate +37, Mysticism +32, Piloting +32",
            "languages": "Celestial, Draconic, Infernal; telepathy 100 ft.",
            "gear": null,
            "other_abilities": "cargo cavity, no breath",
            "environment": "any (Hell)",
            "organization": "solitary, assault (1 dhalochar plus 8 other devils), or invasion (3-12)",
            "special_abilities": "<b>Cargo Cavity (Ex)</b> A dhalochar has a sizable cavity within its body. This space can comfortably fit eight Large or smaller creatures (or four Huge creatures). Any creature inside is protected from the external environment, no matter how hostile, and can breathe as normal. A dhalochar has control over what enters and what leaves its cargo cavity. Entering or leaving a willing dhalochar requires a full action, during which the dhalochar cannot move. Creatures cannot enter an uncooperative dhalochar, but they can try to escape from inside as if they were attempting to escape being grappled.<br/><br/> Alternatively, some dhalochars have this cavity replaced with a device capable of generating minor passages to Hell. This grants them the ability to cast 6th-level <i>planar binding</i> as a spell-like ability once per hour (to a maximum number of times per day equal to the dhalochar’s Constitution modifier—nine times per day for most dhalochars), except they can call only devils. Called devils aren’t trapped by this ability, and they aren’t forced to do the dhalochar’s bidding, though they are usually friendly to the dhalochar.<br/><br/> <b>Construct Form (Ex)</b> Despite being true devils, dhalochars have a number of immunities common to constructs. They are immune to ability damage, ability drain, death effects, disease, energy drain, exhaustion, fatigue, necromancy effects, negative levels, nonlethal damage, paralysis, sleep, and stunning.<br/><br/> <b>Hellfire Glare (Ex)</b> As an attack, a dhalochar can shoot hellfire from its eyes at a single target. This attack has a range increment of 120 feet. The glare acts as if it had the <i>unholy</i> fusion.",
            "description": ""
        },
        {
            "title": "Eohi",
            "flavor_text": "Starfinder #4: The Ruined Clouds pg. 57",
            "cr": "6",
            "xp": "2400",
            "size": "Small",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "blindsight (scent) 60 ft., low-light vision",
            "perception": "+13",
            "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": "40 ft., climb 20 ft.",
            "melee": "bite +16 (1d8+11 P) or slam +16 (1d8+11 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+2",
            "con": "+3",
            "int": "-4",
            "wis": "+1",
            "cha": "+0",
            "skills": "Athletics +13, Acrobatics +13, Survival +18",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any forests (Nejeor IV)",
            "organization": "solitary, pair, or pack (3-8)",
            "special_abilities": "<b>Pounce (Ex)</b> As a full action, an eohi can move up to its speed and make a full attack at the end of its movement. Each attack takes a –5 penalty instead of the usual –4 penalty.",
            "description": "Originally from the heavily forested world of Nejeor IV, carnivorous eohis prefer to hunt in packs, often climbing to precarious heights in the treetops, where they can leap quickly from branch to branch, easily chasing down prey that is slowed by underbrush. Another favored hunting tactic is to drop down in a ring around an unsuspecting victim before closing in for the kill.<br/><br/> These furred quadrupeds are the size of large hounds, with muscular forelimbs and six-digit humanlike hands that assist in scaling trunks and hanging onto branches. Their powerful jaws and sharp teeth are capable of tearing into tough flesh, and their large, flaring nostrils help them pick up even the faintest scent. But eohis are not entirely dependent on scent; their keen eyes allow them to see well even in the dim light under the forest canopy.<br/><br/> Male eohis have darker fur, ranging from black to slate gray, while female eohis are usually light brown, tan, or brindled. Eohis give birth to live young, which are nursed by their mothers until their fangs grow in, usually in about 3 months. The young then feast on carcasses left behind by older eohis, but as they grow and learn to work cooperatively to take down living prey, they form their own hunting packs.<br/><br/> Millennia ago, the kishalee empire captured a handful of eohis and brought them to the cities of Nejeor VI (see page 62) to populate their zoos. The kishalee occasionally introduced new eohis to the captive animals to keep the gene pool viable, and the creatures became a popular attraction. When the kishalee civilization crumbled, though, these captive eohis were left to fend for themselves in their pens. Many of them died from lack of food; others perished when their host cities plummeted into the clouds. However, the eohis in Istamak (see page 38) survived by breaking out of their cages and eating many of the other animals in their zoo before eventually establishing a stable population in the city’s park. Eventually, the kish (see page 58) in that city saw how useful eohis could be in a hunt and tamed some of them, training them to take down larger prey and to guard kish homes and livestock from the city’s other predators.<br/><br/>"
        },
        {
            "title": "Formian Warrior",
            "flavor_text": "Alien Archive pg. 50",
            "cr": "3",
            "xp": "800",
            "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": "+8 (+12 with hive mind)",
            "aura": null,
            "hp": "39",
            "rp": null,
            "eac": "17",
            "kac": "20",
            "fort_save": "+5",
            "ref_save": "+3",
            "will_save": "+4",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "sonic 10",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "claw +11 (1d6+7 S) or stinger +11 (1d4+7 P plus formian toxin)",
            "ranged": "azimuth laser rifle +8 (1d8+3 F; critical burn 1d6)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "deadly grasp, fighting styles (guard)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+2",
            "con": "+1",
            "int": "+0",
            "wis": "-1",
            "cha": "+0",
            "skills": "Acrobatics +13, Intimidate +8, Stealth +8",
            "languages": "Common; limited telepathy 60 ft.",
            "gear": "squad defiance series, azimuth laser rifle with 2 batteries (20 charges each)",
            "other_abilities": "armor training, hive mind",
            "environment": "any land or underground (Castrovel)",
            "organization": "solitary, pair, patrol (3–12), or band (5–8 plus 3–15 formian workers)",
            "special_abilities": "<b>Deadly Grasp (Ex)</b> When a formian warrior succeeds at a combat maneuver to maintain a grapple, it can make a melee attack with its stinger as a move action.<br/><br/> <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 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.<h3 class=\"framing\">Formian Toxin</h3> <b>Type</b> poison (injury)<br/><b>Save</b> Fortitude DC 12; <b>Track</b> Dexterity<br/><b>Frequency</b> 1/round for 6 rounds; <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": "Formian Worker",
            "flavor_text": "Alien Archive pg. 50",
            "cr": "1",
            "xp": "200",
            "size": "Small",
            "alignment": "LN",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+2 (+6 with hive mind)",
            "senses": "blindsense (scent) 30 ft., darkvision 60 ft.",
            "perception": "+4 (+8 with hive mind)",
            "aura": null,
            "hp": "12",
            "rp": null,
            "eac": "10",
            "kac": "11",
            "fort_save": "+2",
            "ref_save": "+2",
            "will_save": "+2",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "sonic 10",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., burrow 10 ft.",
            "melee": "bite +5 (1d4+3 P)",
            "ranged": "survival flare gun +3 (1d3 F; critical burn 1d6)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+3",
            "dex": "+2",
            "con": "+1",
            "int": "+0",
            "wis": "+0",
            "cha": "-1",
            "skills": "Athletics +9, Engineering +9, Physical Science +4, Profession (miner) +9, Survival +4",
            "languages": "Common; limited telepathy 60 ft.",
            "gear": "survival flare gun with 10 flares",
            "other_abilities": "able assistant, hive mind, peerless bearer",
            "environment": "any land or underground (Castrovel)",
            "organization": "solitary, work crew (6–12), or band (3–15 plus 5–8 formian warriors)",
            "special_abilities": "<b>Able Assistant (Ex)</b> When supporting an ally within range of its limited telepathy through covering fire, harrying fire, or the aid another action, a formian worker provides a +4 bonus to its ally’s AC, attack roll, or skill check instead of the normal +2 bonus.<br/><br/> <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 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>Peerless Bearer (Ex)</b> Formian workers are bred for heavy labor. A formian worker can carry 5 additional bulk beyond the normal limits for its Strength before becoming encumbered or overburdened.",
            "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": "Frujai Colony",
            "flavor_text": "Alien Archive pg. 52",
            "cr": "19",
            "xp": "204800",
            "size": "Colossal",
            "alignment": "N",
            "creature_type": "plant",
            "creature_subtype": null,
            "initiative": "+0",
            "senses": "low-light vision",
            "perception": "+32",
            "aura": null,
            "hp": "420",
            "rp": "6",
            "eac": "31",
            "kac": "33",
            "fort_save": "+22",
            "ref_save": "+15",
            "will_save": "+20",
            "defensive_abilities": "absolute gravity",
            "immunities": "plant immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 20 ft.",
            "melee": "bite +33 (6d10+29 P) or slam +33 (4d12+29 B)",
            "ranged": "gravity thrust +30 (8d8+19 force)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "gravity control, slough minion",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+10",
            "dex": "+0",
            "con": "+9",
            "int": "+2",
            "wis": "+4",
            "cha": "+9",
            "skills": "Intimidate +37, Life Science +32, Survival +32",
            "languages": "Frujai; telepathy 300 ft.",
            "gear": null,
            "other_abilities": null,
            "environment": "any forests (Orikolai)",
            "organization": "solitary or communion (2–5)",
            "special_abilities": "<b>Absolute Gravity (Su)</b> A frujai colony is able to control its apparent mass through a combination of organelles and psychic commands. It gains a +4 bonus to its KAC against bull rush, reposition, and trip combat maneuvers. Furthermore, it can ignore the effect of supernatural gravity effects such as <i>control gravity</i> and can always behave as though natural gravity conditions were up to two steps stronger or weaker.<br/><br/> <b>Gravity Control (Su)</b> A frujai colony can control gravity in a variety of ways. At the beginning of its turn, a colony selects two of the following five abilities that it can use before the beginning of its next turn. By spending 1 Resolve Point, a colony can select three of the abilities that round instead. If a colony has a sustained ability active (such as flight or gravity field) and does not select that as one of its abilities for the turn, that effect ends immediately.<br/><br/> <i>Flight</i>: As a free action, the frujai colony gains an extraordinary fly speed of 40 feet (poor maneuverability). When this ability ends, the colony descends gently at a rate of 60 feet per round and takes no damage when it lands.<br/><br/> <i>Gravity Field</i>: The frujai colony can create a zone of abnormal gravity as a standard action, as per <i>control gravity</i> (CL 19th). A colony can maintain only one such effect at a time, and the abnormal gravity field ends if it uses this ability again.<br/><br/> <i>Gravity Shield</i>: The frujai colony combines levitating improvised shields with pulses of gravity to deflect attacks, gaining a +4 bonus to its AC.<br/><br/> <i>Gravity Thrust</i>: The frujai colony can use its gravity thrust attack. This is a ranged attack against EAC with a maximum range of 200 feet and no range increment.<br/><br/> <i>Gravity Wave</i>: As a standard action, the frujai colony can unleash a wave of force in a 60-foot cone that deals 8d6+17 bludgeoning damage to each creature in the area and pushes affected creatures 10 feet away from the colony. A target can attempt a DC 24 Reflex save to halve the damage and negate the movement.<br/><br/> <b>Slough Minion (Ex)</b>",
            "description": "On the toroid-shaped world of Orikolai, dramatic fluctuations of gravity, light, and temperature are commonplace. Sentient fungi known as frujais are among the most successful of the planet’s inhabitants, having developed not only a seasonal life cycle but also biological and psychic means of overcoming different gravity levels. Frujais function much like ants, with the colony’s living hub spawning hundreds of simple workers and soldiers to sustain it. During Orikolai’s frigid winters, frujais hibernate, awakening at the first signs of spring to blanket their territory in spores that take root in the thawing corpses of any animals that didn’t survive the cold. If not enough corpses are available, the colony begins to hunt aggressively, attacking whatever living organisms it comes across.\r\n\r\n The immature drones that sprout from these infested cadavers (use the statistics for a frujai soldier above, without the colony guard ability) wander through unclaimed territory, scavenging and hunting to grow strong. In early autumn, the drones convene and mate in roiling ligneous mats, during which they spar with and even consume one another. Those that survive the process disperse to pursue migratory herds or shadow large prey back to the latters’ winter lairs, eating and killing as much as possible in order to stockpile as much nutrition as they can. They then consume these stores over the winter months, growing to their colossal mature size and metamorphosing into fully functional frujai colonies. Both colonies and the individual soldiers they spawn as guardians use their mastery of gravity to collect stones and other objects, which constantly orbit them and represent their only concessions to wealth or vanity.\r\n\r\n Despite their strange shapes, frujai colonies and soldiers are surprisingly intelligent. Frujais see themselves as ecological caretakers, weeding out the weak and clearing the path for stronger creatures. Several attempts at settling Orikolai have failed when frujais interpreted the settlements as well-stocked larders of weak-willed flesh. Larger frujai colonies sometimes entertain interviews with avid xenobiologists, though the dialogues are as likely to descend into ravenous feasting upon the scholars as they are to explore the deep philosophical musings that occupy the frujais the rest of the time."
        },
        {
            "title": "Frujai Soldier",
            "flavor_text": "Alien Archive pg. 53",
            "cr": "12",
            "xp": "19200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "plant",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "low-light vision",
            "perception": "+22",
            "aura": null,
            "hp": "210",
            "rp": null,
            "eac": "26",
            "kac": "28",
            "fort_save": "+16",
            "ref_save": "+14",
            "will_save": "+11",
            "defensive_abilities": "absolute gravity",
            "immunities": "plant immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 20 ft.",
            "melee": "slam +25 (6d4+20 B)",
            "ranged": "gravity anchor +22 (6d4+12 force plus reposition or trip)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "colony guard",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+2",
            "con": "+5",
            "int": "-1",
            "wis": "+2",
            "cha": "+2",
            "skills": "Intimidate +27, Stealth +22, Survival +22",
            "languages": "Frujai; telepathy 100 ft.",
            "gear": null,
            "other_abilities": null,
            "environment": "any forests (Orikolai)",
            "organization": "solitary or squad (2–8)",
            "special_abilities": "<b>Absolute Gravity (Su)</b> A frujai soldier is able to control its apparent mass through a combination of organelles and psychic commands. It gains a +4 bonus to its KAC against bull rush, reposition, and trip combat maneuvers. Furthermore, it can ignore the effect of supernatural gravity effects such as control gravity and can always behave as though natural gravity conditions were up to two steps stronger or weaker.<br/><br/> <b>Colony Guard (Ex)</b> Whenever a frujai colony takes damage, all frujai soldiers within 300 feet gain a +4 morale bonus to attack rolls and a 10-foot bonus to their base speed for 1 round.<br/><br/> <b>Gravity Anchor (Su)</b>",
            "description": "On the toroid-shaped world of Orikolai, dramatic fluctuations of gravity, light, and temperature are commonplace. Sentient fungi known as frujais are among the most successful of the planet’s inhabitants, having developed not only a seasonal life cycle but also biological and psychic means of overcoming different gravity levels. Frujais function much like ants, with the colony’s living hub spawning hundreds of simple workers and soldiers to sustain it. During Orikolai’s frigid winters, frujais hibernate, awakening at the first signs of spring to blanket their territory in spores that take root in the thawing corpses of any animals that didn’t survive the cold. If not enough corpses are available, the colony begins to hunt aggressively, attacking whatever living organisms it comes across.\r\n\r\n The immature drones that sprout from these infested cadavers (use the statistics for a frujai soldier above, without the colony guard ability) wander through unclaimed territory, scavenging and hunting to grow strong. In early autumn, the drones convene and mate in roiling ligneous mats, during which they spar with and even consume one another. Those that survive the process disperse to pursue migratory herds or shadow large prey back to the latters’ winter lairs, eating and killing as much as possible in order to stockpile as much nutrition as they can. They then consume these stores over the winter months, growing to their colossal mature size and metamorphosing into fully functional frujai colonies. Both colonies and the individual soldiers they spawn as guardians use their mastery of gravity to collect stones and other objects, which constantly orbit them and represent their only concessions to wealth or vanity.\r\n\r\n Despite their strange shapes, frujai colonies and soldiers are surprisingly intelligent. Frujais see themselves as ecological caretakers, weeding out the weak and clearing the path for stronger creatures. Several attempts at settling Orikolai have failed when frujais interpreted the settlements as well-stocked larders of weak-willed flesh. Larger frujai colonies sometimes entertain interviews with avid xenobiologists, though the dialogues are as likely to descend into ravenous feasting upon the scholars as they are to explore the deep philosophical musings that occupy the frujais the rest of the time."
        },
        {
            "title": "Gray",
            "flavor_text": "Alien Archive pg. 56",
            "cr": "4",
            "xp": "1200",
            "size": "Small",
            "alignment": "NE",
            "creature_type": "humanoid",
            "creature_subtype": "gray",
            "initiative": "+1",
            "senses": "darkvision 30 ft.",
            "perception": "+10",
            "aura": null,
            "hp": "43",
            "rp": null,
            "eac": "15",
            "kac": "15",
            "fort_save": "+3",
            "ref_save": "+3",
            "will_save": "+9",
            "defensive_abilities": "phase",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "touch +6 (probe)",
            "ranged": "needler pistol +8 (1d4+4 P plus blue whinnis)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "sleep paralysis",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "-1",
            "dex": "+1",
            "con": "+0",
            "int": "+5",
            "wis": "+0",
            "cha": "+3",
            "skills": "Life Science +15, Medicine +10, Sense Motive +15",
            "languages": "Aklo (can’t speak); telepathy 100 ft.",
            "gear": "gray skinsuit (functions as basic lashunta tempweave), needler pistol with 25 darts, 5 doses of blue whinnis",
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or invasion (6–12)",
            "special_abilities": "<b>Phase (Su)</b> Grays exist slightly out of phase with the Material Plane. A gray can pass through walls or material objects (but not corporeal creatures) as long as it begins and ends its turn outside of any wall or obstacle. In addition, a gray always benefits from a 20% miss chance against attacks and effects targeting it directly and takes only half damage from area effects. Force effects, however, function normally against a gray.<br/><br/> <b>Probe (Su)</b> A gray creates powerful psychic connections to creatures it touches, transferring information and sensations at terrifying speeds. A creature struck by a gray’s touch (a melee attack targeting KAC) is staggered by sensory overload for 1d4 rounds unless it succeeds at a DC 15 Will save.<br/><br/> Alternatively, if the creature it touches is conscious, intelligent, and paralyzed, a gray can instead use a standard action to probe the creature’s mind. It can search for the answer to a simple question (such as, “What is your starship’s point of origin?”) or seek information on one general topic known to the subject. The target can resist this probing with a successful DC 15 Will save. The gray can probe a single creature in this way only once per minute, but if it remains in contact with the subject for at least 1 minute, it can choose one Intelligence-based skill the subject has at least 1 rank in and attempt checks using the subject’s skill modifier instead of its own for the next 24 hours.<br/><br/> A gray can’t employ this ability in both ways simultaneously, and using this ability to overload a target’s senses interrupts its efforts to probe for information.<br/><br/> <b>Sleep Paralysis (Su)</b> As a standard action, a gray can paralyze a sleeping creature within 30 feet that it can see. A target that succeeds at a DC 15 Will save remains asleep and is immune to the same gray’s sleep paralysis ability for 24 hours. A creature that fails the save awakens but is paralyzed for 1d6 minutes. Any attack or hostile action other than a gray’s ability to probe for information ends this paralysis. If the paralysis is not interrupted and its duration ends, the victim falls back asleep and has no memory of the event, as if its memory were eliminated by <i>modify memory</i>. The victim can attempt a DC 15 Will save against the memory erasure; if it succeeds, it remembers the paralysis and probing but with imperfect clarity.",
            "description": "No one knows what planet or even galaxy the grays call home, but reports of their unnerving abductions, nightmarish paralysis, and mysterious experiments have been collected from countless worlds for as long as starships have sailed in the dark spaces of the universe. Such reports are fragmentary and unreliable, offered by victims recounting hazy memories of enduring various procedures under clinically bright lights or waking in cramped and lightless confinement, and do little to explain the methodology or goals of their captors. Those captors, though, have much in common no matter the specific circumstances or the species of the victim: an otherworldly presence, condescending interactions, and a sinister disregard for the agency and dignity of those they take as subjects for their experiments.<br/><br/> Grays communicate only telepathically, even among their own kind. Their faces and glassy black eyes show little emotion or reaction, and while graceful, they usually move with deliberate intention, often spending several moments in thought before committing to an action or movement. This inscrutability renders them enigmatic and disturbing to most other races.<br/><br/> Little is known about the grays’ motivations, and to date no efforts have been successful at establishing diplomatic relationships with them. However, their goals appear to center around the search for information, rather than conquest. Victims of their paralytic abductions are almost always returned mostly unharmed, though the sudden appearance of a series of scars or an inexplicable implant undermines the effects of the grays’ ability to erase memories of the experience. Researchers wonder at the end goals of this accumulation of knowledge and what purposes the information gleaned may serve in the meantime. Some fringe scientists believe grays are preparing for an eventual all-out invasion, while others posit they are simply curious about us, but their alien mindsets lead them to sate this inquisitiveness in disturbing ways.<br/><br/> Once rare enough that reports of their abductions were written off as conspiracy and delusion, encounters with grays have become disturbingly more common with the advent of Drift travel. Their sleek, disk-shaped starships lurk in the dark corners of the Drift, appearing seemingly out of nowhere to confront vessels with inattentive or unwary crews. Much like the grays themselves, their ships are designed less for offense and more for evading and subduing their targets, employing tractor beams and EMP weapons to disable and control a vessel, preserving its crew as test subjects. Such captives find themselves unable to move, held under brilliant lights, their captors mere silhouettes as their thoughts and memories are sifted under the gray’s psychic touch."
        },
        {
            "title": "Greater Elemental",
            "flavor_text": "Alien Archive pg. 46",
            "cr": "9",
            "xp": "6400",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "elemental",
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+17",
            "aura": null,
            "hp": "145",
            "rp": null,
            "eac": "22",
            "kac": "24",
            "fort_save": "+13",
            "ref_save": "+11",
            "will_save": "+8",
            "defensive_abilities": null,
            "immunities": "elemental immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "10/—",
            "speed": "20 ft.",
            "melee": "slam +22 (2d10+15 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+6",
            "dex": "+4",
            "con": "+3",
            "int": "-3",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +17, Athletics +17",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "any",
            "special_abilities": null,
            "description": "An elemental is a creature native to one of the four Elemental Planes that is composed entirely of that plane’s element. They are usually encountered alone or in groups of 2 to 8. The statistics for an elemental can be generated using one of the stat blocks above plus one of the four following grafts."
        },
        {
            "title": "Haan Combat Pilot",
            "flavor_text": "Alien Archive pg. 58",
            "cr": "7",
            "xp": "3200",
            "size": "Large",
            "alignment": "CN",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+5",
            "senses": "darkvision 60 ft.",
            "perception": "+15",
            "aura": null,
            "hp": "102",
            "rp": null,
            "eac": "20",
            "kac": "21",
            "fort_save": "+6",
            "ref_save": "+9",
            "will_save": "+10",
            "defensive_abilities": "evasion, uncanny agility",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., climb 40 ft., fly 30 ft. (Ex, average), swim 40 ft., sure-footed",
            "melee": "balloon +12 (see below) or tactical knife +12 (2d4+9 S)",
            "ranged": "advanced semi-auto pistol +14 (2d6+7 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "firespray, debilitating trick, trick attack +4d8",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+5",
            "con": "+0",
            "int": "+1",
            "wis": "+4",
            "cha": "+0",
            "skills": "Acrobatics +20, Engineering +15, Piloting +20, Profession (soldier) +15, Stealth +20",
            "languages": "Brethedan, Common",
            "gear": "D-suit I, advanced semi-auto pistol with 60 small arm rounds, tactical knife",
            "other_abilities": "operative specialization (daredevil)",
            "environment": "any sky (Bretheda)",
            "organization": "solitary",
            "special_abilities": "<b>Balloon (Ex)</b> A haan can create and inflate a web balloon and attach it to an adjacent enemy with a successful melee attack against KAC. If the attack hits, the target immediately rises 30 feet off the ground in a straight line, and it continues to rise at a speed of 30 feet each round on the haan’s turn. Every round after the balloon is attached, the target can attempt a DC 14 Reflex save to cut or break free of the web balloon. If freeing itself from the balloon causes the creature to fall, it takes falling damage as normal. This ability does not function in a vacuum or zero gravity.<br/><br/> <b>Firespray (Ex)</b> As a standard action, a haan can spray its flammable lifting gases and light them with sparks, creating a 30-foot cone of flame. All creatures within the cone take 3d6 fire damage (Reflex DC 14 half).",
            "description": "The slender arthropodan haans are native to Bretheda, where they soar through the endless skies in search of prey. Haans fly not via wings but by deftly weaving their silken webbing into balloons, which they then inflate with buoyant gases expelled from tubes in their shells. Combining this upward lift with web sails and occasional blasts from their gas tubes, haans are able to ride the winds of their home world with terrifying speed and precision, often bobbing along just at the leading edge of a storm front. Once they locate prey, haans ignite their jets of flammable gas using sparks from specially evolved strike plates in their leg chitin, creating biological flamethrowers. The roasted prey is then quickly caught and secured to a balloon of its own before it can fall away into the planet’s depths.\r\n\r\n Though haans are intelligent, their society is highly traditional and forbids all but the simplest tools. Those rare haans who leave their kin to travel the stars often become starship and aircraft pilots, finding that their experience in flying organically on Bretheda gives them a natural aptitude for the physics involved. Sadly, these individuals are inevitably mourned as dead by their families and never allowed to return home—a fact that leads many haan starfarers to join up with crime families, megacorporations, military organizations, adventuring groups such as the Starfinder Society, or an other social organizations that promise a senses of belonging. Of late, a group of haan expatriates have begun making plans for a technology-friendly haan colony on a gas giant in Near Space, which they’ve named Haanara. Without the need for ordinary humanoid gas-mining platforms, they hope to create a highly lucrative refuge for haan workers tired of being held back by tradition, though many fear that attempts to actively recruit on Bretheda will lead to ugly sectarian violence.\r\n\r\n The average haan is 8 feet long and weighs 180 pounds. Their chitin tends toward a pinkish purple, and they have barbed limbs and spiky pedipalps, which stretch wide on either side of their faces. Though the mottled colors on their shells can be quite beautiful, haan vanity is focused almost exclusively on the large, hairlike spikes extending from the tips of their abdomen. Haans never cover these unless they absolutely have to, and they frequently carve, cut, and decorate them with the same care humans reserve for head hair. Indeed, even traditionalist haans on Bretheda often sneak onto mining settlements in search of offworlder barbers and other artisans offering “file and style” services to help them establish unique and identifiable looks."
        },
        {
            "title": "Haan",
            "flavor_text": "Alien Archive pg. 58",
            "cr": "3",
            "xp": "800",
            "size": "Large",
            "alignment": "CN",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+13",
            "aura": null,
            "hp": "36",
            "rp": null,
            "eac": "14",
            "kac": "15",
            "fort_save": "+2",
            "ref_save": "+4",
            "will_save": "+8",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., fly 30 ft. (Ex, average)",
            "melee": "balloon +10 (see below) or claw +10 (1d4+5 S)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "firespray",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+4",
            "con": "+0",
            "int": "-1",
            "wis": "+1",
            "cha": "+0",
            "skills": "Acrobatics +13, Engineering +8, Piloting +13, Stealth +8",
            "languages": "Brethedan, Common",
            "gear": null,
            "other_abilities": null,
            "environment": "any sky (Bretheda)",
            "organization": "solitary, pair, or flotilla (3–10)",
            "special_abilities": "<b>Balloon (Ex)</b> A haan can create and inflate a web balloon and attach it to an adjacent enemy with a successful melee attack against KAC. If the attack hits, the target immediately rises 30 feet off the ground in a straight line, and it continues to rise at a speed of 30 feet each round on the haan’s turn. Every round after the balloon is attached, the target can attempt a DC 14 Reflex save to cut or break free of the web balloon. If freeing itself from the balloon causes the creature to fall, it takes falling damage as normal. This ability does not function in a vacuum or zero gravity.<br/><br/> <b>Firespray (Ex)</b> As a standard action, a haan can spray its flammable lifting gases and light them with sparks, creating a 30-foot cone of flame. All creatures within the cone take 3d6 fire damage (Reflex DC 14 half).",
            "description": "The slender arthropodan haans are native to Bretheda, where they soar through the endless skies in search of prey. Haans fly not via wings but by deftly weaving their silken webbing into balloons, which they then inflate with buoyant gases expelled from tubes in their shells. Combining this upward lift with web sails and occasional blasts from their gas tubes, haans are able to ride the winds of their home world with terrifying speed and precision, often bobbing along just at the leading edge of a storm front. Once they locate prey, haans ignite their jets of flammable gas using sparks from specially evolved strike plates in their leg chitin, creating biological flamethrowers. The roasted prey is then quickly caught and secured to a balloon of its own before it can fall away into the planet’s depths.\r\n\r\n Though haans are intelligent, their society is highly traditional and forbids all but the simplest tools. Those rare haans who leave their kin to travel the stars often become starship and aircraft pilots, finding that their experience in flying organically on Bretheda gives them a natural aptitude for the physics involved. Sadly, these individuals are inevitably mourned as dead by their families and never allowed to return home—a fact that leads many haan starfarers to join up with crime families, megacorporations, military organizations, adventuring groups such as the Starfinder Society, or an other social organizations that promise a senses of belonging. Of late, a group of haan expatriates have begun making plans for a technology-friendly haan colony on a gas giant in Near Space, which they’ve named Haanara. Without the need for ordinary humanoid gas-mining platforms, they hope to create a highly lucrative refuge for haan workers tired of being held back by tradition, though many fear that attempts to actively recruit on Bretheda will lead to ugly sectarian violence.\r\n\r\n The average haan is 8 feet long and weighs 180 pounds. Their chitin tends toward a pinkish purple, and they have barbed limbs and spiky pedipalps, which stretch wide on either side of their faces. Though the mottled colors on their shells can be quite beautiful, haan vanity is focused almost exclusively on the large, hairlike spikes extending from the tips of their abdomen. Haans never cover these unless they absolutely have to, and they frequently carve, cut, and decorate them with the same care humans reserve for head hair. Indeed, even traditionalist haans on Bretheda often sneak onto mining settlements in search of offworlder barbers and other artisans offering “file and style” services to help them establish unique and identifiable looks."
        }
    ]
}
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