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        {
            "title": "Hallajin",
            "flavor_text": "Alien Archive pg. 60",
            "cr": "17",
            "xp": "102400",
            "size": "Large",
            "alignment": "CN",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+5",
            "senses": "blindsight (thought) 120 ft., darkvision 60 ft., sense through (thought)",
            "perception": "+29",
            "aura": null,
            "hp": "280",
            "rp": null,
            "eac": "31",
            "kac": "30",
            "fort_save": "+15",
            "ref_save": "+15",
            "will_save": "+22",
            "defensive_abilities": "incorporeal, searing mind",
            "immunities": "advanced immunities",
            "resistances": null,
            "weaknesses": "vulnerable to electricity",
            "spell_resistance": "28",
            "damage_reduction": null,
            "speed": "fly 120 ft. (Ex, perfect)",
            "melee": "energy surge +25 (8d6+17 F)",
            "ranged": "energy surge +27 (4d8+17 F)",
            "space": "aring legends from ancient times describe the “lights of Hallas,” strange glowing forms seen on the moon Hallas beneath the stormy shadow of Liavara the Dreamer. Most of the time, these shapes look like shifting multicolored masses of light, though sometimes hints of feathery wings, scaly coils, staring eyes, or writhing tendrils emerge from within their depths. These forms were initially believed to be just strange lights seen in the sky of Hallas, perhaps an aurora or a type of ball lightning related to the storms of Liavara, but visitors to the moon quickly learned they were intelligent—if inscrutable—creatures, though that knowledge came at a high price. The creatures are able to communicate telepathically, but when the first emissaries from nearby Arkanen attempted to contact them in the same manner, the experience seared the emissaries’ minds. This led to the establishment of a powerful magical cordon around the world—one that remains in place to this day, now administrated by Pact Worlds officials on nearby Arkanen to ensure unprepared visitors don’t accidentally destroy their minds or anger the powerful entities.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "—",
            "dex": "+5",
            "con": "+8",
            "int": "+11",
            "wis": "+8",
            "cha": "+5",
            "skills": "Culture +34, Mysticism +34",
            "languages": "Hallas, telepathy 120 ft. and telepathy (anywhere on same plane, other hallajins only)",
            "gear": null,
            "other_abilities": "light leap, shining",
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Advanced Immunities (Ex)</b> Hallajins are immune to bleed, disease, mind-affecting effects, paralysis, poison, sleep, and stunning. They are also immune to ability damage, ability drain, exhaustion, fatigue, negative levels, and nonlethal damage.<br/><br/> <b>Energy Surge (Ex)</b> A hallajin can concentrate its glowing form into deadly flaming energy to make either melee or ranged attacks. Its ranged energy surge attack has a range increment of 100 feet.<br/><br/> <b>Light Leap (Su)</b> As a full action, a hallajin can teleport (as per <i>teleport</i>), except it can’t leave or enter an area enclosed by barriers of electrical energy.<br/><br/> <b>Searing Mind (Ex)</b> The mind and spirit of a hallajin is so convoluted and energetic that direct contact with it via abilities like <i>detect thoughts</i>, <i>mind link</i>, or other spells or abilities that charm or dominate causes feedback of psychic energy. The creature contacting the hallajin’s mind takes 4d8+8 psychic damage (Will DC 24 half). This damage occurs each round a creature remains in contact with the hallajin’s mind. A hallajin using its telepathy on a creature doesn’t affect it in this way.<br/><br/> <b>Shining Form (Ex)</b> A hallajin sheds light as per a beacon.",
            "description": "Spacefaring legends from ancient times describe the “lights of Hallas,” strange glowing forms seen on the moon Hallas beneath the stormy shadow of Liavara the Dreamer. Most of the time, these shapes look like shifting multicolored masses of light, though sometimes hints of feathery wings, scaly coils, staring eyes, or writhing tendrils emerge from within their depths. These forms were initially believed to be just strange lights seen in the sky of Hallas, perhaps an aurora or a type of ball lightning related to the storms of Liavara, but visitors to the moon quickly learned they were intelligent—if inscrutable—creatures, though that knowledge came at a high price. The creatures are able to communicate telepathically, but when the first emissaries from nearby Arkanen attempted to contact them in the same manner, the experience seared the emissaries’ minds. This led to the establishment of a powerful magical cordon around the world—one that remains in place to this day, now administrated by Pact Worlds officials on nearby Arkanen to ensure unprepared visitors don’t accidentally destroy their minds or anger the powerful entities.<br/><br/> Study of ancient ruins and artifacts on Hallas by modern archaeological and paleobiological teams has contributed to the belief that the so-called hallajins (their name for themselves is unknown) once had material forms but developed beyond the need for them and became beings of pure energy. Examination of the surviving art and artifacts on Hallas suggests hallajins considered their small world the center of the universe, with other worlds and stars revolving around it, and saw the idea of leaving it as heresy. This may explain why hallajins are rarely seen away from Hallas. Though actual answers are few, historians believe that those occasional hallajins sighted on other worlds may be descendants of an ancient schism in their society that happened before the Gap or the establishment of the protective cordon.<br/><br/> Hallajins can use their light leap ability to appear and vanish at will, fly swiftly, pass through material barriers, and cross vast distances in the blink of an eye. Early adepts of Arkanen discovered that hallajins either will not or cannot pass through intense electrical fields, and they found that electricity appears to cause hallajins pain— or at least that they recoil from it. Researchers theorize that electricity interferes in some way with the creatures’ energy matrices. This weakness provides a means of shielding against hallajin intrusions, although intense electrical energy fields also appear to draw the creatures’ attention, perhaps being especially visible to their senses. Large concentrations of minds, particularly emotional ones, seem to likewise draw the creatures, and researchers must keep their minds carefully shielded with specialized armor or magical protections.<br/><br/> What hallajins want, if anything, is unclear. The little of their culture recovered from ancient ruins and brief interactions indicates that their advancement to their current form was part of an intentional cultural drive to attempt to reach collective godhood. Whether the creatures intentionally stopped at their current state or simply couldn’t progress any further remains unknown. Today, hallajins appear capricious and intensely curious, and their behavior is unpredictable. They are almost always encountered singly, although small groups of them have been sighted in the distance on Hallas. Yet despite their apparently solitary behavior, they remain in near-constant communication with others of their kind across vast distances. They don’t appear to understand or respond to any known spoken languages, and attempts to contact them telepathically usually end in disaster. The hallajins sometimes initiate contact, telepathically “speaking” in an unsettling chorus of voices to their listeners, but rarely say anything intelligible. Hallajins occasionally follow visitors to their home planets, exercising their telekinetic abilities to shift objects around or cause random poltergeistlike phenomena, sometimes dangerously. In a few cases, the energy beings turn suddenly hostile, attacking with bursts of searing energy or overloading victims’ minds. Interestingly, hallajins appear incapable of recognizing mechanical constructs as anything but objects, even if such creatures are intelligent.<br/><br/> The unexplained behavior, strange powers, and eerie appearance of hallajins lead some intelligent creatures to revere them as examples of universal forces or enlightened beings. A few visiting scholars have started single-minded cults around the creatures, believing that hallajins hold the secrets to assisting corporeal beings in attaining a similarly evolved state, if only they can be persuaded to share them. Some think this is accomplished by attracting the attention of the lights of Hallas, and then communing and proving their worthiness in some fashion, while others think they can trick or even force the secret from hallajins. Hallajin cults tend to be obsessed with ancient artifacts from Hallas and strange electrical mechanisms designed to summon, communicate with, or even trap the objects of their worship. Though many fear the consequences of allowing such groups contact with the creatures, so far the Pact Worlds overseers have continued to grant these fanatics unrestricted access to Hallas.<br/><br/>"
        },
        {
            "title": "Hesper",
            "flavor_text": "Alien Archive pg. 62",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "CN",
            "creature_type": "fey",
            "creature_subtype": null,
            "initiative": "+1",
            "senses": "low-light vision",
            "perception": "+7",
            "aura": null,
            "hp": "21",
            "rp": null,
            "eac": "13",
            "kac": "12",
            "fort_save": "+3",
            "ref_save": "+3",
            "will_save": "+5",
            "defensive_abilities": "reactor sprite",
            "immunities": "fire, radiation",
            "resistances": null,
            "weaknesses": "vulnerable to cold",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "mutating touch +3 (see below)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+1",
            "con": "+2",
            "int": "+0",
            "wis": "+1",
            "cha": "+4",
            "skills": "Diplomacy +12, Engineering +7, Physical Science +12",
            "languages": "Common",
            "gear": null,
            "other_abilities": null,
            "environment": "any starship or urban",
            "organization": "solitary, pair, or clique (3–12)",
            "special_abilities": "<b>Mutating Touch (Su)</b> A hesper can deliver an enormous dose of radiation with a touch, triggering sudden mutations and pain in living creatures. With a successful attack against a living creature’s KAC, a hesper causes the target to sprout tumors that erupt at the beginning of its next turn, causing a random mutation (roll 1d20 on the table below) that persists for 24 hours. An affected creature can negate this transformation with a successful DC 13 Fortitude saving throw. Once a creature has been affected by a hesper’s mutating touch, it becomes immune to that particular fey’s mutating touch for 24 hours.<br/><br/> <b>Reactor Sprite (Su)</b> If a hesper spends 1 hour in close contact with a starship’s power core or another large power source (such as a fusion reactor), it can form a long-term bond. A hesper can merge with its bonded reactor, gaining fast healing 5 while it remains merged. A merged hesper is aware of what happens in the reactor’s immediate vicinity, but if the reactor is broken or suffers the wrecked critical damage condition, the hesper is immediately expelled and takes 3d6 damage. If the reactor is destroyed while the hesper is merged with it, the hesper is slain instantly (Fortitude DC 15 negates). A hesper can bond with only one reactor at a time, and forming a new bond severs its previous bond.",
            "description": "Lithe and handsome, hespers embody the potential for change inherent in technological power sources. They are energetic and excitable, interested in new faces, sights, and sensations, which drives them to spread across the universe. However, hespers are invested in change for change’s sake. Though rarely malicious, they worm their way into any repository of advanced technology, rebuilding devices and asking endless questions. Most line their nests with all sorts of souvenirs— most of them stolen—which they occasionally rebuild into bizarre and sometimes radioactive totems.<br/><br/> Hespers stand 4 to 5 feet tall but are deceptively dense, weighing 300 to 400 pounds despite their slim, generally masculine builds. Their hair color changes from day to day, running the gamut of the colors of the humanoids around them, and their flesh glows softly in the dark. Though they’re not dangerously radioactive unless they wish to be, their presence excites the air around them, creating drifting motes of light. A hesper can focus this energy at will to project rays of fire, emit arcs of electricity, or overload electronic devices. This same energy can infuse other living creatures with focused doses of radiation, skipping the normal radiation sickness and instead causing short-lived changes to a victim’s genetic structure.<br/><br/> Once vanishingly rare, hespers have become somewhat commonplace as more civilizations have taken to the stars. The glowing fey are especially at home in starships, bonding to the vessels’ reactors. They can be blessings for some ships, serving as constant attendants for one of a starship’s most crucial systems, but their fickle nature also means they grow bored with regular routes or overlong stays in port, and they create drama to amuse themselves.<br/><br/>"
        },
        {
            "title": "Huge Elemental",
            "flavor_text": "Alien Archive pg. 46",
            "cr": "7",
            "xp": "3200",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "elemental",
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+14",
            "aura": null,
            "hp": "105",
            "rp": null,
            "eac": "19",
            "kac": "21",
            "fort_save": "+11",
            "ref_save": "+9",
            "will_save": "+6",
            "defensive_abilities": null,
            "immunities": "elemental immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/—",
            "speed": "20 ft.",
            "melee": "slam +18 (2d6+12 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+4",
            "con": "+2",
            "int": "-3",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +14, Athletics +14",
            "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": "Iztheptar",
            "flavor_text": "Starfinder #8: Escape from the Prison Moon pg. 57",
            "cr": "6",
            "xp": "2400",
            "size": "Small",
            "alignment": "N",
            "creature_type": "humanoid",
            "creature_subtype": null,
            "initiative": "+3",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+13 (+15 with vision)",
            "aura": null,
            "hp": "90",
            "rp": "4",
            "eac": "18",
            "kac": "20",
            "fort_save": "+9",
            "ref_save": "+7",
            "will_save": "+5",
            "defensive_abilities": "adaptive fortitude, adaptive healing",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 30 ft.",
            "melee": "venom spur +16 (1d6+10 P plus poison)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+3",
            "con": "+5",
            "int": "+0",
            "wis": "-1",
            "cha": "-2",
            "skills": "Athletics +18, Life Science +13, Medicine +13",
            "languages": "Azlanti",
            "gear": null,
            "other_abilities": "biotech adaptive, natural bioengineer",
            "environment": "any",
            "organization": "solitary, pair, or cluster (3–8)",
            "special_abilities": "<b>Adaptive Fortitude (Ex)</b> Whenever an iztheptar succeeds at a Fortitude saving throw against a disease, an environmental hazard, or a poison, it receives a +2 insight bonus to Fortitude saving throws against the same disease, environmental hazard, or poison for the next 24 hours. This bonus also applies to Constitution checks for long-term stability and can stack up to +10. If an iztheptar survives exposure to a disease, environmental hazard, or poison for 3 days, it adapts and no longer needs to attempt saving throws against that specific affliction or hazard. If an iztheptar adapts to an affliction that can be cured without magic, the affliction is cured. An iztheptar loses this benefit if it spends more than 30 days without exposure to the affliction or hazard.<br/><br/> <b>Adaptive Healing (Ex)</b> An iztheptar recovers quickly. The DC of Medicine checks to treat an iztheptar is 5 lower than normal. An iztheptar recovers Hit Points and ability damage at twice the normal rate and recovers from poison and disease in half the normal time. When an iztheptar regains all its Hit Points, it also regrows any lost limbs or organs associated with that Hit Point loss.<br/><br/> <b>Biotech Adaptive (Ex)</b> An iztheptar can install one additional biotech augmentation into one system that already has a biotech augmentation.<br/><br/> <b>Natural Bioengineer (Ex)</b> An iztheptar is intuitively adept at Life Science and Medicine. It can use Life Science to craft, identify, and repair biotech.",
            "description": "When they were free, iztheptars lived in hives unified by telepathy. The Azlanti used various techniques combined with iztheptar adaptability to strengthen loyalty, further lower individuality, and diminish potentially subversive telepathy. Now, iztheptars contentedly serve their enslavers in roles varying from high-risk explorers to exotic pets.<br/><br/> These creatures have unique reproduction. If an iztheptar perishes, part of the dead creature grows into an infant with genetic material altered based on the local environment, influencing traits and personality. An infant iztheptar imprints on the first beings that care for it, a trait useful for the communal creatures that was easily exploited by the Azlanti.<br/><br/> Iztheptars are natural survivors adept at biotech. They use both capabilities to endure extreme environments and alter local flora and fauna to suit their needs. Azlanti send iztheptars ahead of colonists to test environments and push ecosystems in favorable directions, with little concern for the iztheptars’ survival. The statistics here detail just such a tough iztheptar terraformer.<br/><br/>"
        },
        {
            "title": "Kalo Deepspeaker",
            "flavor_text": "Alien Archive pg. 68",
            "cr": "5",
            "xp": "1600",
            "size": "Medium",
            "alignment": "NG",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+3",
            "senses": "blindsight (sound) 60 ft., low-light vision",
            "perception": "+11",
            "aura": null,
            "hp": "57",
            "rp": null,
            "eac": "17",
            "kac": "17",
            "fort_save": "+3",
            "ref_save": "+4",
            "will_save": "+9",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "cold 10",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "20 ft., swim 50 ft.",
            "melee": "underwater tactical spear +8 (1d6+5 P)",
            "ranged": "underwater frostbite-class zero pistol +10 (1d6+5 C; critical staggered [DC 15])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "grasping vines (DC 15)",
            "spell_like_abilities": null,
            "spells_known": " Known",
            "str": "+0",
            "dex": "+3",
            "con": "+1",
            "int": "+0",
            "wis": "+5",
            "cha": "+2",
            "skills": "Mysticism +16, Diplomacy +16, Profession (judge) +11, Stealth +11 (+15 in water), Survival +11",
            "languages": "Common, Kalo; speak with animals",
            "gear": "basic Lashunta tempweave, underwater tactical spear, underwater frostbite-class zero pistol with 3 batteries (20 charges each)",
            "other_abilities": null,
            "environment": "any aquatic (Kalo-Mahoi)",
            "organization": "solitary or delegation (1 deepspeaker and honor guard of 3–6 kalo sharkhunters)",
            "special_abilities": null,
            "description": "Humans often compare kalos to bats due to the thin membranes between their arms and legs. In fact, these winglike structures are fins, allowing kalos to swoop with grace and speed through the icy waters of the Brethedan moon of Kalo-Mahoi. Kalo skin has a blue-green tinge and is translucent in places. Their bulging, glowing eyes can move and focus independently.\r\n\r\n Highly civilized and generally peaceful, kalos were the first residents of any moon to successfully win independent Pact Worlds recognition, and today, many of their coral-encrusted underwater vent cities feature air-filled spaces for terrestrial dignitaries and expatriates, with trading outposts studding the ocean world’s crusty shell of surface ice. While kalos primarily rely on sonar as they glide wraithlike through the dark oceans, their cities are riots of colored lights—testaments to the culture’s rich artistic tradition.\r\n\r\n Few kalos lack an artistic or scholarly hobby, and though not overly tied to tradition, most kalos take pride in their history, giving their children and organizations names harkening back to ancient tribal practices. Members of military units are often given evocative names like “sharkhunters” despite their modern responsibilities. Those in traditional roles such as that of the mystical deepspeaker, who converses with—and can even command—creatures of the depths, are less necessary in the age of executives and prime ministers, yet these sages are still often sought out as arbitrators and mediators for both community and governmental disputes.\r\n\r\n Although slower out of water, kalo warriors are renowned for their calm precision in battle, especially in zero-g and underwater, and known for using cryo weapons against enemies of other races, trusting their natural resistances to protect them from friendly fire. The average kalo is 5-1/2 feet tall and weighs 100 pounds."
        },
        {
            "title": "Kalo Sharkhunter",
            "flavor_text": "Alien Archive pg. 68",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "NG",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+4",
            "senses": "blindsight (sound) 60 ft., low-light vision",
            "perception": "+7",
            "aura": null,
            "hp": "22",
            "rp": null,
            "eac": "16",
            "kac": "17",
            "fort_save": "+1",
            "ref_save": "+3",
            "will_save": "+5",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "cold 10",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "20 ft., swim 50 ft.",
            "melee": "underwater tactical starknife +8 (1d4+3 P)",
            "ranged": "underwater autotarget rifle +10 (1d6+2 P) or frag grenade I +10 (explode [15ft., 1d6 P, DC 11])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "fighting styles (hit-and-run), threedimensional tactics",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+4",
            "con": "-1",
            "int": "+0",
            "wis": "+2",
            "cha": "+0",
            "skills": "Athletics +12 (+20 when swimming), Profession (poet) +7, Stealth +12 (+16 in water)",
            "languages": "Common, Kalo",
            "gear": "freebooter armor I, frag grenades I (2), underwater autotarget rifle with 50 longarm rounds, underwater tactical starknife",
            "other_abilities": null,
            "environment": "any aquatic (Kalo-Mahoi)",
            "organization": "solitary, pair, or squad (3–10)",
            "special_abilities": "<b>Three-Dimensional Tactics (Ex)</b> Kalo sharkhunters are trained to fight in three dimensions. Whenever a kalo sharkhunter is fighting underwater, in zero-g, while flying, or in other situations where she isn’t restricted to a single plane of movement, she gains a +1 bonus to attack rolls in any round in which she has moved, even if it’s just a guarded step.",
            "description": "Humans often compare kalos to bats due to the thin membranes between their arms and legs. In fact, these winglike structures are fins, allowing kalos to swoop with grace and speed through the icy waters of the Brethedan moon of Kalo-Mahoi. Kalo skin has a blue-green tinge and is translucent in places. Their bulging, glowing eyes can move and focus independently.\r\n\r\n Highly civilized and generally peaceful, kalos were the first residents of any moon to successfully win independent Pact Worlds recognition, and today, many of their coral-encrusted underwater vent cities feature air-filled spaces for terrestrial dignitaries and expatriates, with trading outposts studding the ocean world’s crusty shell of surface ice. While kalos primarily rely on sonar as they glide wraithlike through the dark oceans, their cities are riots of colored lights—testaments to the culture’s rich artistic tradition.\r\n\r\n Few kalos lack an artistic or scholarly hobby, and though not overly tied to tradition, most kalos take pride in their history, giving their children and organizations names harkening back to ancient tribal practices. Members of military units are often given evocative names like “sharkhunters” despite their modern responsibilities. Those in traditional roles such as that of the mystical deepspeaker, who converses with—and can even command—creatures of the depths, are less necessary in the age of executives and prime ministers, yet these sages are still often sought out as arbitrators and mediators for both community and governmental disputes.\r\n\r\n Although slower out of water, kalo warriors are renowned for their calm precision in battle, especially in zero-g and underwater, and known for using cryo weapons against enemies of other races, trusting their natural resistances to protect them from friendly fire. The average kalo is 5-1/2 feet tall and weighs 100 pounds."
        },
        {
            "title": "Kish",
            "flavor_text": "Starfinder #4: The Ruined Clouds pg. 58",
            "cr": "4",
            "xp": "1200",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "humanoid",
            "creature_subtype": "kish",
            "initiative": "+7",
            "senses": "darkvision 60 ft.",
            "perception": "+10",
            "aura": null,
            "hp": "60",
            "rp": null,
            "eac": "16",
            "kac": "18",
            "fort_save": "+6",
            "ref_save": "+6",
            "will_save": "+5",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "skirmish kishaxe +13 (1d10+9 S)",
            "ranged": "tactical battlebow +9 (1d8+4 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+3",
            "con": "+0",
            "int": "-1",
            "wis": "+1",
            "cha": "+0",
            "skills": "Athletics +15, Acrobatics +10, Intimidate +10, Survival +15",
            "languages": "Vulgar Kishaleen",
            "gear": "basic acrochor hide, skirmish kishaxe, tactical battlebow with 20 arrows",
            "other_abilities": null,
            "environment": "any (Nejeor VI)",
            "organization": "solitary, pair, or patrol (3-6)",
            "special_abilities": null,
            "description": "Kish are the descendants of the kishalee, an advanced civilization that ruled the stars millennia ago, though they have lost any firm grasp of kishalee mystical and technological innovations. In the floating metropolis of Istamak (see page 38), kish live among the ruins of their ancestors’ civilization.<br/><br/> Kish are tall humanoids with three eyes and long, powerful limbs. They have sharp-toothed mandibles and smooth, hairless heads. Kish skin color ranges from gray to sky blue, with gradations in hue across their bodies. There is little variation between kish genders, though kish can easily tell males from females by subtle differences in the shape of the central eye.<br/><br/> Kish tend to congregate into tribes that are led by either the strongest or the wisest of their number. Some kish tribes pass leadership peacefully among themselves, while others put potential leaders to a test of might or wits—or both."
        },
        {
            "title": "Ksarik",
            "flavor_text": "Alien Archive pg. 70",
            "cr": "4",
            "xp": "1200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "plant",
            "creature_subtype": null,
            "initiative": "+1",
            "senses": "blindsense (scent) 30 ft., low-light vision",
            "perception": "+10",
            "aura": null,
            "hp": "52",
            "rp": "3",
            "eac": "16",
            "kac": "18",
            "fort_save": "+8",
            "ref_save": "+6",
            "will_save": "+3",
            "defensive_abilities": "fast healing 2",
            "immunities": "plant immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., climb 40 ft.",
            "melee": "tentacle +12 (1d6+9 B plus ingested adaptation)",
            "ranged": "acid spit +9 (1d4+4 A) or thorn dart +9 (1d6+4 P plus carrion spores)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "ingested adaptation",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+1",
            "con": "+3",
            "int": "-3",
            "wis": "+1",
            "cha": "-1",
            "skills": "Acrobatics +10, Athletics +15 (+23 when climbing), Survival +10",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "temperate or warm forests (Castrovel)",
            "organization": "solitary, pack (2–5), or infestation (6–11)",
            "special_abilities": "<b>Acid Spit (Ex)</b> As a standard action once every 1d4 rounds, a ksarik can spit a glob of acid at a target within 60 feet.<br/><br/> <b>Ingested Adaptation (Su)</b> Whenever a ksarik deals damage to a living creature with its tentacles, it siphons off a portion of the target’s genetic code and psychic resonance, temporarily reshaping its own physiology and psychology to match its victim’s. This grants the ksarik one of the following abilities (provided the target has it) for 1 minute: blindsense (up to 60 feet), blindsight (up to 60 feet), darkvision (up to 60 feet), damage reduction (up to 5/—), resistance to one type of energy damage (up to 20 points), burrow (up to 40 feet), fly (up to 40 feet, with maximum average maneuverability), swim (up to 40 feet), or water breathing. Alternatively, the ksarik can gain the ability to understand (but not speak) up to three languages that the target knows, gain the target’s weapon proficiencies (its tentacles can operate two-handed weapons in this state), or change the damage dealt by its acid spit ability to any one energy type dealt by one of the target’s supernatural attacks. A ksarik can maintain only one adaptation at a time, and gaining a new adaptation ends the previous one. A ksarik can spend 1 Resolve Point to extend the duration of an ongoing benefit by 8 hours. It can also spend 1 Resolve Point to gain a second adaptation and sustain them both simultaneously.<br/><br/> <b>Thorn Dart (Ex)</b> A ksarik can fire one of its thorns as a ranged attack. The dart has a range of 100 feet, deals piercing damage, and exposes the target to carrion spores.",
            "description": "Ksariks’ ancestors lived on Castrovel as mindless, animate plants that scavenged for food and sprouted their seedlings within corpses, rarely posing more than an incidental threat to other species. Millennia of ongoing strife between the planet’s formians and lashuntas bombarded these primeval ksariks with psychic energy, and only decades before the two factions’ recent peace deal, the plants began exhibiting rudimentary intelligence and a predatory drive. In an unsettlingly small number of generations, ksariks have developed a pack mentality, low cunning, and the preternatural ability to adopt competitors’ strengths.<br/><br/> A typical ksarik is a 12-foot-long quadruped made up of dense plant matter, including specialized tissues such as powerful tendons, woody internal supports that resemble bones, and flexible sheets of lignin that serve as a form of armor. Its head is immense and stocky, comprising approximately a dozen feeding tendrils that obscure its underdeveloped mouthparts. Its eyestalks project from either side of its head, providing a wide range of vision that sacrifices much of its ability to see targets immediately in front of it. To make up for this, a ksarik’s feeding tendrils are covered in an array of unusual sensory organs: some can discern the source of smells, while others sense movement and changes in light.<br/><br/> Originally occupying a niche between decomposers and scavengers, ksariks adapted to sniff out carrion and digest every piece of a rotting corpse. A ksarik’s body produces a steady supply of several different acids that help it break down food into a more manageable form, and modern ksariks regularly employ these acids in self-defense and hunting. The plants also have numerous thorns that grow along their legs and back. Botanists theorize that these also served as selfdefense when the ksariks were slower-moving creatures that resided lower on the food chain. Now, however, ksariks use these thorns as a form of reproduction, firing them into live prey and infecting those creatures with spores that gradually grow into nascent ksariks that feed on the host, and then painfully burrow out of the flesh days later. The spores must be fertilized beforehand in a process that resembles sexual congress between two ksariks, leaving both with a supply of seeds that remain viable for months afterward.<br/><br/> The most fearsome of the ksarik’s abilities is its capability of extracting and assimilating other creatures’ genetic codes, temporarily mimicking its prey’s adaptations. Studies suggest this ability is as much tied to a ksarik’s physical characteristics as it is some rudimentary psychic ability that allows the plant to adjust its body in accordance with a stolen genetic blueprint. Most of this code is unstable within the plants, meaning ksariks can rarely maintain an adaptation for more than a minute or, at most, a few hours. However, trace amounts of foreign DNA remain, and it appears that parents are able to pass lesser versions of their adopted abilities to their offspring.<br/><br/> This enhanced evolution has drawn ksariks into otherwise unsuitable habitats on Castrovel, where they have quickly outcompeted other species, even driving several of them to extinction. Due to this explosive growth, most lashuntas consider them an ecological nuisance, though xenobiologists have lobbied against the species’ eradication until it can be properly studied—especially now that the ksariks have begun absorbing and demonstrating signs of rudimentary culture.<br/><br/> The most notable evidence of this cultural development is the lilting melodies ksariks sing when in close proximity to one another. Scientists have yet to discover the purpose of these songs, as their best efforts to determine if they provide any information to the plants has failed. What’s more, their attempts to replicate the sounds only lead to angering nearby ksariks, the creatures being seemingly affronted by the endeavor. These sounds appear to emanate directly from a ksarik’s skin instead of any particular orifice, a fact that opponents of ksarik conservation hold as proof that the plants aren’t purposefully making them. Of course, those on the other side of the argument believe it doesn’t matter from where the songs come."
        },
        {
            "title": "Kyokor",
            "flavor_text": "Alien Archive pg. 72",
            "cr": "20",
            "xp": "307200",
            "size": "Colossal",
            "alignment": "CE",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+6",
            "senses": "blindsense (thought) 120 ft., sense the masses",
            "perception": "+34",
            "aura": null,
            "hp": "485",
            "rp": null,
            "eac": "35",
            "kac": "37",
            "fort_save": "+23",
            "ref_save": "+19",
            "will_save": "+21",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "cold 30, fire 30",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "100 ft., swim 100 ft.",
            "melee": "bite +35 (4d12+29 P) or claw +35 (4d12+29 S) or slam +35 (8d6+29 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "demolish structures, enthrall victims",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+9",
            "dex": "+6",
            "con": "+12",
            "int": "+6",
            "wis": "+5",
            "cha": "+4",
            "skills": "Intimidate +39, Sense Motive +34, Survival +34",
            "languages": "Ancient Daimalkan, Common",
            "gear": null,
            "other_abilities": "massive, water breathing",
            "environment": "any (Daimalko)",
            "organization": "solitary",
            "special_abilities": "<b>Demolish Structures (Ex)</b> A kyokor has an exoskeleton that is harder than most metals, and it can therefore use its body against urban structures with deadly effect. A kyokor’s natural weapons ignore the hardness of all structures not made of adamantine alloy or a harder material. Against structures made of such materials, a kyokor’s natural weapons ignore half of the structure’s hardness.<br/><br/> <b>Enthrall Victims (Su)</b> The force with which a kyokor destroys structures is laced with strange, ancient psychic energy. When a kyokor attacks a structure, all creatures within 100 feet with an Intelligence modifier of –3 or higher must succeed at a DC 25 Will saving throw or be stunned for as long as the kyokor is attacking a structure or any other creature within 100 feet. Each time the kyokor attacks a creature that a stunned victim can see, that victim can attempt a new saving throw. If a kyokor attacks a stunned creature, the stunned effect immediately ends. This is a mind-affecting fear effect.<br/><br/> <b>Sense the Masses (Su)</b> Large concentrations of sentient creatures are like beacons of light that call to kyokors. A kyokor can sense groups of 2,000 or more intelligent creatures gathered together in a single settlement out to 5 miles. This ability does not allow a kyokor to know exactly how many creatures are in a given location, but it does allow it to pinpoint pockets of intelligent life and know which pockets are the most populous.",
            "description": "Kyokors are one of the most common types of colossi that rampage like a living apocalypse across the ruined planet Daimalko (see page 464 of the <i>Starfinder Core Rulebook</i> for more information). These mammoth, bipedal alien horrors are large enough to take out an entire city block with a few sweeps of their hulking claws, and in fact this seems to be exactly what they evolved—or were designed—to do.<br/><br/>Kyokors are enormous juggernauts covered in shell-like exoskeletons of armored plates, from between which they can extrude hundreds of wriggling tonguelike appendages. They have occasionally been observed using these grotesque tendrils in those rare situations in which they need fine manipulation ability (though they may have others uses as well). Certainly the jagged crablike claws on their arms are useless for grabbing anything smaller than a boulder; these are used almost exclusively to spear and smash. A kyokor has an armored skull with a strangely elongated chin, tiny glowing eyes peeking out from a cavernous gash, and sharp growths like a crown of teeth rising from the top of its head. A single kyokor is typically about 150 feet tall and weighs more than 20,000 tons.<br/><br/> Although most Daimalkans who have ventured to the planet’s surface have seen at least one kyokor from afar, only a handful of the bravest explorers and heroes have ever seen one up close. Most known information about these colossi comes from bloodstained, hastily scrawled records created during the Awakening (the planetwide cataclysm that released the kyokors and other colossi from their slumber deep within the oceans). According to these dossiers, kyokors have the ability to sense large populations of humanoids from incredible distances and to grip their victims’ minds in fear as they gleefully destroy whole cities. The latter ability leaves populations at the mercy of the beasts, and likely contributed to how quickly Daimalko fell into ruins during the Awakening. It’s also said that kyokors are capable of speech, but that no one alive has heard a kyokor’s voice.<br/><br/> Kyokors target population centers, and they seem to equally revel in the fear they produce as they demolish buildings and snatch up tiny humanoid snacks to eat. The monsters are voraciously hungry, but whether it’s destruction or meat that sustains them is unknown. Kyokors exhibit surprising intelligence and are fiercely independent. They occasionally fight other colossi in grudge matches that blast entire landscapes.<br/><br/> Among citizens of the Pact Worlds, rumors swirl about elite bands of Daimalkan colossi hunters who have taken down kyokors and reaped impossible riches from their corpses. Given the creatures’ history, though, the veracity of such claims is question."
        },
        {
            "title": "Large Elemental",
            "flavor_text": "Alien Archive pg. 46",
            "cr": "5",
            "xp": "1600",
            "size": "Large",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "elemental",
            "initiative": "+3",
            "senses": "darkvision 60 ft.",
            "perception": "+11",
            "aura": null,
            "hp": "70",
            "rp": null,
            "eac": "17",
            "kac": "19",
            "fort_save": "+9",
            "ref_save": "+7",
            "will_save": "+4",
            "defensive_abilities": null,
            "immunities": "elemental immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/—",
            "speed": "20 ft.",
            "melee": "slam +15 (1d6+10 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+3",
            "con": "+2",
            "int": "-3",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +11, Athletics +11",
            "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": "Living Hologram",
            "flavor_text": "Starfinder #4: The Ruined Clouds pg. 59",
            "cr": "8",
            "xp": "4800",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "construct",
            "creature_subtype": "incorporeal",
            "initiative": "+6",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+16",
            "aura": null,
            "hp": "115",
            "rp": null,
            "eac": "20",
            "kac": "21",
            "fort_save": "+5",
            "ref_save": "+5",
            "will_save": "+9",
            "defensive_abilities": "incorporeal, rejuvenation",
            "immunities": "construct immunities",
            "resistances": null,
            "weaknesses": "tethered",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "fly 30 ft. (Su, perfect)",
            "melee": "hardlight slam +18 (1d12+8 B; critical dazzled [DC 18])",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+6",
            "con": "—",
            "int": "+2",
            "wis": "+1",
            "cha": "+4",
            "skills": "Acrobatics +21 (+29 to fly), Bluff +16, Computers +21, Culture +16, Stealth +21",
            "languages": "one language determined by original creator",
            "gear": null,
            "other_abilities": "freeze (hologram), unliving",
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Freeze (Ex)</b> A living hologram can hold perfectly still so that it appears to be a normal hologram. It can take 20 on Stealth checks to hide in plain sight as a hologram (usually among other holograms).<br/><br/> <b>Hardlight Slam (Ex)</b> As an attack, a living hologram can temporarily cause its fist (or a melee weapon, if it has been programmed to have one) to become substantial. This functions as a natural weapon that deals bludgeoning damage. On a critical hit, the attack creates a bright flash of light and the target must succeed at a DC 18 Reflex save or be dazzled for 1 round.<br/><br/> <b>Rejuvenation (Ex)</b> In most cases, it is difficult to completely destroy a living hologram in combat. A living hologram reduced to 0 Hit Points vanishes, though its corrupted projector reconstructs it in 1d4 hours. The only way to permanently destroy a living hologram is to find its projector and either repair or destroy it. Living holograms are aware their existences are tied to their projectors and protect the machinery at all costs.<br/><br/> <b>Tethered (Ex)</b> A living hologram can’t travel more than 100 feet from its projector. If it is ever forced to do so, it is immediately destroyed, though only temporarily (see rejuvenation above).",
            "description": "In many technologically advanced societies, holograms are used in advertising, entertainment, and other industries to catch the eye when two-dimensional images would otherwise fall flat. At their simplest, holograms are silent, still images in a single color, often at a low resolution. More complex projectors can offer full color and a few repeated frames of animation, while the most advanced varieties can be programmed with artificial personalities and interact with their viewers. Implementations of this most sophisticated version of the technology are wide ranging, and holograms serve as instructors in educational institutions, as tour guides for famous locales in large cities, and even as concierges at luxury hotels.<br/><br/> On very rare occasions, usually through a fault in the machinery of its projector, an advanced hologram gains a modicum of sentience and, sometimes, a twisted idea of the reason for its existence. These “tech ghosts,” as some call them, can appear in almost any shape, limited only by the capabilities of their projectors, and they use their forms of living light to harass their foes—sometimes even striking from a hiding spot in another holographic display—though they are always confined to the area near their projector.<br/><br/>"
        },
        {
            "title": "Maraquoi Hunter",
            "flavor_text": "Alien Archive pg. 74",
            "cr": "1",
            "xp": "200",
            "size": "Medium",
            "alignment": "NG",
            "creature_type": "humanoid",
            "creature_subtype": "maraquoi",
            "initiative": "+4",
            "senses": "low-light vision, blindsense (30 ft.)",
            "perception": "+4",
            "aura": null,
            "hp": "13",
            "rp": null,
            "eac": "10",
            "kac": "12",
            "fort_save": "+2",
            "ref_save": "+1",
            "will_save": "+2",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 20 ft.",
            "melee": "tactical spear +6 (1d6+2 P)",
            "ranged": "pulsecaster rifle +3 (1d6 E)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+0",
            "con": "+3",
            "int": "+0",
            "wis": "+1",
            "cha": "+0",
            "skills": "Athletics +4 (+12 when climbing), Stealth +4, Survival +9",
            "languages": "Common, Maraquoi",
            "gear": "pulsecaster rifle with 2 batteries (20 charges each), tactical spear",
            "other_abilities": null,
            "environment": "any (Marata)",
            "organization": "solitary, hunt (2–4), or warband (4–12 plus 1 maraquoi shaman)",
            "special_abilities": null,
            "description": "Maraquoi are the primary native race of Marata, one of Bretheda’s moons. A primitive culture until relatively recently, maraquoi have made rapid technological advances as a result of interplanetary trade, yet they maintain many of the traditions of their ancestors. Maraquoi stand slightly taller than humans on average, and their bodies are covered with silky fur that acts like thousands of tiny antennae, transmitting sound to their sensitive skin. Maraquoi also each have a prehensile simian tail that allows them to manipulate objects.\r\n\r\n More than anything else, the maraquoi’s complex genders and familial structures set them apart from other races. Where many humanoid races in the Pact Worlds have a binary system of sexual reproduction, maraquoi have seven different sexes, each playing a different role in the process of reproduction. The ilsha, qsha, and susha (roughly translated to “earth-sire,” “sky-sire,” and “water-sire,” respectively) each contribute genetic material to the uisha (“sharer”). Shortly thereafter, the uisha passes the fetal maraquoi on to a klsha (“bearer”), who carries the child to term. Once born, the infant maraquoi must be passed on to a mesha (“cradle”), who carries the child in a marsupial-style pouch and nurses them until they wean. The most unusual sex might be the zysha (“facilitator”). While a zysha does not have much to do with the physical process of reproduction, their presence throughout is vital, as they somehow still pass on elements of their genetic code to the developing maraquoi. Monogamous marriage and similar traditions are unknown in traditional maraquoi culture, and despite the influx of media from other worlds, most maraquoi remain perplexed or amused by the concept.\r\n\r\n Maraquoi culture has a deep respect for life and the notion of family. The loss of several tribe members could prevent reproduction altogether, and so every life must be protected and treasured. This applies to other forms of life as well, and each hunt is traditionally followed by a ritual honoring the slain beast. Nearly all maraquoi consider themselves part of a single extended family, and intertribal conflict is rarely lethal. At the same time, the abundance of predatory fauna on their home world means that maraquoi warriors are both common and extremely skilled, using their abilities to guard their tribes. The practice of turning to mercenary work on other planets has deeply divided the maraquoi in recent generations: some believe there’s no conflict with their belief system so long as they never kill other maraquoi, while others rail against what they see as an abandonment of virtue and the exploitation of their noble guardians by outside interests. Even maraquoi mercenaries, however, retain much of their traditional honor system, with rituals recognizing fallen friends and foes alike.\r\n\r\n Many maraquoi treasure their ancient hunter-gatherer customs, and some tribes still dwell in cliffside caves and split-log longhouses in the deep forests, with only basic technological conveniences. Others follow cattlelizard herds across rocky plateaus but use modern vehicles and weapons. Still others seek to fully industrialize, and in recent years they have created impressive urban settlements, mining and exporting the planet’s natural resources in violation of the traditionally communal approach to property. Tensions are increasing between the various groups, and some maraquoi fear that their society is on the verge of fracturing beyond repair."
        },
        {
            "title": "Maraquoi Shaman",
            "flavor_text": "Alien Archive pg. 74",
            "cr": "8",
            "xp": "4800",
            "size": "Medium",
            "alignment": "NG",
            "creature_type": "humanoid",
            "creature_subtype": "maraquoi",
            "initiative": "+0",
            "senses": "low-light vision, blindsense (sound) 30 ft.",
            "perception": "+16",
            "aura": null,
            "hp": "105",
            "rp": "4",
            "eac": "19",
            "kac": "20",
            "fort_save": "+7",
            "ref_save": "+7",
            "will_save": "+11",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 20 ft.",
            "melee": "sentinel spear +15 (2d6+9 P)",
            "ranged": "sentinel spear +13 (2d6+9 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": " Known",
            "str": "+1",
            "dex": "+0",
            "con": "+4",
            "int": "+1",
            "wis": "+6",
            "cha": "+2",
            "skills": "Diplomacy +16, Medicine +21, Mysticism +21",
            "languages": "Common, Maraquoi",
            "gear": "d-suit II, sentinel spear",
            "other_abilities": "healer’s bond, healing channel (6d8), lifelink (8 HP)",
            "environment": "any (Marata)",
            "organization": "solitary or warband (1 plus 4–12 maraquoi hunters)",
            "special_abilities": null,
            "description": "Maraquoi are the primary native race of Marata, one of Bretheda’s moons. A primitive culture until relatively recently, maraquoi have made rapid technological advances as a result of interplanetary trade, yet they maintain many of the traditions of their ancestors. Maraquoi stand slightly taller than humans on average, and their bodies are covered with silky fur that acts like thousands of tiny antennae, transmitting sound to their sensitive skin. Maraquoi also each have a prehensile simian tail that allows them to manipulate objects.\r\n\r\n More than anything else, the maraquoi’s complex genders and familial structures set them apart from other races. Where many humanoid races in the Pact Worlds have a binary system of sexual reproduction, maraquoi have seven different sexes, each playing a different role in the process of reproduction. The ilsha, qsha, and susha (roughly translated to “earth-sire,” “sky-sire,” and “water-sire,” respectively) each contribute genetic material to the uisha (“sharer”). Shortly thereafter, the uisha passes the fetal maraquoi on to a klsha (“bearer”), who carries the child to term. Once born, the infant maraquoi must be passed on to a mesha (“cradle”), who carries the child in a marsupial-style pouch and nurses them until they wean. The most unusual sex might be the zysha (“facilitator”). While a zysha does not have much to do with the physical process of reproduction, their presence throughout is vital, as they somehow still pass on elements of their genetic code to the developing maraquoi. Monogamous marriage and similar traditions are unknown in traditional maraquoi culture, and despite the influx of media from other worlds, most maraquoi remain perplexed or amused by the concept.\r\n\r\n Maraquoi culture has a deep respect for life and the notion of family. The loss of several tribe members could prevent reproduction altogether, and so every life must be protected and treasured. This applies to other forms of life as well, and each hunt is traditionally followed by a ritual honoring the slain beast. Nearly all maraquoi consider themselves part of a single extended family, and intertribal conflict is rarely lethal. At the same time, the abundance of predatory fauna on their home world means that maraquoi warriors are both common and extremely skilled, using their abilities to guard their tribes. The practice of turning to mercenary work on other planets has deeply divided the maraquoi in recent generations: some believe there’s no conflict with their belief system so long as they never kill other maraquoi, while others rail against what they see as an abandonment of virtue and the exploitation of their noble guardians by outside interests. Even maraquoi mercenaries, however, retain much of their traditional honor system, with rituals recognizing fallen friends and foes alike.\r\n\r\n Many maraquoi treasure their ancient hunter-gatherer customs, and some tribes still dwell in cliffside caves and split-log longhouses in the deep forests, with only basic technological conveniences. Others follow cattlelizard herds across rocky plateaus but use modern vehicles and weapons. Still others seek to fully industrialize, and in recent years they have created impressive urban settlements, mining and exporting the planet’s natural resources in violation of the traditionally communal approach to property. Tensions are increasing between the various groups, and some maraquoi fear that their society is on the verge of fracturing beyond repair."
        },
        {
            "title": "Marooned One",
            "flavor_text": "Alien Archive pg. 76",
            "cr": "8",
            "xp": "4800",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "blindsight (life) 60 ft., darkvision 60 ft.",
            "perception": "+16",
            "aura": null,
            "hp": "115",
            "rp": null,
            "eac": "23",
            "kac": "25",
            "fort_save": "+11",
            "ref_save": "+7",
            "will_save": "+13",
            "defensive_abilities": null,
            "immunities": "undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "tactical knife +17 (2d4+10 S)",
            "ranged": "advanced semi-auto pistol +15 (2d6+8 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "strangle",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+4",
            "con": "—",
            "int": "+6",
            "wis": "+1",
            "cha": "+1",
            "skills": "Computers +21, Culture +16, Engineering +21 (+26 to disable life-support systems), Stealth +21, Survival +16",
            "languages": "Common, 1 other language known in life",
            "gear": "kasatha microcord III, advanced semi-auto pistol with 30 small arm rounds, tactical knife",
            "other_abilities": "sabotage life support",
            "environment": "any",
            "organization": "solitary or desolation (2–5)",
            "special_abilities": "<b>Sabotage Life Support (Ex)</b> A marooned one gains a +5 bonus to Engineering checks to disable a device that provides life support.<br/><br/> <b>Strangle (Su)</b> When a marooned one succeeds at a grapple combat maneuver, the target must attempt a DC 18 Fortitude save. If the target fails, it takes 1d12+10 bludgeoning damage and 1d4 Constitution damage; if it succeeds, it takes half the bludgeoning damage and negates the Constitution damage.",
            "description": "There is a special psychological pain in watching your last chance of survival slip out of sight. Those who are left behind to die in the cold of space—whether on a deserted asteroid or a derelict ship—sometimes arise as a special type of undead called a marooned one. Whether they died of asphyxiation, dehydration, or starvation, unfortunate souls that arise as marooned ones have a desiccated look, with taut skin stretched across their bones. Depending on how long it took them to die, they may have patched environment suits or other signs of their attempts to prolong their isolated lives as long as possible. Many show evidence of madness, both from the psychological pain of their abandonment and from the supernatural dread of the horrific transformation that awaits them just on the other side of death. They often have elaborate tattoos or ritual scarification—marks to count each day of their abandonment are common—or signs of dramatic self-harm, sometimes even including obvious signs of suicide from last-ditch efforts to end their loneliness or avoid the undead eternities that await them. Regardless of their mortal forms or alterations thereto, all marooned ones are distinguishable from similar undead by their glowing, ice-blue eyes and mouths that open unnaturally wide in cheek-splitting and jaw-cracking screams of fury.<br/><br/>Marooned ones inevitably remain near the place of their abandonment, ironically assuring that nobody recovers their remains or otherwise disturbs their final resting place without paying the price. While they have nearly as much intelligence as they did in life, their original personalities erode quickly under the corrosive power of the malicious energies reanimating them, and they use their cognition and what remains of their memories in service of a single purpose: causing other living creatures to suffer the same fate as they did.<br/><br/> The only time one of these undead feels something close to pleasure is when it forces or tricks a group of intruders in its territory into leaving one of their own behind. The marooned one avoids killing this castaway if possible, instead attempting to bond with the victim over their shared fate, increasing the chance that the intruder rises as a marooned one when it dies. This bonding can seem strangely caring; as soon as its victim’s fate is sealed, a marooned one gives every appearance of sympathizing with its prey, even giving advice on how to continue to survive in their current environment as long as possible. This emotion is hollow, however, for a marooned one can never be convinced to allow a victim to escape, and what personality the undead manages to manifest during these conversations inevitably fades again with the victim’s death and rebirth as a fellow undead. Once such a transformation occurs, the marooned ones show little interest in one another, waiting in total silence for more of the living to wander into their shared territory.<br/><br/> Marooned ones can operate any equipment they could in life and, as a representative sample of spacefarers, are often quite technologically savvy. They are frequently armed with weaponry appropriate to their earlier station, but they use such arms mostly to threaten and intimidate, and they prefer to strangle victims to death if marooning them isn’t possible. Their technological acumen is also a major part of their threat, as starship crews sometimes don’t realize they’re in danger until a marooned one has already quietly and permanently disabled their starship, trapping them in the creature’s territory.<br/><br/> Marooned ones are most often found in the hulks of dead starships and other places where spacefarers have been left to die slowly, adrift in the black due to mechanical failure or malicious pirates. Yet marooned ones can also arise in perfectly habitable but dangerously isolated regions: colonists and explorers stranded on new worlds, soldiers abandoned by allies on a battlefield—anyone who dies after being left behind can potentially turn into a marooned one."
        },
        {
            "title": "Medium Elemental",
            "flavor_text": "Alien Archive pg. 46",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "elemental",
            "initiative": "+2",
            "senses": "darkvision 60 ft.",
            "perception": "+8",
            "aura": null,
            "hp": "40",
            "rp": null,
            "eac": "14",
            "kac": "16",
            "fort_save": "+7",
            "ref_save": "+5",
            "will_save": "+2",
            "defensive_abilities": null,
            "immunities": "elemental immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "20 ft.",
            "melee": "slam +12 (1d6+7 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+2",
            "con": "+1",
            "int": "-3",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +8, Athletics +8",
            "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": "Mountain Eel",
            "flavor_text": "Alien Archive pg. 78",
            "cr": "6",
            "xp": "2400",
            "size": "Huge",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+6",
            "senses": "low-light vision",
            "perception": "+13",
            "aura": null,
            "hp": "95",
            "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.",
            "melee": "bite +16 (1d8+11 P)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "paralyzing gaze (60 ft., DC 14), trample (1d8+11 B, DC 16)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+2",
            "con": "+3",
            "int": "-4",
            "wis": "+0",
            "cha": "+0",
            "skills": "Athletics +18, Stealth +18",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "temperate or warm mountains (Castrovel)",
            "organization": "solitary, pair, or bed (3–5)",
            "special_abilities": "<b>Paralyzing Gaze (Ex)</b> Looking into a mountain eel’s strange compound eyes causes the muscles of most living creatures to freeze up. A living creature that can see and begins its turn within 60 feet of a mountain eel must succeed at a DC 14 Fortitude save or be paralyzed for 1 round. A creature who succeeds at its save is immune to that mountain eel’s paralyzing gaze for 24 hours. Creatures without a sense of sight and other mountain eels are immune to this effect.",
            "description": "Due to some quirk of parallel evolution, these massive creatures have features resembling their waterborne kin’s, especially their gaping maws filled with terrible teeth. On the other hand, mountain eels have large, arthropodan compound eyes, and their coloring tends to range from dark to very dark green. Mountain eels dwell on the slopes of the mountains of Castrovel, gliding quietly between the trees as they hunt for prey. The gaze of a mountain eel paralyzes most creatures, allowing the beast to run its victims down and feast on their corpses. A typical mountain eel is about 5 feet tall but 60 feet from nostrils to tail if laid out in a straight line, though it constantly squirms and contorts its body. Despite its size, a mountain eel is very light, weighing approximately 300 pounds.<br/><br/> Mountain eels are carnivores, and they prefer their meals to be freshly dead before they tear into the flesh. However, they need to eat close to their weight in food every day, so they have been known to devour longdead creatures if enough meat remains on the bones. If a mountain eel has sated its appetite before completely consuming its prey, it simply leaves the body to rot, sometimes coming back to it the following day or leaving it for scavengers (or other mountain eels). Mountain eels get almost all of their hydration from eating, and they tend to avoid larger bodies of water, though it isn’t uncommon to spot a mountain eel splashing through a small stream or turning its face up toward the sky during a rainstorm. Despite their massive bulk, mountain eels are surprisingly quiet in most of their movements, as they distribute their weight across the length of their bodies using their multitude of winged armlike appendages. The creatures also use these arms to push underbrush and small trees to one side as they travel, to avoid the telling sounds of snapping branches and crunching twigs. As a mountain eel closes in on its prey, however, it abandons all attempts at subtlety to gather up enough speed to crush its targets.<br/><br/> In addition to their uncannily quiet locomotion, mountain eels only very infrequently vocalize in any way. After years of study, scientists have discovered that the creatures’ vocal chords are almost completely vestigial. After noticing dozens of small scent glands located just under their scales during their dissections, these researchers posited that mountain eels communicate with one another through smells. Xenobiologists are still unsure exactly how this ability works, but mountain eel hunters and others who live in mountain eel territory have learned that certain smells mean danger.<br/><br/> Mountain eels give birth to live offspring, a messy process that produces a handful of nearly translucent, mucus-covered elvers that are each almost as big as a human. Though newly born mountain elvers’ size might allow them to hunt right away, their fearsome fangs don’t grow in for several weeks. During this time, the parent eels bring small chunks of meat to their offspring, which swallow the food whole. As they start feeding, their pigmentation slowly comes in, and when they do finally develop their teeth, the elvers can take down their own, albeit smaller, prey. It takes several more years of constant eating before an elver becomes a full adult mountain eel and another few years before it reaches sexual maturity.<br/><br/> Judging on appearance alone, it is difficult to tell an elderly mountain eel from an adult. A mountain eel close to the end of its life tends to move a little slower, however, and the odors it emanates become more flowery. Once it becomes unable to catch enough food, the beast slowly starves to death. A mountain eel’s corpse quickly succumbs to the elements, rotting faster than most other dead flesh and attracting teeming swarms of insects. Even a dead mountain eel’s bones seem to disappear after a few days in Castrovelian weather; they are often mistaken for fallen logs covered in a thick layer of bright-green moss.<br/><br/> Some lashuntas and formians enjoy hunting mountain eels, despite (and many would say because of) the danger they pose. These thrill seekers equip themselves with sniper rifles and veils before setting out for the planet’s mountainous areas. The eels leave very little trace of their movements through the foliage, so hunters must be on the lookout for partially chewed carcasses and other signs of mountain eel habitation, such as an increased insect population. Once they find one of the beasts, they make sure to isolate it before striking. Successful lashunta hunters skin the dead eels to make items of clothing, which they sometimes enchant (like the items presented below). Formians, on the other hand, enjoy cooking mountain eel meat, using an array of exotic spices."
        },
        {
            "title": "Necrovite",
            "flavor_text": "Alien Archive pg. 80",
            "cr": "13",
            "xp": "25600",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+3",
            "senses": "blindsight (life) 60 ft., darkvision 60 ft.",
            "perception": "+23",
            "aura": "ue Aura (Su)",
            "hp": "186",
            "rp": "5",
            "eac": "29",
            "kac": "30",
            "fort_save": "+12",
            "ref_save": "+12",
            "will_save": "+18",
            "defensive_abilities": "fast healing 10, rejuvenation (1d8 days)",
            "immunities": "cold, electricity, undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., fly 60 ft. (Su, average)",
            "melee": null,
            "ranged": "perihelion laser pistol +22 (4d4+13 F; critical burn 2d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "undead mastery",
            "spell_like_abilities": null,
            "spells_known": "(CL 13th; ranged +22)",
            "str": "+0",
            "dex": "+3",
            "con": "—",
            "int": "+8",
            "wis": "+4",
            "cha": "+6",
            "skills": "Bluff +28, Computers +28, Engineering +28, Mysticism +28, Sense Motive +28",
            "languages": "Common, Eoxian, Sarcesian; limited telepathy 30 ft.",
            "gear": "d-suit IV (gray force field [20 temporary HP])",
            "other_abilities": "magic hacks (flash teleport, tech countermeasures), unliving",
            "environment": "any (Eox)",
            "organization": "solitary",
            "special_abilities": "<b>Fatigue Aura (Su)</b> Any creature that comes within 30 feet of a necrovite is fatigued unless it succeeds at a DC 21 Fortitude saving throw. A creature that is already fatigued suffers no additional effect. A creature that successfully saves cannot be affected again by the same necrovite’s aura for 24 hours.<br/><br/> <b>Rejuvenation (Su)</b> When a necrovite is destroyed, its electroencephalon immediately begins to rebuild the creature’s body nearby and download the necrovite’s consciousness into it. After 1d8 days, the necrovite wakens fully healed (albeit without any gear it left behind on its old body).<br/><br/> <b>Undead Mastery (Su)</b> As a standard action, a necrovite can cause one undead creature within 50 feet to fall under its control as per <i>control undead</i> (Will DC 21 negates). This control is permanent for unintelligent undead; an undead creature with an Intelligence score can attempt an additional saving throw each day to break free. A creature that successfully saves cannot be affected again by the necrovite’s undead mastery for 24 hours. A necrovite can control a group of undead whose total CR is no greater than twice its CR (26 for the typical necrovite).",
            "description": "Long ago, when the native humanoids of Eox—called elebrians—destroyed two neighboring planets, the backlash devastated their own world as well, forcing them to turn to necromancy to survive. The most powerful spellcasters among these survivors combined their advanced technology with the ancient magical traditions of lichdom to achieve immortality in the form of eternal undeath. These were the first necrovites, and along with their colleagues who sought refuge in other forms of undeath, they took control of their ravaged planet to become the first bone sages, Eox’s notoriously aloof heads of state.<br/><br/> Becoming a necrovite is a long and arduous process, but the crux of the ritual involves extracting the spellcaster’s consciousness and soul and imprisoning them in a technomagical relic called an electroencephalon. The spellcaster dies but becomes undead, and as long as her electroencephalon remains intact she can continue her existence without fear of the passage of time.<br/><br/> In addition to constructing an electroencephalon to house her soul, a prospective necrovite must also research and learn the proper ritual to transfer her life force into the receptacle and prepare her body for the transformation into undeath. This ritual is unique to each body and soul—what works for one necrovite will not work for another—and likely has deleterious effects. The exact methods for each spellcaster’s transformation into a necrovite are left to the GM’s discretion, but the process should involve expenditures of hundreds of thousands of credits, multiple dangerous quests, and many difficult skill checks over the course of months, years, or decades.<br/><br/> The above stat block represents an elebrian necrovite—a necrovite formed from one of Eox’s original humanoid inhabitants—but other races can become necrovites as well, using the template graft in the sidebar."
        },
        {
            "title": "Nihili Captain",
            "flavor_text": "Alien Archive pg. 82",
            "cr": "13",
            "xp": "25600",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+6",
            "senses": "darkvision 60 ft.",
            "perception": "+23",
            "aura": "gravity well (5 ft., DC 21)",
            "hp": "270",
            "rp": null,
            "eac": "27",
            "kac": "29",
            "fort_save": "+15",
            "ref_save": "+15",
            "will_save": "+14",
            "defensive_abilities": null,
            "immunities": "undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 20 ft.",
            "melee": "slam +26 (3d12+21 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "decompression gaze (15 ft., DC 21, 3d8+11 B)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+6",
            "con": "—",
            "int": "+4",
            "wis": "+0",
            "cha": "+0",
            "skills": "Athletics +28 (+36 when climbing), Stealth +23",
            "languages": null,
            "gear": null,
            "other_abilities": "unliving",
            "environment": "any vacuum",
            "organization": "any",
            "special_abilities": "<b>Decompression Gaze (Su)</b> The dead stare of a nihili makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage.<br/><br/> <b>Gravity Well (Su)</b> A nihili generates a field of gravity that functions in a 5-foot aura around itself (including 5 feet above the nihili), exerting a downward force toward the nihili’s feet. This allows the nihili to function as if constantly under the effect of <i>spider climb</i>. Any creature entering this aura from an area of zero-g must succeed at a DC 15 Reflex saving throw or be knocked prone.",
            "description": "More so than any harsh desert or freezing tundra, the airless void of space is an unforgiving killer. Most life-forms can survive for about 90 seconds in a vacuum before dying, though rapid depressurization can cause unconsciousness in as little as 15 seconds. When an unprotected body is introduced to a vacuum, the gases inside it begin to expand due to the difference in pressure. While this causes discomfort, especially in the abdominal area due to the expansion of intestinal gases, the real danger comes from any oxygen still in the lungs. If that gas can’t escape (say, because the person is trying to hold his breath), the delicate pulmonary tissue can become severely damaged. Those who survive such an event can be left with permanent injuries, such as blindness, a collapsed lung, or worse. Those who do not survive spend their last few moments in terrible pain and mind-numbing terror, and sometimes such suffering prevents souls from passing on to the afterlife. These unfortunate creatures rise again as undead monstrosities known as nihilis.\r\n\r\n With puffy skin, ragged wounds from gases escaping the body, and gaping mouths, nihilis might resemble mindless zombies, but they have a sharp intellect and powers that make them far more formidable. A nihili’s gaze can crush the lungs of any living creature who sees it, as if the victim were being squeezed by a giant hand. In addition, nihilis creates their own gravity, allowing them to move easily about the wrecked starships where they are usually found. This aura can surprise those attempting to float past nihilis in zero gravity, often causing them to fall face first onto whatever surfaces the undead are standing on. Nihilis that perished floating through the void use this ability to cling to passing vehicles, eventually working their way inside to slaughter the vessels’ crews.\r\n\r\n Nihilis have an everlasting hatred of the living, especially of spacefarers for daring to travel the void. Some scholars posit that nihilis are the embodiment of outer space’s cruelest aspects and exist only to punish those who sully its vacuum. While most scoff at the idea of ascribing a will to something so vast and pervasive as space, there is no denying that nihilis exist and are vicious killers. The undead use their natural cunning to lie in wait for potential victims, usually crouching in dark corners near the ceiling where few think to look before springing into combat. They fight with almost no sense of self-preservation, unless vastly outnumbered, at which time the nihilis turn and flee. Once nihilis have killed their victims, they usually leave the corpses where they fall, having no desire to consume living flesh or blood. They then begin the hunt for further prey.\r\n\r\n Most nihilis occur naturally, but they can be created by powerful spellcasters using the \r\n\r\n spell. Animating a nihili in this way requires crushed rock from a planetoid with no atmosphere as part of casting the spell. Nihilis created by Eoxian necromancers are sometimes assigned to ships of the Corpse Fleet as engineers, as they can walk along the outside of the vessels with little difficulty in order to make repairs. An ambitious nihili who proves its worth might eventually become the captain of its own Corpse Fleet ship.\r\n\r\n Rumors speak of a cult of nihilis in the fringes of the Vast who have discovered a small tear in reality that opens up onto the Negative Energy Plane. Calling it a “dark star,” these nihilis eject corpses (usually of victims they have killed) into the surrounding vacuum as sacrifices; some of these bodies are animated as nihilis who immediately attain honored positions in the cult, as they preach of sinister whispers from beyond the portal that encourage this gruesome form of reproduction. When one of these nihilis is destroyed, its remaining flesh is almost instantly flensed from its body, leaving a skeleton marked with glowing blue runes that are difficult for living creatures to focus on—attempting to do so results in blurred vision and nosebleeds. The few mystics who have studied these runes (usually through sketches or eyewitness descriptions) have yet to decipher their meaning. A small handful of rune-marked bones are kept in smoked-glass cases inside secure vaults by a few arcane research bases within the Pact Worlds.\r\n\r\n No one knows for certain whether the nihilis who worship this “dark star” are venerating a shadowy entity or are suffering from some unknown kind of madness. However, travelers who survive passing through this region return with tales of huge masses of floating corpses forming a ring around a cloud of ebony particles that seems to absorb all light."
        },
        {
            "title": "Nihili",
            "flavor_text": "Alien Archive pg. 82",
            "cr": "5",
            "xp": "1600",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+3",
            "senses": "darkvision 60 ft.",
            "perception": "+11",
            "aura": "gravity well (5 ft., DC 15)",
            "hp": "72",
            "rp": null,
            "eac": "17",
            "kac": "19",
            "fort_save": "+7",
            "ref_save": "+7",
            "will_save": "+6",
            "defensive_abilities": null,
            "immunities": "undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 20 ft.",
            "melee": "slam +14 (1d6+10 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "decompression gaze (15 ft., DC 15, 1d4+3 B)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+3",
            "con": "—",
            "int": "+2",
            "wis": "+0",
            "cha": "+0",
            "skills": "Athletics +16 (+24 when climbing), Stealth +11",
            "languages": null,
            "gear": null,
            "other_abilities": "unliving",
            "environment": "any vacuum",
            "organization": "any",
            "special_abilities": "<b>Decompression Gaze (Su)</b> The dead stare of a nihili makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage.<br/><br/> <b>Gravity Well (Su)</b> A nihili generates a field of gravity that functions in a 5-foot aura around itself (including 5 feet above the nihili), exerting a downward force toward the nihili’s feet. This allows the nihili to function as if constantly under the effect of <i>spider climb</i>. Any creature entering this aura from an area of zero-g must succeed at a DC 15 Reflex saving throw or be knocked prone.",
            "description": "More so than any harsh desert or freezing tundra, the airless void of space is an unforgiving killer. Most life-forms can survive for about 90 seconds in a vacuum before dying, though rapid depressurization can cause unconsciousness in as little as 15 seconds. When an unprotected body is introduced to a vacuum, the gases inside it begin to expand due to the difference in pressure. While this causes discomfort, especially in the abdominal area due to the expansion of intestinal gases, the real danger comes from any oxygen still in the lungs. If that gas can’t escape (say, because the person is trying to hold his breath), the delicate pulmonary tissue can become severely damaged. Those who survive such an event can be left with permanent injuries, such as blindness, a collapsed lung, or worse. Those who do not survive spend their last few moments in terrible pain and mind-numbing terror, and sometimes such suffering prevents souls from passing on to the afterlife. These unfortunate creatures rise again as undead monstrosities known as nihilis.\r\n\r\n With puffy skin, ragged wounds from gases escaping the body, and gaping mouths, nihilis might resemble mindless zombies, but they have a sharp intellect and powers that make them far more formidable. A nihili’s gaze can crush the lungs of any living creature who sees it, as if the victim were being squeezed by a giant hand. In addition, nihilis creates their own gravity, allowing them to move easily about the wrecked starships where they are usually found. This aura can surprise those attempting to float past nihilis in zero gravity, often causing them to fall face first onto whatever surfaces the undead are standing on. Nihilis that perished floating through the void use this ability to cling to passing vehicles, eventually working their way inside to slaughter the vessels’ crews.\r\n\r\n Nihilis have an everlasting hatred of the living, especially of spacefarers for daring to travel the void. Some scholars posit that nihilis are the embodiment of outer space’s cruelest aspects and exist only to punish those who sully its vacuum. While most scoff at the idea of ascribing a will to something so vast and pervasive as space, there is no denying that nihilis exist and are vicious killers. The undead use their natural cunning to lie in wait for potential victims, usually crouching in dark corners near the ceiling where few think to look before springing into combat. They fight with almost no sense of self-preservation, unless vastly outnumbered, at which time the nihilis turn and flee. Once nihilis have killed their victims, they usually leave the corpses where they fall, having no desire to consume living flesh or blood. They then begin the hunt for further prey.\r\n\r\n Most nihilis occur naturally, but they can be created by powerful spellcasters using the \r\n\r\n spell. Animating a nihili in this way requires crushed rock from a planetoid with no atmosphere as part of casting the spell. Nihilis created by Eoxian necromancers are sometimes assigned to ships of the Corpse Fleet as engineers, as they can walk along the outside of the vessels with little difficulty in order to make repairs. An ambitious nihili who proves its worth might eventually become the captain of its own Corpse Fleet ship.\r\n\r\n Rumors speak of a cult of nihilis in the fringes of the Vast who have discovered a small tear in reality that opens up onto the Negative Energy Plane. Calling it a “dark star,” these nihilis eject corpses (usually of victims they have killed) into the surrounding vacuum as sacrifices; some of these bodies are animated as nihilis who immediately attain honored positions in the cult, as they preach of sinister whispers from beyond the portal that encourage this gruesome form of reproduction. When one of these nihilis is destroyed, its remaining flesh is almost instantly flensed from its body, leaving a skeleton marked with glowing blue runes that are difficult for living creatures to focus on—attempting to do so results in blurred vision and nosebleeds. The few mystics who have studied these runes (usually through sketches or eyewitness descriptions) have yet to decipher their meaning. A small handful of rune-marked bones are kept in smoked-glass cases inside secure vaults by a few arcane research bases within the Pact Worlds.\r\n\r\n No one knows for certain whether the nihilis who worship this “dark star” are venerating a shadowy entity or are suffering from some unknown kind of madness. However, travelers who survive passing through this region return with tales of huge masses of floating corpses forming a ring around a cloud of ebony particles that seems to absorb all light."
        },
        {
            "title": "Nuar Enforcer",
            "flavor_text": "Alien Archive pg. 86",
            "cr": "4",
            "xp": "1200",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+0",
            "senses": "darkvision 60 ft.",
            "perception": "+10",
            "aura": null,
            "hp": "52",
            "rp": null,
            "eac": "18",
            "kac": "20",
            "fort_save": "+6",
            "ref_save": "+4",
            "will_save": "+5",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "35 ft.",
            "melee": "tactical cryopike +12 (1d8+11 C) or horn +12 (1d6+11 P)",
            "ranged": "frostbite-class zero rifle +9 (1d8+4 C; critical staggered [DC 13]) or frag grenade II +9 (explode [15ft., 2d6 P, DC 13])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "gore, fighting styles (hit-and-run), knockdown",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+0",
            "con": "+3",
            "int": "+1",
            "wis": "+1",
            "cha": "+0",
            "skills": "Athletics +15, Intimidate +10, Survival +10",
            "languages": "Common, Orc",
            "gear": "lashunta ringwear II, maze-core frostbite-class zero rifle and tactical cryopike with 2 high-capacity batteries (40 charges each), frag grenades II (3)",
            "other_abilities": "maze mind",
            "environment": "any (Absalom Station)",
            "organization": "solitary, pair, or brute squad (3–6)",
            "special_abilities": "<b>Gore (Ex)</b> A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain.<br/><br/> <b>Knockdown (Ex)</b> When a nuar enforcer scores a critical hit with a melee weapon that has no other critical effects, the attack gains the knockdown critical effect.<br/><br/> <b>Maze Mind (Ex)</b> Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering.",
            "description": "Nuars are pale, minotaur-like creatures with formidable frames and roughly bovine faces, hooves, and horns. Their skin and hair range in coloration from snow white to cream, light gray, or tan, with eyes that are generally pink or red, though they much more rarely may be bright blue, green, or yellow. Nuars’ bestial appearance often convinces others that the creatures are slow-witted and simple, but this is far from the truth.\r\n\r\n Nuars trace their origins to lost Golarion, claiming they are a race distinct from the larger and less intelligent race of common minotaurs. Their accepted history states they existed on Absalom Station, and before that in the ancient city of Absalom, long before the Gap. With no firm scholarship to rely on, nuars have built a new mythology and history by borrowing elements from numerous other species and faiths.\r\n\r\n Nuars have a strong appreciation for the culture of orcs and half-orcs, and often follow orc conventions and traditions that don’t interfere with their endeavors in invention and innovation. They are drawn to technology and commonly worship Triune or Yaraesa, with their most senior priests also serving as skilled designers, engineers, and inventors.\r\n\r\n Nuars are not a numerous race, even on their declared home of Absalom Station. They have no known major settlements of their own, though rumors persist of technologically advanced labyrinths hidden deep within asteroids of the Diaspora. Beyond Absalom Station, they are most often found on exploratory ships, as their combination of impressive physiques, keen intellects, and urges to research and create serve them well. However, as nuars age, they also tend to want to establish roots, often returning to Absalom Station to start a family or build a community.\r\n\r\n A typical nuar stands between 7 and 7-1/2 feet tall and weighs about 300 pounds. \r\n\r\n The nuars’ natural grasp of complex patterns and shifting connections has allowed them to develop special kinds of multifunctional devices using an adjustable component known as a maze-core. A maze-core device acts as two different pieces of equipment, though it can function as only one of the two at any given time. Only powered or technological equipment can be built as maze-core devices, and the items must be melee weapons, small arms, longarms, heavy weapons, computers, or technological devices.\r\n\r\n To create a maze-core device, select two pieces of equipment. The maze-core device has a bulk equal to that of the bulkiest of the two items + 1, and a cost equal to the most expensive of the two items + 1-1/2 times the cost of the less expensive item. When determining the maze-core equipment’s hardness and Hit Points, treat it as having the higher level of the two items, but for all other calculations, each item retains its own item level. If both items require the same kind of ammunition or power (such as a battery), they share a single battery of the highest capacity either device uses.\r\n\r\n Changing a piece of maze-core equipment to function as the alternate piece of equipment is a swift action."
        },
        {
            "title": "Nuar Specialist",
            "flavor_text": "Alien Archive pg. 86",
            "cr": "8",
            "xp": "4800",
            "size": "Medium",
            "alignment": "LN",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+0",
            "senses": "darkvision 60 ft.",
            "perception": "+16",
            "aura": null,
            "hp": "117",
            "rp": null,
            "eac": "19",
            "kac": "20",
            "fort_save": "+9",
            "ref_save": "+9",
            "will_save": "+9",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "buzzblade dueling sword +17 (2d6+10 S) or horn +17 (1d12+10 P)",
            "ranged": "aphelion laser pistol +15 (3d4+8 F; critical burn 1d4) or frag grenade III +15 (explode [15 ft., 4d6 P, DC 18])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "gore, knockdown, overload (DC 18), target tracking",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+0",
            "con": "+2",
            "int": "+6",
            "wis": "+4",
            "cha": "+1",
            "skills": "Athletics +16, Bluff +16, Computers +21, Engineering +21, Physical Science +21",
            "languages": "Common, Orc",
            "gear": "advanced lashunta tempweave (black force field [10 HP]), maze-core aphelion laser pistol and buzzblade dueling sword with 2 high-capacity batteries (40 charges each), frag grenades III (4), detonators (4)",
            "other_abilities": "artificial intelligence (exocortex), expert rig (cerebral implant), maze mind, mechanic tricks (holographic projector, neural shunt), miracle worker 1/day, remote hack (DC 18), wireless hack",
            "environment": "any (Absalom Station)",
            "organization": "solitary",
            "special_abilities": "<b>Gore (Ex)</b> A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain.<br/><br/> <b>Maze Mind (Ex)</b> Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering.",
            "description": "Nuars are pale, minotaur-like creatures with formidable frames and roughly bovine faces, hooves, and horns. Their skin and hair range in coloration from snow white to cream, light gray, or tan, with eyes that are generally pink or red, though they much more rarely may be bright blue, green, or yellow. Nuars’ bestial appearance often convinces others that the creatures are slow-witted and simple, but this is far from the truth.\r\n\r\n Nuars trace their origins to lost Golarion, claiming they are a race distinct from the larger and less intelligent race of common minotaurs. Their accepted history states they existed on Absalom Station, and before that in the ancient city of Absalom, long before the Gap. With no firm scholarship to rely on, nuars have built a new mythology and history by borrowing elements from numerous other species and faiths.\r\n\r\n Nuars have a strong appreciation for the culture of orcs and half-orcs, and often follow orc conventions and traditions that don’t interfere with their endeavors in invention and innovation. They are drawn to technology and commonly worship Triune or Yaraesa, with their most senior priests also serving as skilled designers, engineers, and inventors.\r\n\r\n Nuars are not a numerous race, even on their declared home of Absalom Station. They have no known major settlements of their own, though rumors persist of technologically advanced labyrinths hidden deep within asteroids of the Diaspora. Beyond Absalom Station, they are most often found on exploratory ships, as their combination of impressive physiques, keen intellects, and urges to research and create serve them well. However, as nuars age, they also tend to want to establish roots, often returning to Absalom Station to start a family or build a community.\r\n\r\n A typical nuar stands between 7 and 7-1/2 feet tall and weighs about 300 pounds. \r\n\r\n The nuars’ natural grasp of complex patterns and shifting connections has allowed them to develop special kinds of multifunctional devices using an adjustable component known as a maze-core. A maze-core device acts as two different pieces of equipment, though it can function as only one of the two at any given time. Only powered or technological equipment can be built as maze-core devices, and the items must be melee weapons, small arms, longarms, heavy weapons, computers, or technological devices.\r\n\r\n To create a maze-core device, select two pieces of equipment. The maze-core device has a bulk equal to that of the bulkiest of the two items + 1, and a cost equal to the most expensive of the two items + 1-1/2 times the cost of the less expensive item. When determining the maze-core equipment’s hardness and Hit Points, treat it as having the higher level of the two items, but for all other calculations, each item retains its own item level. If both items require the same kind of ammunition or power (such as a battery), they share a single battery of the highest capacity either device uses.\r\n\r\n Changing a piece of maze-core equipment to function as the alternate piece of equipment is a swift action."
        },
        {
            "title": "Observer-Class Security Robot",
            "flavor_text": "Alien Archive pg. 94",
            "cr": "1",
            "xp": "400",
            "size": "Small",
            "alignment": "N",
            "creature_type": "construct",
            "creature_subtype": "technological",
            "initiative": "+4",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+5",
            "aura": null,
            "hp": "17",
            "rp": null,
            "eac": "14",
            "kac": "15",
            "fort_save": "+1",
            "ref_save": "+1",
            "will_save": "-1",
            "defensive_abilities": "exigency, integrated weapons",
            "immunities": "construct immunities",
            "resistances": null,
            "weaknesses": "vulnerable to critical hits, vulnerable to electricity",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., fly 30 ft. (Ex, average)",
            "melee": "slam +6 (1d6+3 B)",
            "ranged": "integrated pulsecaster pistol +9 (1d4+1 E nonlethal), or stickybomb grenade I +9 (explode [10 ft., entangled 2d4 rounds, DC 10])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+4",
            "con": "—",
            "int": "+1",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +10, Athletics +5, Computers +5",
            "languages": "Common",
            "gear": "pulsecaster pistol with 2 batteries (20 charges each), stickybomb grenades I (2)",
            "other_abilities": "unliving",
            "environment": "any urban",
            "organization": "solitary or fleet (2–5)",
            "special_abilities": "<b>Exigency (Ex)</b> An observer-class security robot can expend a large store of energy to temporarily increase its processing power and attempt to avoid an attack. Once per day, it can reroll a failed Reflex saving throw with a +10 circumstance bonus.<br/><br/> <b>Integrated Weapons (Ex)</b>",
            "description": "Security robots come in a wide variety of makes and models, with a near-endless variety of customizations based on both the manufacturer and the aesthetics and needs of the consumer. Crafted with advanced user interfaces mimicking moderate intelligence, but without any of the emotions, unpredictability, or bias of a true AI or sentient creature, security bots are an eminently practical, reasonable solution to a wide variety of security needs. Unlike full-on military models, security robots usually come preprogrammed with certain fail-safes preventing them from engaging in violence beyond what’s necessary for the protection of their assigned population or property, making them a go-to option for police forces, corporations, and even wealthy individuals looking for peace of mind.\r\n\r\n One of the cheapest and most common types of security robot is the observer. Observer-class bots are usually small, flying robots designed primarily to record and report specific unsavory activities for later review by their owners, though they are also equipped to fend off minor threats. Whether buzzing through the access ducts of secure facilities or hovering over crowded marketplaces, observers are nearly ubiquitous in some advanced settlements. On Absalom Station, the most prominent brand is AbadarCorp’s VizAll, a flying orb with gentle contours designed to put citizens at ease, with a central eye, stubby fins, and relentlessly cheerful speech patterns. Aballon’s Sunward Corporation produces the more disconcerting Arbitron, whose insectile form mimics those of the resident anacites, while Triaxus’s Bluescale Industries crafts theirs to resemble tiny, mechanical drakes. Regardless of their shape, however, observers are known for their convenience, but they are infamous for their limited nuance—a problem for owners who forget their own security passphrase. Some of the cheapest models also have faulty programming that causes them to develop personality quirks, making a particular bot act especially aggressive, friendly, or even dejected.\r\n\r\n Patrol-class security robots are more humanoid in shape, standing about 6 feet tall with integrated armaments that keep the robots’ limbs free to apprehend offenders and engage in close combat. Given their deadlier weaponry and tougher armor plating, patrol-class security robots (sometimes simply called “patrol bots”) are more regulated in their sale and use. They are found mostly in large space stations and corporate facilities under government or syndicate control. As with observer-class robots, these models run the gamut from four-armed Idaran Peacekeepers to the artistic Castrovelian Linewalkers that guard against dangerous jungle beasts, yet the overwhelming industry leader is AbadarCorp’s Town Guard series. With blank, circular faces of glass or glowing energy and cleanly contoured limbs capable of folding up for easy storage, AbadarCorp’s patrol bot is a triumph of industrial design and defense. This model’s reputation has been further boosted due to the fact that it’s the only model of patrol bot currently used by Absalom Station’s government, with many going straight into service from the corporation’s manufactories in the Spike.\r\n\r\n Unfortunately, not all security bots end up working for law-abiding corporations or state governments. Various planets in the Pact Worlds system have their own rules about who is or is not licensed to own a security robot, and the Pact Worlds government generally finds it easier to look the other way than to get embroiled in the contentious issues of rights-to- weapons and planetary sovereignty. As a result, it’s not difficult for individuals to purchase security robots entirely unregulated on the black market, albeit at a high cost. In cases where a world outlaws such sales, these models are usually formerly legal models that have been stolen and cracked by hacker gangs, while in other places corporations quietly sell to known criminal enterprises without asking questions. Such security robots are sometimes marked by their owners to show their “allegiance”—they might be painted with gang symbols or have their heads replaced with disturbing mannequin busts. Other groups maintain their robots’ official appearances, the better to carry out kidnappings and extortion. Because of this, passersby occasionally stumble across pitched firefights between squads of similar-looking security robots. Those who wish to get involved must be careful to identify each side’s master, as they could find themselves unintentionally taking sides in a gang war.\r\n\r\n Though both observer and patrol models have safeguards to protect against it, glitches can occasionally develop in a security robot’s firmware, often the result of massive damage sustained during a firefight or improper diagnostics after such an altercation. In such cases, the glitch can override the bot’s usual baselevel programming regarding tiers of force and the logic of conflict escalation, or even its protocol to protect the innocent. This can result in a bloody rampage, with the robot either going berserk over perceived violation of nonexistent laws, or technically following the law but executing lethal punishment for even the smallest infraction. Even worse, an infected patrol bot’s nanites can carry its corrupted code like a virus, turning other security robots rogue. When this occurs, manufacturers like AbadarCorp are usually quick to hire discreet “contractors” to deal with the menace (as maintaining their own strike-and-disassembly force would publicly acknowledge the threat)."
        },
        {
            "title": "Occult Zombie",
            "flavor_text": "Alien Archive pg. 114",
            "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": "24",
            "rp": null,
            "eac": "11",
            "kac": "13",
            "fort_save": "+3",
            "ref_save": "+3",
            "will_save": "+3",
            "defensive_abilities": null,
            "immunities": "undead immunities",
            "resistances": null,
            "weaknesses": "staggered",
            "spell_resistance": null,
            "damage_reduction": "5/magic",
            "speed": "30 ft.",
            "melee": "slam +8 (1d6+5 B)",
            "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": "+1",
            "cha": "+0",
            "skills": "Athletics +10",
            "languages": null,
            "gear": null,
            "other_abilities": "mindless, unliving",
            "environment": "any",
            "organization": "solitary, pair, pack (3–12), or horde (13+)",
            "special_abilities": "<b>Staggered (Ex)</b> An occult zombie is always considered staggered and can never take more than a single move or standard action in a round. It can’t take full actions.",
            "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": "Odheo",
            "flavor_text": "Starfinder #8: Escape from the Prison Moon pg. 58",
            "cr": "1",
            "xp": "400",
            "size": "Tiny",
            "alignment": "N",
            "creature_type": "vermin",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "blindsense (scent) 60 ft., darkvision 60 ft.",
            "perception": "+5",
            "aura": null,
            "hp": "17",
            "rp": null,
            "eac": "11",
            "kac": "13",
            "fort_save": "+5",
            "ref_save": "+3",
            "will_save": "+1",
            "defensive_abilities": "evasive",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 30 ft.",
            "melee": "bite +8 (1d3+3 S) or harpoon tongue +8 (1d6+1 P)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+4",
            "con": "+1",
            "int": "—",
            "wis": "+0",
            "cha": "-2",
            "skills": "Acrobatics +5, Athletics +5 (+13 to climb), Stealth +10",
            "languages": null,
            "gear": null,
            "other_abilities": "blood explosion, mindless",
            "environment": "any underground or urban",
            "organization": "solitary or infestation (4–20)",
            "special_abilities": "<b>Blood Explosion (Ex)</b> When an odheo dies, it pops in a mess of ingested blood and viscous slime. A creature adjacent to the odheo must succeed at a DC 10 Fortitude saving throw or become sickened for 1d4 rounds, after which that creature takes a –2 penalty to saving throws against disease for the next 24 hours. A creature that is already sickened when it fails this saving throw becomes nauseated for 1d4 rounds instead. Odheos are immune to the effects of this ability.<br/><br/> <b>Evasive (Ex)</b> When a creature attempts a melee or ranged attack against an odheo and misses, the odheo can take a guarded step as a reaction.",
            "description": "Odheos are one of the galaxy’s strongest cases for following proper biocontainment procedures. Originally from Gjor III, these slimy vermin have spread to thousands of space stations, having been unwittingly carried across the galaxy by careless couriers or merchants. Odheos prefer to live in artificial environments, limiting their destruction of natural ecosystems, but this preference is cold comfort to those urban and station residents they torment.<br/><br/> An odheo is a bold pest, openly jabbing creatures with its long tongue and then escaping back into hiding before victims can retaliate. They live in vents or engineering tunnels and breed rapidly, making them difficult to remove once they have infested an area. They are also impossible to eat, exploding into a rancid mix of gore and slime when killed, rendering them useless for anything other than aggravation.<br/><br/> Odheos evolved from an arboreal ancestor that used its long tongue to attach to creatures that passed by. The odheo’s ten chitinous legs and gripping feet still make it extremely adept at climbing almost any surface. Unlike its ancestors, though, an odheo uses its harpoon tongue as its main method of feeding, only moving in to bite creatures that are helpless or dead.<br/><br/>"
        },
        {
            "title": "Oma",
            "flavor_text": "Alien Archive pg. 88",
            "cr": "16",
            "xp": "76800",
            "size": "Colossal",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+8",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+28",
            "aura": null,
            "hp": "285",
            "rp": null,
            "eac": "30",
            "kac": "31",
            "fort_save": "+16",
            "ref_save": "+16",
            "will_save": "+19",
            "defensive_abilities": null,
            "immunities": "cold, electricity, vacuum",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "fly 60 ft. (Su, clumsy)",
            "melee": "tail slap +27 (6d8+19 B) or bite +27 (6d6+19 P plus swallow whole)",
            "ranged": "electrical discharge +29 (6d4+16 E; critical overload [DC 24])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "swallow whole (5d4+16 E, EAC 30, KAC 27, 71 HP)",
            "spell_like_abilities": null,
            "spells_known": "(CL 16th)",
            "str": "+3",
            "dex": "+3",
            "con": "+7",
            "int": "+0",
            "wis": "+10",
            "cha": "+5",
            "skills": "Acrobatics +33 (+25 when flying), Piloting +33, Sense Motive +28",
            "languages": "starsong (can’t speak any language)",
            "gear": null,
            "other_abilities": "cavatina, no breath",
            "environment": "any vacuum or gas giant",
            "organization": "solitary, pair, or pod (3–5)",
            "special_abilities": "<b>Cavatina (Su)</b> Once per day as a move action, an oma can sing a telepathic song that either encourages its friends or dispirits its foes. The oma can grant a +2 morale bonus to ability checks, attack rolls, and skill checks to all allies within 60 feet. Alternatively, the oma can cause all enemies within 60 feet who fail DC 24 Will saving throws to take a –2 penalty to ability checks, attack rolls, and skill checks. This bonus or penalty lasts for 8 rounds.<br/><br/> <b>Electrical Discharge (Ex)</b> An oma can strike foes with a blast of electrical energy that has a range increment of 120 feet. When an oma scores a critical hit with its electric discharge, the target must succeed at a DC 24 Reflex save or technological items held by the target are unusable and do not provide any benefit to their wielder for 1 minute.",
            "description": "Oma are vast creatures, often called “space whales,” that travel endlessly through the inky void. They magically project electromagnetic fields that shield them from the effects of the vacuum as well as from the particulate rings and dense atmospheres of the gas giants in which they usually feed, extracting energy and nutrients with their energy baleen. Oma are most often seen traveling alone, though there are regions of the Pact Worlds system where pods of oma are known to migrate together on a particular, if mysterious, schedule. Rarely, massive numbers of oma gather in the rings of a planet and put on an incredible show, their energy fields intermingling and reacting with local gases to light up swaths of space in a multicolored spectacle. A typical oma is 150 feet long and weighs 250 tons.<br/><br/>The most commonly known—and least understood—feature of oma is their starsong: a haunting telepathic melody that can be perceived thousands of miles away, even across the void of space. While most describe starsong as slow, mournful, and crooning, none ever agree on the finer details of a particular oma song, which suggests that each listener hears something different. Attempts to decipher concrete meaning from these tonal poems have so far eluded even the most brilliant magic and linguistics experts, as the oma speak in riddles that even they don’t always appear to understand. Scholars and cryptolinguists among the glowing (and completely unrelated) poet-whales of Triaxus’s arctic seas claim that the patterns represent a surprisingly complete oral history of the universe, albeit a highly stylized and nonchronological version. Whatever the content of the songs, even the saltiest of spacefarers can become tearily nostalgic when they recall their first experience hearing the haunting sound in the silence between worlds.<br/><br/> Most reported interactions with oma have affirmed their docile nature, and many experienced spacefarers believe that the titanic creatures have a benevolent streak and that sighting one is a sign of good luck and favorable trade ahead. More than one crew of a disabled starship has reported being found by a passing oma, which then herded the ship back to civilized space. Once its temporary charges are safe again among their kind, the oma bids farewell with slow somersaults and cryptic starsong. However, those few that have attempted to hunt oma for sport have found them more than capable of defending themselves; the massive beasts can unleash a targeted burst of energy that disables most modern starship power cores. This has not gone unnoticed by various governments, who make periodic (and so far unsuccessful) attempts to reverse engineer and weaponize this ability. Oma are also capable of swallowing small starships (such as fighters and interceptors) whole; some do it accidentally as they feed, but most only when provoked."
        },
        {
            "title": "Orocoran Ichor Lord",
            "flavor_text": "Alien Archive pg. 90",
            "cr": "9",
            "xp": "6400",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+17",
            "aura": null,
            "hp": "120",
            "rp": "1",
            "eac": "21",
            "kac": "22",
            "fort_save": "+8",
            "ref_save": "+8",
            "will_save": "+14 (+16 vs. mind-affecting effects)",
            "defensive_abilities": "unflankable",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "proboscis +15 (3d4+9 P; critical bleed 1d6)",
            "ranged": "projectile vomit +17 (2d6+9 A plus hallucinate)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": "(CL 9th)",
            "str": "+0",
            "dex": "+4",
            "con": "+3",
            "int": "+2",
            "wis": "+6",
            "cha": "+3",
            "skills": "Intimidate +22, Mysticism +22, Sense Motive +17",
            "languages": "Aklo, Common (can’t speak any language); limited telepathy 60 ft.",
            "gear": null,
            "other_abilities": null,
            "environment": "any (Aucturn)",
            "organization": "solitary or congregation (1 ichor lord plus 10–20 orocorans)",
            "special_abilities": "<b>Hallucinate (Ex)</b> An orocoran’s stomach fluids are laced with the narcotic black ichor of Aucturn. A creature hit with the orocoran’s projectile vomit must succeed at a DC 16 Will save or be confused (as per <i>confusion</i>) for 1d4 rounds.<br/><br/> <b>Projectile Vomit (Ex)</b>",
            "description": "Native to Aucturn, orocorans maybe even predate the coming of the cults of the Elder Mythos and the Dominion of the Black, and they remain one of their world’s most populous intelligent races. Orocorans are parasites that prey on the living planet, seeking out the pulsing veins of black ichor that run beneath parts of Aucturn’s surface, drawing the liquid out with their mosquito-like proboscises. In addition to feeding the orocorans, these eldritch fluids also act as a powerful narcotic, filling the orocorans with euphoric hallucinations. Orocorans call this dream state “womb mind,” and they believe that it allows them to commune directly with the gestating consciousness of the planet itself. Indeed, there may be some truth to this idea, as even those orocorans not actively dreaming can use the ichor lingering in their systems to tap into this mystical consciousness and receive vague prophetic advice regarding their actions. Orocorans can usually be found wherever the veins of ichor flow thickest, either defending their hallucinogenic watering hole or simply lying sprawled in the grips of drug-induced stupors. When not ichor dreaming, orocorans are irritable and unpredictable, in constant lowgrade pain from withdrawal symptoms. Slothful by nature, orocorans have little desire to create civilization, and they generally do so only when forced into it by more powerful races or rare orocoran individuals called ichor lords.\r\n\r\n While most orocorans have their higher faculties rotted out by the unending hunger of addiction, barely even using their telepathy to communicate, perhaps one in a thousand finds that the ichor supercharges its intellectual capacities, giving it not only a greater degree of cunning and intelligence but enhanced magical powers. These ichor lords believe themselves to be direct conduits to the mind of the sleeping planet, something between priests and avatars, and consider it their divine responsibility to organize their kin and rule over them in pursuit of the dreaming Aucturn’s goals. What exactly these goals might be varies wildly from lord to lord, but they somehow always seem to involve securing the ichor lord’s power and comfort, along with the crafting of elegant monasteries or massive fortresses to guard the local supply of ichor. These warlord-oracles control their fellows through both brute magical power and monopolization of the planet’s fluids, but the need for the ichor to be relatively fresh means that most of these makeshift kingdoms extend only as far as the local vein runs, their influence tapering as soon as the vein dives too far underground to be mined effectively. Regardless of the size of their holdings, all ichor lords and their subjects recognize the authority of the mysterious entity called Carsai the King. Though Carsai’s true nature has never been established, most orocorans believe him to be the greatest ichor lord and the ultimate prophet of their slumbering god, referring to him as the First Dreamer.\r\n\r\n Though capable of using other races’ technology—frequently armed for battle and used as shock troops by ichor lords or more organized races—threatened orocorans generally default to spewing their madness-inducing stomach fluids onto enemies, letting the fluids rot their targets’ minds, and then moving in to exsanguinate them with their proboscises. While orocorans are nearly 6 feet tall when standing upright, they prefer to run on all fours, and they usually weigh around 150 pounds. Orocorans have no gender or designated reproductive organs, and mating involves two participants piercing each other’s torsos with their proboscises to share genetic information and become pregnant. These individuals lay clutches of fertilized eggs in ichor-filled pockets gouged out of the planet’s skin, and then they abandon their young completely."
        },
        {
            "title": "Orocoran",
            "flavor_text": "Alien Archive pg. 90",
            "cr": "6",
            "xp": "2400",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+5",
            "senses": "darkvision 60 ft.",
            "perception": "+13",
            "aura": null,
            "hp": "93",
            "rp": "1",
            "eac": "18",
            "kac": "20",
            "fort_save": "+8",
            "ref_save": "+8",
            "will_save": "+7 (+9 vs. mind-affecting effects)",
            "defensive_abilities": "unflankable",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "proboscis +13 (1d8+6 P; critical bleed 1d6)",
            "ranged": "projectile vomit +16 (1d10+6 A plus hallucinate)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+5",
            "con": "+3",
            "int": "-1",
            "wis": "+1",
            "cha": "+2",
            "skills": "Mysticism +13, Stealth +18, Survival +13",
            "languages": "Aklo (can’t speak any language); limited telepathy 60 ft.",
            "gear": null,
            "other_abilities": null,
            "environment": "any (Aucturn)",
            "organization": "solitary, brood (2–9), or congregation (10–20 orocorans plus 1 ichor lord)",
            "special_abilities": "<b>Hallucinate (Ex)</b> An orocoran’s stomach fluids are laced with the narcotic black ichor of Aucturn. A creature hit with the orocoran’s projectile vomit must succeed at a DC 16 Will save or be confused (as per <i>confusion</i>) for 1d4 rounds.<br/><br/> <b>Projectile Vomit (Ex)</b>",
            "description": "Native to Aucturn, orocorans maybe even predate the coming of the cults of the Elder Mythos and the Dominion of the Black, and they remain one of their world’s most populous intelligent races. Orocorans are parasites that prey on the living planet, seeking out the pulsing veins of black ichor that run beneath parts of Aucturn’s surface, drawing the liquid out with their mosquito-like proboscises. In addition to feeding the orocorans, these eldritch fluids also act as a powerful narcotic, filling the orocorans with euphoric hallucinations. Orocorans call this dream state “womb mind,” and they believe that it allows them to commune directly with the gestating consciousness of the planet itself. Indeed, there may be some truth to this idea, as even those orocorans not actively dreaming can use the ichor lingering in their systems to tap into this mystical consciousness and receive vague prophetic advice regarding their actions. Orocorans can usually be found wherever the veins of ichor flow thickest, either defending their hallucinogenic watering hole or simply lying sprawled in the grips of drug-induced stupors. When not ichor dreaming, orocorans are irritable and unpredictable, in constant lowgrade pain from withdrawal symptoms. Slothful by nature, orocorans have little desire to create civilization, and they generally do so only when forced into it by more powerful races or rare orocoran individuals called ichor lords.\r\n\r\n While most orocorans have their higher faculties rotted out by the unending hunger of addiction, barely even using their telepathy to communicate, perhaps one in a thousand finds that the ichor supercharges its intellectual capacities, giving it not only a greater degree of cunning and intelligence but enhanced magical powers. These ichor lords believe themselves to be direct conduits to the mind of the sleeping planet, something between priests and avatars, and consider it their divine responsibility to organize their kin and rule over them in pursuit of the dreaming Aucturn’s goals. What exactly these goals might be varies wildly from lord to lord, but they somehow always seem to involve securing the ichor lord’s power and comfort, along with the crafting of elegant monasteries or massive fortresses to guard the local supply of ichor. These warlord-oracles control their fellows through both brute magical power and monopolization of the planet’s fluids, but the need for the ichor to be relatively fresh means that most of these makeshift kingdoms extend only as far as the local vein runs, their influence tapering as soon as the vein dives too far underground to be mined effectively. Regardless of the size of their holdings, all ichor lords and their subjects recognize the authority of the mysterious entity called Carsai the King. Though Carsai’s true nature has never been established, most orocorans believe him to be the greatest ichor lord and the ultimate prophet of their slumbering god, referring to him as the First Dreamer.\r\n\r\n Though capable of using other races’ technology—frequently armed for battle and used as shock troops by ichor lords or more organized races—threatened orocorans generally default to spewing their madness-inducing stomach fluids onto enemies, letting the fluids rot their targets’ minds, and then moving in to exsanguinate them with their proboscises. While orocorans are nearly 6 feet tall when standing upright, they prefer to run on all fours, and they usually weigh around 150 pounds. Orocorans have no gender or designated reproductive organs, and mating involves two participants piercing each other’s torsos with their proboscises to share genetic information and become pregnant. These individuals lay clutches of fertilized eggs in ichor-filled pockets gouged out of the planet’s skin, and then they abandon their young completely."
        },
        {
            "title": "Paralith",
            "flavor_text": "Starfinder #8: Escape from the Prison Moon pg. 59",
            "cr": "4",
            "xp": "1200",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+1",
            "senses": "blindsight (electromagnetic broadcast) 60 ft., sightless",
            "perception": "+15",
            "aura": null,
            "hp": "52",
            "rp": null,
            "eac": "16",
            "kac": "18",
            "fort_save": "+6",
            "ref_save": "+6",
            "will_save": "+5",
            "defensive_abilities": "fast healing 5 (becomes regeneration 5 in irradiated areas)",
            "immunities": "mind-affecting effects, radiation, vacuum",
            "resistances": "cold 5, fire 5",
            "weaknesses": "force field blindness",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "35 ft.",
            "melee": "claw +12 (1d6+9 S plus ultraviolet infection)",
            "ranged": "cylindrical lens pistol +9 (1d8+4 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+1",
            "con": "+3",
            "int": "+0",
            "wis": "+1",
            "cha": "+0",
            "skills": "Athletics +10 (+14 to jump), Intimidate +10",
            "languages": "Paralithi",
            "gear": "cylindrical lens pistol with 1 battery (20 charges)",
            "other_abilities": null,
            "environment": "any forests or jungles",
            "organization": "solitary, pair, or pack (3–15)",
            "special_abilities": "<b>Force Field Blindness (Ex)</b> Force fields interfere with a paralith’s perception. A paralith takes a –4 penalty to attack rolls and Perception checks against a creature that has an active force field armor upgrade or energy shield gained from the mechanic trick of the same name.<br/><br/> <b>Ultraviolet Infection (Su)</b> A creature struck by a paralith’s melee attack must attempt a DC 13 Fortitude save. Failure means the wound becomes infected by ultraviolet light for 24 hours. An infected wound glows, dealing a –4 penalty (that doesn’t stack) to the victim’s Stealth checks. If another creature restores Hit Points to the infected victim using the Medicine skill, the creature administering the healing takes an amount of untyped damage equal to the number of Hit Points restored.",
            "description": "A paralith is a hulking humanoid-shaped creature with broad claws and a thick blue hide. Its neck is short, and its horselike head has only one feature—a mouth with large, blunt teeth.<br/><br/> Where these creatures originally come from is unknown. They prefer hot jungles, though an individual paralith might venture into a civilized area. Such venturesome paraliths rarely cause trouble beyond their apparent inability to understand social mores, so they are more of a curiosity than a threat. Paraliths encountered in the jungle are much more aggressive and dangerous, traveling in packs and often found around ruined temples and monoliths.<br/><br/> Xenolinguists have yet to gather enough information to be able to understand and reproduce the Paralithi language. Even when they’re able to communicate with paraliths through magical means, conversations are difficult and confusing. Paraliths punctuate their sentences with seemingly random strings of numbers, the significance of which is still a mystery.<br/><br/>"
        },
        {
            "title": "Patrol-Class Security Robot",
            "flavor_text": "Alien Archive pg. 94",
            "cr": "4",
            "xp": "1200",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "construct",
            "creature_subtype": "technological",
            "initiative": "+5",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+10",
            "aura": null,
            "hp": "52",
            "rp": null,
            "eac": "16",
            "kac": "18",
            "fort_save": "+4",
            "ref_save": "+4",
            "will_save": "+1",
            "defensive_abilities": "integrated weapons, nanite repair",
            "immunities": "construct immunities",
            "resistances": null,
            "weaknesses": "vulnerable to critical hits, vulnerable to electricity",
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "slam +10 (1d6+7 B)",
            "ranged": "integrated tactical arc emitter +13 (1d4+4 E)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "jolting arc",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+3",
            "dex": "+5",
            "con": "—",
            "int": "+1",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +10, Computers +10, Intimidate +15",
            "languages": "Common",
            "gear": "tactical arc emitter with 2 batteries (20 charges each)",
            "other_abilities": "unliving",
            "environment": "any urban",
            "organization": "solitary, pair, or patrol (3–7)",
            "special_abilities": "<b>Integrated Weapons (Ex)</b> A security robot’s weapons are integrated into its frame and can’t be disarmed.<br/><br/> <b>Jolting Arc (Ex)</b> Once every 1d4 rounds as a standard action, a patrol-class security robot can shoot an arc of electricity at up to four creatures within 40 feet (no two of which can be more than 30 feet apart). This arc deals 1d8 electricity damage to each target (Reflex DC 13 half).<br/><br/> <b>Nanite Repair (Ex)</b>",
            "description": "Security robots come in a wide variety of makes and models, with a near-endless variety of customizations based on both the manufacturer and the aesthetics and needs of the consumer. Crafted with advanced user interfaces mimicking moderate intelligence, but without any of the emotions, unpredictability, or bias of a true AI or sentient creature, security bots are an eminently practical, reasonable solution to a wide variety of security needs. Unlike full-on military models, security robots usually come preprogrammed with certain fail-safes preventing them from engaging in violence beyond what’s necessary for the protection of their assigned population or property, making them a go-to option for police forces, corporations, and even wealthy individuals looking for peace of mind.\r\n\r\n One of the cheapest and most common types of security robot is the observer. Observer-class bots are usually small, flying robots designed primarily to record and report specific unsavory activities for later review by their owners, though they are also equipped to fend off minor threats. Whether buzzing through the access ducts of secure facilities or hovering over crowded marketplaces, observers are nearly ubiquitous in some advanced settlements. On Absalom Station, the most prominent brand is AbadarCorp’s VizAll, a flying orb with gentle contours designed to put citizens at ease, with a central eye, stubby fins, and relentlessly cheerful speech patterns. Aballon’s Sunward Corporation produces the more disconcerting Arbitron, whose insectile form mimics those of the resident anacites, while Triaxus’s Bluescale Industries crafts theirs to resemble tiny, mechanical drakes. Regardless of their shape, however, observers are known for their convenience, but they are infamous for their limited nuance—a problem for owners who forget their own security passphrase. Some of the cheapest models also have faulty programming that causes them to develop personality quirks, making a particular bot act especially aggressive, friendly, or even dejected.\r\n\r\n Patrol-class security robots are more humanoid in shape, standing about 6 feet tall with integrated armaments that keep the robots’ limbs free to apprehend offenders and engage in close combat. Given their deadlier weaponry and tougher armor plating, patrol-class security robots (sometimes simply called “patrol bots”) are more regulated in their sale and use. They are found mostly in large space stations and corporate facilities under government or syndicate control. As with observer-class robots, these models run the gamut from four-armed Idaran Peacekeepers to the artistic Castrovelian Linewalkers that guard against dangerous jungle beasts, yet the overwhelming industry leader is AbadarCorp’s Town Guard series. With blank, circular faces of glass or glowing energy and cleanly contoured limbs capable of folding up for easy storage, AbadarCorp’s patrol bot is a triumph of industrial design and defense. This model’s reputation has been further boosted due to the fact that it’s the only model of patrol bot currently used by Absalom Station’s government, with many going straight into service from the corporation’s manufactories in the Spike.\r\n\r\n Unfortunately, not all security bots end up working for law-abiding corporations or state governments. Various planets in the Pact Worlds system have their own rules about who is or is not licensed to own a security robot, and the Pact Worlds government generally finds it easier to look the other way than to get embroiled in the contentious issues of rights-to- weapons and planetary sovereignty. As a result, it’s not difficult for individuals to purchase security robots entirely unregulated on the black market, albeit at a high cost. In cases where a world outlaws such sales, these models are usually formerly legal models that have been stolen and cracked by hacker gangs, while in other places corporations quietly sell to known criminal enterprises without asking questions. Such security robots are sometimes marked by their owners to show their “allegiance”—they might be painted with gang symbols or have their heads replaced with disturbing mannequin busts. Other groups maintain their robots’ official appearances, the better to carry out kidnappings and extortion. Because of this, passersby occasionally stumble across pitched firefights between squads of similar-looking security robots. Those who wish to get involved must be careful to identify each side’s master, as they could find themselves unintentionally taking sides in a gang war.\r\n\r\n Though both observer and patrol models have safeguards to protect against it, glitches can occasionally develop in a security robot’s firmware, often the result of massive damage sustained during a firefight or improper diagnostics after such an altercation. In such cases, the glitch can override the bot’s usual baselevel programming regarding tiers of force and the logic of conflict escalation, or even its protocol to protect the innocent. This can result in a bloody rampage, with the robot either going berserk over perceived violation of nonexistent laws, or technically following the law but executing lethal punishment for even the smallest infraction. Even worse, an infected patrol bot’s nanites can carry its corrupted code like a virus, turning other security robots rogue. When this occurs, manufacturers like AbadarCorp are usually quick to hire discreet “contractors” to deal with the menace (as maintaining their own strike-and-disassembly force would publicly acknowledge the threat)."
        },
        {
            "title": "Radiation Drake",
            "flavor_text": "Starfinder #8: Escape from the Prison Moon pg. 56",
            "cr": "9",
            "xp": "6400",
            "size": "Large",
            "alignment": "CE",
            "creature_type": "dragon",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+17",
            "aura": null,
            "hp": "145",
            "rp": null,
            "eac": "22",
            "kac": "24",
            "fort_save": "+13",
            "ref_save": "+13",
            "will_save": "+10",
            "defensive_abilities": null,
            "immunities": "paralysis, radiation, sleep",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/magic",
            "speed": "30 ft., fly 60 ft. (Ex, average)",
            "melee": "bite +22 (2d10+15 P plus radiation exposure)",
            "ranged": "atomic bolt +19 (3d10+3 F plus radiation exposure; critical burn 2d6)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "breath weapon (30-ft. cone, 6d10 F plus radiation exposure, Reflex DC 16 half, usable every 1d6 rounds)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+6",
            "dex": "+4",
            "con": "+3",
            "int": "-2",
            "wis": "+2",
            "cha": "+0",
            "skills": "Acrobatics +17, Intimidate +22, Survival +17",
            "languages": "Draconic",
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or rad (3–9)",
            "special_abilities": "<b>Atomic Bolt (Ex)</b> A radiation drake’s atomic bolt has a range increment of 60 feet.<br/><br/> <b>Radiation Exposure (Ex)</b> A creature that takes Hit Point damage from the radiation drake’s attacks is exposed to medium radiation. This radiation bypasses armor environmental protections.",
            "description": ""
        },
        {
            "title": "Rebuilt",
            "flavor_text": "Starfinder #4: The Ruined Clouds pg. 60",
            "cr": "7",
            "xp": "3200",
            "size": "Medium",
            "alignment": "CN",
            "creature_type": "aberration",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "darkvision 60 ft.",
            "perception": "+14",
            "aura": null,
            "hp": "105",
            "rp": null,
            "eac": "19",
            "kac": "21",
            "fort_save": "+9",
            "ref_save": "+9",
            "will_save": "+8, +4 vs. pain effects",
            "defensive_abilities": "amorphous",
            "immunities": null,
            "resistances": null,
            "weaknesses": "unworkable extremities",
            "spell_resistance": null,
            "damage_reduction": "5/—",
            "speed": "15 ft.",
            "melee": "slam +17 (2d6+12 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+2",
            "con": "+4",
            "int": "-2",
            "wis": "+0",
            "cha": "-2",
            "skills": "Acrobatics +14, Athletics +19, Intimidate +14, Survival +19",
            "languages": "Vulgar Kishaleen (can't speak)",
            "gear": null,
            "other_abilities": null,
            "environment": "any ruins (Nejeor VI)",
            "organization": "solitary or pair",
            "special_abilities": "<b>Unworkable Extremities (Ex)</b> A rebuilt can neither wield weapons nor use items that require an action to activate.",
            "description": "Modern medical equipment, like any technology, can malfunction, sometimes resulting in further injury to a patient or even a fatality. Rarer still is the catastrophic glitch that results in a fate worse than death. The tortured monstrosities known as rebuilt are created when a technological medical procedure goes horribly awry, irreparably fracturing the victim’s genetic code and reshaping the patient’s body into something that barely resembles its previous form.<br/><br/> Creatures that have been rebuilt in this way have limbs that jut in odd directions, and their flesh can be turned inside out, exposing misshapen organs to the air. Much of a rebuilt’s biology doesn’t function as it did for its previous form. Its eyeballs might serve as its pulmonary organs, while it sees out of its toenails. In addition, because of its perpetual agony and the rearrangement of its physiology, a rebuilt can speak only in tortured moans and screams. Strangely, this reshaping doesn’t make a rebuilt more susceptible to damage; pain effects pale in comparison to its constant agony, and its often-ossified flesh protects it from mundane harm.<br/><br/> A rebuilt has no capacity for higher reasoning, and it lashes out at anything in its way with ruinously transformed limbs.<br/><br/> Rebuilt are very rare, as horrified hospital personnel usually euthanize such unfortunates as soon as they arise. They mostly appear in ruined areas where medical equipment has been left unattended or in places that are exposed to high doses of radiation or mystical forces."
        },
        {
            "title": "Reptoid Master",
            "flavor_text": "Alien Archive pg. 92",
            "cr": "6",
            "xp": "2400",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "humanoid",
            "creature_subtype": "reptoid",
            "initiative": "+0",
            "senses": "low-light vision",
            "perception": "+13",
            "aura": null,
            "hp": "77",
            "rp": "4",
            "eac": "16",
            "kac": "18",
            "fort_save": "+5",
            "ref_save": "+5",
            "will_save": "+11, +2 vs. mind-affecting effects and poisons",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "claw +12 (1d6+8 S)",
            "ranged": "corona laser pistol +10 (2d4+6 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "echoes of obedience, forced amity (DC 16), inexplicable commands",
            "spell_like_abilities": null,
            "spells_known": " Known",
            "str": "+2",
            "dex": "+0",
            "con": "+1",
            "int": "+1",
            "wis": "+3",
            "cha": "+5",
            "skills": "Bluff +18, Diplomacy +18, Disguise +13, Sense Motive +13",
            "languages": "Common, Reptoid, Vercite",
            "gear": "kasatha microcord II, corona laser pistol with 2 highcapacity batteries (40 charges each)",
            "other_abilities": "change shape",
            "environment": "any",
            "organization": "solitary, pair, or cabal (1 plus 3–8 reptoids)",
            "special_abilities": null,
            "description": "Reptoids are masters of disguise and deception, who use their shapechanging abilities to infiltrate countless other societies, impersonating influential individuals and seeking positions of power within their target culture. The number of reptoids hidden within any given society is unknown, as in addition to their exceptional espionage and infiltration skills, the creatures also have psychic magic that allows them to cover their tracks and ensure cooperation from their enemies.\r\n\r\n The limited nature of the reptoids’ shapechanging ability means an individual typically holds only one alias at a time and undertakes the process of changing its cover only if that identity has been compromised. In some cases, reptoids work behind the scenes to engineer “mysterious accidents” that allow them to discard problematic identities and assume new ones, and some conspiracy theorists or counterespionage officials tend to view high-profile deaths as signs of potential reptoid activity—either covert assassinations by the creatures, or staged deaths to cover for new identities. Reptoids are known to spend years in their assumed forms; some spend more of their lives as other creatures than in their natural forms.\r\n\r\n Reptoid masters are the masterminds behind the race’s plots and infiltration, appearing rarely even in rumors and even less commonly encountered in the flesh. Reptoid masters command much more powerful domination magic than typical reptoids, ensuring their plots and identities remain hidden, and they are believed to be the leaders of this enigmatic race, though how they are chosen or made remains a mystery. No one in the Pact Worlds knows whether reptoid masters are the first to infiltrate a society and remain so effectively hidden that they are never uncovered, if they arrive on a planet only after other reptoids have established a power base, or if they remain distant from their kin and simply pull strings from some secure command center. This command center could be virtually anywhere in the galaxy—with some theories pointing to Absalom Station itself.\r\n\r\n As might be expected, reptoids are secretive about the end goals of their infiltrations, and when under extreme duress, they choose to die rather than reveal information about their home world or race. Some posit they are weakening target societies in preparation for eventual invasion, while others argue they may already hold complete control, and thus have no need for an invasion, preferring to live like parasites within a host society."
        },
        {
            "title": "Reptoid",
            "flavor_text": "Alien Archive pg. 92",
            "cr": "1",
            "xp": "400",
            "size": "Medium",
            "alignment": "LE",
            "creature_type": "humanoid",
            "creature_subtype": "reptoid",
            "initiative": "+0",
            "senses": "low-light vision",
            "perception": "+5",
            "aura": null,
            "hp": "16",
            "rp": null,
            "eac": "11",
            "kac": "12",
            "fort_save": "+1",
            "ref_save": "+1",
            "will_save": "+6, +2 vs. mind-affecting effects and poisons",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "claw +4 (1d4+2 S)",
            "ranged": "azimuth laser pistol +2 (1d4+1 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+0",
            "con": "-1",
            "int": "+2",
            "wis": "+1",
            "cha": "+4",
            "skills": "Bluff +10, Diplomacy +10, Disguise +5, Sense Motive +5",
            "languages": "Common, Reptoid, Vercite",
            "gear": "second skin, azimuth laser pistol with 2 batteries (20 charges each)",
            "other_abilities": "change shape",
            "environment": "any",
            "organization": "solitary, pair, or cabal (3–8 plus 1 reptoid master)",
            "special_abilities": null,
            "description": "Reptoids are masters of disguise and deception, who use their shapechanging abilities to infiltrate countless other societies, impersonating influential individuals and seeking positions of power within their target culture. The number of reptoids hidden within any given society is unknown, as in addition to their exceptional espionage and infiltration skills, the creatures also have psychic magic that allows them to cover their tracks and ensure cooperation from their enemies.\r\n\r\n The limited nature of the reptoids’ shapechanging ability means an individual typically holds only one alias at a time and undertakes the process of changing its cover only if that identity has been compromised. In some cases, reptoids work behind the scenes to engineer “mysterious accidents” that allow them to discard problematic identities and assume new ones, and some conspiracy theorists or counterespionage officials tend to view high-profile deaths as signs of potential reptoid activity—either covert assassinations by the creatures, or staged deaths to cover for new identities. Reptoids are known to spend years in their assumed forms; some spend more of their lives as other creatures than in their natural forms.\r\n\r\n Reptoid masters are the masterminds behind the race’s plots and infiltration, appearing rarely even in rumors and even less commonly encountered in the flesh. Reptoid masters command much more powerful domination magic than typical reptoids, ensuring their plots and identities remain hidden, and they are believed to be the leaders of this enigmatic race, though how they are chosen or made remains a mystery. No one in the Pact Worlds knows whether reptoid masters are the first to infiltrate a society and remain so effectively hidden that they are never uncovered, if they arrive on a planet only after other reptoids have established a power base, or if they remain distant from their kin and simply pull strings from some secure command center. This command center could be virtually anywhere in the galaxy—with some theories pointing to Absalom Station itself.\r\n\r\n As might be expected, reptoids are secretive about the end goals of their infiltrations, and when under extreme duress, they choose to die rather than reveal information about their home world or race. Some posit they are weakening target societies in preparation for eventual invasion, while others argue they may already hold complete control, and thus have no need for an invasion, preferring to live like parasites within a host society."
        },
        {
            "title": "Ryphorian Skyfire Pilot",
            "flavor_text": "Alien Archive pg. 96",
            "cr": "5",
            "xp": "1600",
            "size": "Medium",
            "alignment": "NG",
            "creature_type": "humanoid",
            "creature_subtype": "ryphorian",
            "initiative": "+5",
            "senses": "low-light vision",
            "perception": "+17",
            "aura": null,
            "hp": "63",
            "rp": "4",
            "eac": "19",
            "kac": "20",
            "fort_save": "+4",
            "ref_save": "+7",
            "will_save": "+8",
            "defensive_abilities": "evasion",
            "immunities": null,
            "resistances": "fire 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., fly 30 ft. (jetpack, average)",
            "melee": "survival knife +10 (1d4+6 S)",
            "ranged": "thunderstrike sonic pistol +12 (1d8+5 So; critical deafened [DC 15])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "debilitating trick, trick attack +3d8",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+5",
            "con": "+0",
            "int": "+3",
            "wis": "+2",
            "cha": "+1",
            "skills": "Bluff +12, Culture +17, Engineering +12, Piloting +17, Survival +17",
            "languages": "Common, Triaxian",
            "gear": "estex suit II (jetpack, quick-release sheath), survival knife, thunderstrike sonic pistol with 4 batteries (20 charges each)",
            "other_abilities": "operative exploits (ever vigilant, field treatment [15 HP]), specialization (explorer)",
            "environment": "any (Triaxus)",
            "organization": "solitary, pair, bonded pair (1 skyfire pilot plus 1 dragonkin), or team (4–8 bonded pairs plus 2–4 ryphorian technicians)",
            "special_abilities": null,
            "description": "Ryphorians are the dominant humanoid race on the Pact Worlds planet of Triaxus, known for its highly eccentric orbit, which causes generations-long seasons. These humanoids have adapted to their unusual environment with a peculiar trimorphism: those generations born in the winter years (winterborn) manifest short fur and narrow eyes to protect against snow blindness, those born in the summer years (summerborn) have hairless skin in a variety of dark shades to protect them from the intense rays of the summer sun, and those born in the years between the extremes of summer and winter (transitional) have a blend of such traits. However, with gene therapy and hormonal treatments available, an individual ryphorian’s appearance is no longer an indicator of Triaxus’s current season, and while unmodified Triaxians are generally born in their winter form to reflect the planet’s current season, taking steps to change a ryphorian’s seasonal form is currently a mark of wealth and status in some cultures. Regardless of the season of their birth, ryphorians have long and pointed ears, with feather-like notching along the back edge that automatically moves and adjusts the ear’s shape to help the ryphorian focus on specific sounds.\r\n\r\n Long ago, Triaxian society was defined by these seasonal changes. Winterborn ryphorians were understandably obsessed with survival, loyal but gruff and slow to make friends. Promises among winterborn were legendarily serious affairs, and modern Triaxian sagas and period romances still tell of heroes willing to sacrifice all to keep their word, regardless of the tragic consequences it might bring. Summerborn ryphorians, on the other hand, grew up in a time of plenty, abandoning their fortresses to wander as nomads. While most still understood the need to stockpile and prepare for the coming winter, summers were generally a time for passion and art, rebellion and risk. Transitional children, as representatives of the changing of seasons, were viewed with awe and fear.\r\n\r\n Today, technological advancements have enabled modern ryphorians to live in ease despite Triaxus’s season, and even the cycle of biological adaptation has been broken by magic and technology. Yet this cycle still lives on in the stereotypes various ryphorian “generations” (as the different subspecies sometimes call themselves) have about each other—stereotypes ironically strengthened by the addition of personal choice into the matter. Winterborn ryphorians are still seen as inherently more conservative and pragmatic, not least because they represent the natural, unmodified state into which most ryphorians are born during the current winter season. Those who convert to summerborn have a reputation for flightiness and lust, artistic tendencies and passionate adherence to new ideas and social and technological progress. Though the process of conversion to summerborn is now generally accepted in most major ryphorian societies and summerborn serve in all levels of public office, the act of converting immediately brands an individual as a member of the counterculture—a badge most summerborn wear with pride. Transitional ryphorians remain relatively rare and thus still maintain some of their mystery, with many powerful mystics and leaders capitalizing on this status.\r\n\r\n The ryphorians most often visible to other Pact Worlds citizens are the famed Skyfire Legion, elite mercenaries who offer their martial services to protect fledgling Pact Worlds colonies, Starfinder Society expeditions, and other such benevolent ventures operating beyond the legal reach of the Stewards and other Pact Worlds–based authorities. Many members of the legion form near-telepathic bonds with dragonkin partners (see page 40), a traditional, millennia-old practice that makes them particularly effective in team-based activities. These bonded pairs—sometimes romantic, but more often collegial—make crack combat pilot duos, whether serving on their own Skyfire Legion vessels or piloting ships for explorers as part of Legion contracts. Though particularly renowned for their abilities with both air and space craft, they’re also trained in other forms of combat, and can acquit themselves well on terrestrial battlefields when the situation calls for it, with some of them even maintaining the ancient practice of riding their dragonkin partners into battle. After the Skyfire Legion, the next ryphorian group to jump to most Pact Worlders’ minds is the famous battleflowers of Ning, genderless warriors who compete in broadcasted ritual combat, often attaining systemwide celebrity and renown.\r\n\r\n Ryphorians’ relationships with true dragons are mixed, as their world has a long history of warfare between its tyrannical chromatic dragons and their armies of ryphorian slaves and the free ryphorian nations of the Allied Territories (aided by the noble metallic dragons). While the wars between dragons and ryphorians have officially ended, with some dragons trading battlefields for boardrooms, many ryphorians still retain a deep-seated cultural hatred for their former chromatic conquerors, and it’s not uncommon for ryphorian nationalists on Triaxus to conduct illegal attacks on draconic holdings in hopes of driving the evil dragons from their home world once and for all."
        },
        {
            "title": "Ryphorian Technician",
            "flavor_text": "Alien Archive pg. 96",
            "cr": "1",
            "xp": "400",
            "size": "Medium",
            "alignment": "NG",
            "creature_type": "humanoid",
            "creature_subtype": "ryphorian",
            "initiative": "+5",
            "senses": "low-light vision",
            "perception": "+10",
            "aura": null,
            "hp": "16",
            "rp": null,
            "eac": "12",
            "kac": "13",
            "fort_save": "+3",
            "ref_save": "+3",
            "will_save": "+2",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": "cold 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "survival knife +4 (1d4+1 S)",
            "ranged": "pulsecaster pistol +6 (1d4+1 E nonlethal)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "target tracking",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+1",
            "con": "+2",
            "int": "+4",
            "wis": "+0",
            "cha": "-1",
            "skills": "Computers +10, Engineering +10, Physical Science +5, Piloting +10, Survival +5",
            "languages": "Common, Triaxian",
            "gear": "second skin, pulsecaster pistol with 2 batteries (20 charges each), survival knife",
            "other_abilities": "artificial intelligence (exocortex), custom rig (armor upgrade)",
            "environment": "any (Triaxus)",
            "organization": "solitary, pair, or team (2–4 plus 4–8 bonded pairs [see below])",
            "special_abilities": null,
            "description": "Ryphorians are the dominant humanoid race on the Pact Worlds planet of Triaxus, known for its highly eccentric orbit, which causes generations-long seasons. These humanoids have adapted to their unusual environment with a peculiar trimorphism: those generations born in the winter years (winterborn) manifest short fur and narrow eyes to protect against snow blindness, those born in the summer years (summerborn) have hairless skin in a variety of dark shades to protect them from the intense rays of the summer sun, and those born in the years between the extremes of summer and winter (transitional) have a blend of such traits. However, with gene therapy and hormonal treatments available, an individual ryphorian’s appearance is no longer an indicator of Triaxus’s current season, and while unmodified Triaxians are generally born in their winter form to reflect the planet’s current season, taking steps to change a ryphorian’s seasonal form is currently a mark of wealth and status in some cultures. Regardless of the season of their birth, ryphorians have long and pointed ears, with feather-like notching along the back edge that automatically moves and adjusts the ear’s shape to help the ryphorian focus on specific sounds.\r\n\r\n Long ago, Triaxian society was defined by these seasonal changes. Winterborn ryphorians were understandably obsessed with survival, loyal but gruff and slow to make friends. Promises among winterborn were legendarily serious affairs, and modern Triaxian sagas and period romances still tell of heroes willing to sacrifice all to keep their word, regardless of the tragic consequences it might bring. Summerborn ryphorians, on the other hand, grew up in a time of plenty, abandoning their fortresses to wander as nomads. While most still understood the need to stockpile and prepare for the coming winter, summers were generally a time for passion and art, rebellion and risk. Transitional children, as representatives of the changing of seasons, were viewed with awe and fear.\r\n\r\n Today, technological advancements have enabled modern ryphorians to live in ease despite Triaxus’s season, and even the cycle of biological adaptation has been broken by magic and technology. Yet this cycle still lives on in the stereotypes various ryphorian “generations” (as the different subspecies sometimes call themselves) have about each other—stereotypes ironically strengthened by the addition of personal choice into the matter. Winterborn ryphorians are still seen as inherently more conservative and pragmatic, not least because they represent the natural, unmodified state into which most ryphorians are born during the current winter season. Those who convert to summerborn have a reputation for flightiness and lust, artistic tendencies and passionate adherence to new ideas and social and technological progress. Though the process of conversion to summerborn is now generally accepted in most major ryphorian societies and summerborn serve in all levels of public office, the act of converting immediately brands an individual as a member of the counterculture—a badge most summerborn wear with pride. Transitional ryphorians remain relatively rare and thus still maintain some of their mystery, with many powerful mystics and leaders capitalizing on this status.\r\n\r\n The ryphorians most often visible to other Pact Worlds citizens are the famed Skyfire Legion, elite mercenaries who offer their martial services to protect fledgling Pact Worlds colonies, Starfinder Society expeditions, and other such benevolent ventures operating beyond the legal reach of the Stewards and other Pact Worlds–based authorities. Many members of the legion form near-telepathic bonds with dragonkin partners (see page 40), a traditional, millennia-old practice that makes them particularly effective in team-based activities. These bonded pairs—sometimes romantic, but more often collegial—make crack combat pilot duos, whether serving on their own Skyfire Legion vessels or piloting ships for explorers as part of Legion contracts. Though particularly renowned for their abilities with both air and space craft, they’re also trained in other forms of combat, and can acquit themselves well on terrestrial battlefields when the situation calls for it, with some of them even maintaining the ancient practice of riding their dragonkin partners into battle. After the Skyfire Legion, the next ryphorian group to jump to most Pact Worlders’ minds is the famous battleflowers of Ning, genderless warriors who compete in broadcasted ritual combat, often attaining systemwide celebrity and renown.\r\n\r\n Ryphorians’ relationships with true dragons are mixed, as their world has a long history of warfare between its tyrannical chromatic dragons and their armies of ryphorian slaves and the free ryphorian nations of the Allied Territories (aided by the noble metallic dragons). While the wars between dragons and ryphorians have officially ended, with some dragons trading battlefields for boardrooms, many ryphorians still retain a deep-seated cultural hatred for their former chromatic conquerors, and it’s not uncommon for ryphorian nationalists on Triaxus to conduct illegal attacks on draconic holdings in hopes of driving the evil dragons from their home world once and for all."
        },
        {
            "title": "Sarcesian Cybercommando",
            "flavor_text": "Alien Archive pg. 98",
            "cr": "8",
            "xp": "4800",
            "size": "Large",
            "alignment": "LN",
            "creature_type": "humanoid",
            "creature_subtype": "sarcesian",
            "initiative": "+5",
            "senses": "low-light vision",
            "perception": "+16",
            "aura": null,
            "hp": "110",
            "rp": "4",
            "eac": "23",
            "kac": "24",
            "fort_save": "+7",
            "ref_save": "+7",
            "will_save": "+11",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "buzzblade dueling sword +15 (2d6+8 S)",
            "ranged": "corona laser rifle +17 (2d6+8 F; critical burn 1d6) or screamer grenade II +17 (explode [20 ft., 2d10 So plus deafened 1d4 minutes, DC 18])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "target tracking, overload (DC 18)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+6",
            "con": "+0",
            "int": "+4",
            "wis": "+0",
            "cha": "+2",
            "skills": "Acrobatics +21, Computers +21, Engineering +21, Intimidate +16, Piloting +16",
            "languages": "Common, Sarcesian",
            "gear": "estex suit III, buzzblade dueling sword, corona laser rifle with 4 high-capacity batteries (40 charges each), screamer grenades II (5)",
            "other_abilities": "artificial intelligence (exocortex), expert rig, mechanic trick (energy shield [20 HP], 8 min.), miracle worker 1/day, remote hack (DC 26), void flyer, wireless hack",
            "environment": "any low-gravity (Diaspora)",
            "organization": "solitary, pair, or regiment (3–5)",
            "special_abilities": "<b>Void Flyer (Su)</b> A sarcesian can go 1 hour without breathing and can exist in a vacuum without suffering the associated environmental effects. By spending 1 Resolve Point, a sarcesian can extend this duration to a number of hours equal to her CR, or she can double that by spending 2 Resolve Points. When in a vacuum, sarcesians automatically grow wings made from pure energy that grant them a supernatural fly speed of 120 feet (average maneuverability) but that work only in a vacuum.",
            "description": "Supposedly descended from the inhabitants of the two planets whose destruction long ago formed the Diaspora asteroid belt, sarcesians have adapted to low-gravity and thinair environments. Standing between 10 and 15 feet tall with bulbous eyes and spindly, elongated limbs, a sarcesian is able to adapt her physiology to survive in space by suspending her respiration and growing a pair of butterfly-like wings made of pure light. The wings act as solar sails, catching currents of radiation to propel her between the handful of inhabited asteroids and space platforms within the Diaspora.\r\n\r\n Thanks to arcane engines left behind by the sarcesians’ ancestors, the race has long managed to maintain creche worlds—asteroids with enough magical atmosphere, gravity, and warmth for the inhabitants to live comfortably and raise offspring. Compared to some other planets in the Golarion system, sarcesian creche worlds are beautiful and idyllic. They contain fields, forests, hills, lakes, and bucolic towns whose populations number in the low thousands. Many of these sanctuaries are linked by the River Between, an unusual body of water that actually flows between and through the asteroids; the water is prevented from floating off into space by a tube-shaped force field crafted by unknown hands.\r\n\r\n Sarcesians who leave the asteroid belt are sometimes hired as mercenaries specializing in surveillance and marksmanship, as they are accustomed to operating at vast distances from their targets. These sarcesians hone their innate patience even further in order to lie in wait for their marks for days atop bluffs, in dilapidated apartments, or even in the vacuum of space outside docking slips. Employers tend to pay well for this degree of dedication, making sarcesian snipers a highly sought-after commodity in certain areas of the galaxy."
        },
        {
            "title": "Sarcesian Sniper",
            "flavor_text": "Alien Archive pg. 98",
            "cr": "5",
            "xp": "1600",
            "size": "Large",
            "alignment": "LN",
            "creature_type": "humanoid",
            "creature_subtype": "sarcesian",
            "initiative": "+5",
            "senses": "low-light vision",
            "perception": "+17",
            "aura": null,
            "hp": "64",
            "rp": "4",
            "eac": "19",
            "kac": "20",
            "fort_save": "+4",
            "ref_save": "+9",
            "will_save": "+8",
            "defensive_abilities": "evasion, uncanny agility",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "tactical dueling sword +10 (1d6+5 S)",
            "ranged": "advanced Diasporan rifle +12 (2d8+5 F) or frag grenade II +12 (explode [15 ft., 2d6 P, DC 15])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "debilitating trick, trick attack +3d8",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+5",
            "con": "+0",
            "int": "+3",
            "wis": "+0",
            "cha": "+2",
            "skills": "Acrobatics +17, Bluff +12, Computers +12, Stealth +17, Survival +12",
            "languages": "Common, Sarcesian",
            "gear": "estex suit II, advanced Diasporan rifle (see page 99) with 2 batteries (20 charges each), frag grenades II (4), tactical dueling sword",
            "other_abilities": "operative exploits (cloaking field), specialization (ghost), void flyer",
            "environment": "any low-gravity (Diaspora)",
            "organization": "solitary, pair, or squad (3–5)",
            "special_abilities": "<b>Void Flyer (Su)</b> A sarcesian can go 1 hour without breathing and can exist in a vacuum without suffering the associated environmental effects. By spending 1 Resolve Point, a sarcesian can extend this duration to a number of hours equal to her CR, or she can double that by spending 2 Resolve Points. When in a vacuum, sarcesians automatically grow wings made from pure energy that grant them a supernatural fly speed of 120 feet (average maneuverability) but that work only in a vacuum.",
            "description": "Supposedly descended from the inhabitants of the two planets whose destruction long ago formed the Diaspora asteroid belt, sarcesians have adapted to low-gravity and thinair environments. Standing between 10 and 15 feet tall with bulbous eyes and spindly, elongated limbs, a sarcesian is able to adapt her physiology to survive in space by suspending her respiration and growing a pair of butterfly-like wings made of pure light. The wings act as solar sails, catching currents of radiation to propel her between the handful of inhabited asteroids and space platforms within the Diaspora.\r\n\r\n Thanks to arcane engines left behind by the sarcesians’ ancestors, the race has long managed to maintain creche worlds—asteroids with enough magical atmosphere, gravity, and warmth for the inhabitants to live comfortably and raise offspring. Compared to some other planets in the Golarion system, sarcesian creche worlds are beautiful and idyllic. They contain fields, forests, hills, lakes, and bucolic towns whose populations number in the low thousands. Many of these sanctuaries are linked by the River Between, an unusual body of water that actually flows between and through the asteroids; the water is prevented from floating off into space by a tube-shaped force field crafted by unknown hands.\r\n\r\n Sarcesians who leave the asteroid belt are sometimes hired as mercenaries specializing in surveillance and marksmanship, as they are accustomed to operating at vast distances from their targets. These sarcesians hone their innate patience even further in order to lie in wait for their marks for days atop bluffs, in dilapidated apartments, or even in the vacuum of space outside docking slips. Employers tend to pay well for this degree of dedication, making sarcesian snipers a highly sought-after commodity in certain areas of the galaxy."
        },
        {
            "title": "Scavenger Slime",
            "flavor_text": "Alien Archive pg. 100",
            "cr": "9",
            "xp": "6400",
            "size": "Large",
            "alignment": "N",
            "creature_type": "ooze",
            "creature_subtype": null,
            "initiative": "+3",
            "senses": "blindsight (vibration) 60 ft., sightless",
            "perception": "+17",
            "aura": null,
            "hp": "145",
            "rp": null,
            "eac": "22",
            "kac": "24",
            "fort_save": "+13",
            "ref_save": "+9",
            "will_save": "+6",
            "defensive_abilities": "scavenger shell",
            "immunities": "ooze immunities",
            "resistances": "fire 10",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/adamantine",
            "speed": "20 ft.",
            "melee": "pseudopod +18 (2d10+13 B)",
            "ranged": "aphelion artillery laser +21 (3d8+9 F) or dual crossbolter +21 (2d10+9 P) or red star plasma rifle +21 (1d10+9 E & F)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+3",
            "con": "+6",
            "int": "—",
            "wis": "+0",
            "cha": "-2",
            "skills": "Stealth +22 (+27 in ruins or garbage)",
            "languages": null,
            "gear": null,
            "other_abilities": "kitbash",
            "environment": "any",
            "organization": "solitary, pair, or work crew (3–10)",
            "special_abilities": "<b>Kitbash (Ex)</b> Scavenger slimes have an intuitive understanding of technology and how to use and repair it, despite their otherwise mindless nature. An ooze has a +22 bonus to Engineering checks to repair mechanical and technological items. A scavenger slime can form its body into any tool required for this repair work.<br/><br/> <b>Scavenger Shell (Ex)</b> Scavenger slimes build protective shells for themselves out of refuse and their own natural resin, incorporating bits of repaired technology as they go. A scavenger slime’s shell grants the ooze DR 5/adamantine and resistance 10 to a random energy type depending on the technology it has incorporated, and also includes life-support systems similar to those in commercial armor, allowing it to survive in the vacuum of space. A scavenger slime can also incorporate weapons: one heavy weapon of an item level no greater than its Challenge Rating (9 for the typical scavenger slime), and either two longarms or three small arms each of an item level no greater than its CR – 1. A scavenger slime gains proficiency in whatever weapons it incorporates into its shell and powers these weapons naturally with the energy it produces. A weapon in a scavenger slime’s shell can be sundered as if it were an item with an item level equal to the slime’s CR. The scavenger slime listed here is resistant to fire and has incorporated an aphelion artillery laser, a dual crossbolter, and a red star plasma rifle.",
            "description": "Entropy is the one constant in the universe. Time breaks all things down, as all creation marches inexorably toward chaos and oblivion.<br/><br/> Many eons ago, a long-vanished civilization took offense to this cosmic truth and conceived of an all-purpose gel—equal parts magic and nanotechnology—that could repair nearly anything, including flesh. At some point in that civilization’s history, perhaps due to some industrial accident, a vat of this gel gained a limited sentience and began to reproduce in dark corners and sewers.<br/><br/> Despite all their advanced technology, the civilization eventually collapsed—perhaps even as a result of being overrun by their own creation—but the sentient gel survived, hitching rides on the hulls and in the cramped cargo bays of their progenitor race’s scattering survivors. Released onto other worlds, the gel continued to evolve and adapt, becoming the scrounging, hoarding blobs of protoplasm now generally referred to as scavenger slimes. These oozes now lurk in ruins across the galaxy, gluing together elaborate, snaillike shells for themselves from detritus and jury-rigging whatever technology they find into half-functioning weaponry.<br/><br/>Scavenger slimes are lumps of protoplasm measuring about 6 feet across. Though mindless, they have an intuitive understanding of order and technological systems, allowing them to patch or repair nearly anything they encounter, though rarely into a form as reliable or attractive as it may have once been. Actually using these items is often beyond them— an ooze might rebuild a hovercar, but have no idea how to operate it, unable to even grasp its purpose. Similarly, an ooze might repair a datapad, yet have no concept what the sights and sounds it displays are attempting to communicate. The sole exception to this principle is weapons: through whatever mechanism, scavenger slimes long ago gained the ability to direct and trigger the weapons they rebuild, instinctively understanding what they’re for and how to use them in their own defense, treating them like specially adapted limbs.<br/><br/> The key to a scavenger slime’s survival mechanisms is the dense resin it secretes, which it uses to bind pieces together or form rudimentary tools on its pseudopods. Scavenger slimes can even vary the conductivity of this resin, allowing them to patch and repair technology. This ability contributes to the scavenger slime’s most iconic feature: durable, snaillike shells each creature fashions from whatever trash it encounters. How these mindless creatures select and shape the components of their shells remains a mystery, but each supports a sophisticated and uniquely evolved life-support system that protects the ooze from vacuum. Most scavenger slimes also incorporate various kitbashed weapons into their shells, making them formidable opponents to even well-equipped adventurers.<br/><br/> Scavenger oozes are the bane of adventurers and treasure hunters exploring ancient ruins and abandoned space stations. Heavily armored and armed, they defend garbage heaps and treasure troves with ferocity, and whatever priceless technology they uncover is quickly disassembled and glued into their shells or incorporated into new weapons.<br/><br/> Their hundreds of eggs—each barely the size of a grain of rice—cling to clothing and boots, allowing them to easily spread to new environments or even starships, where they quietly grow in dark crevices, causing random system failures until the young slimes begin tearing into ship’s vital components. Despite the danger scavenger slimes pose, some creatures find them endlessly delightful. Gremlins find kinship in their destructive nature, while space goblins share the slimes’ habitats and gift for rebuilding technology. Some pirate crews have also learned to seed long-haul freighters with scavenger slime eggs, then follow from a safe distance until the oozes shut down their victims’ defenses.<br/><br/> While the vast majority of scavenger slimes tear down and rebuild technology, a small variant population exists that instead tears down organic beings to “maintain” them. These rare gene-scavenger slimes construct semiliving shells from bones, hide, and organs of whatever creatures they encounter, incorporating strange special abilities from various aliens and monsters. These advanced scavenger slimes demonstrate a far wider range of special abilities than their technologically inclined kin, and they engage trespassers with horrifying enthusiasm, dragging living victims away to break down—sometimes while still conscious—into new parts for their macabre armor."
        },
        {
            "title": "Sharpwing",
            "flavor_text": "Alien Archive pg. 102",
            "cr": "8",
            "xp": "4800",
            "size": "Large",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+12",
            "senses": "low-light vision",
            "perception": "+21",
            "aura": null,
            "hp": "125",
            "rp": null,
            "eac": "20",
            "kac": "22",
            "fort_save": "+12",
            "ref_save": "+12",
            "will_save": "+7",
            "defensive_abilities": "unflankable",
            "immunities": "nonlethal damage",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "15 ft., fly 80 ft. (Ex, perfect)",
            "melee": "bite +19 (1d10+14 P) or claw +19 (1d6+14 S; critical bleed 1d4)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+6",
            "dex": "+4",
            "con": "+2",
            "int": "-4",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +21 (+29 when flying), Athletics +16, Stealth +16",
            "languages": null,
            "gear": null,
            "other_abilities": "ovitonomy",
            "environment": "any cold (Aballon)",
            "organization": "solitary, pair, or sight (3–8)",
            "special_abilities": "<b>Ovitonomy (Ex)</b> A sharpwing egg is inlaid with the same visual sensors that cover the adult creature’s body. By concentrating, either parent can see through these eyes just as it can through its own, allowing it to monitor the egg’s surroundings for potential threats while it is out hunting for sustenance. However, the sharpwing is unaware of its own surroundings while it is concentrating on its egg. In addition, these visual sensors allow a sharpwing egg to nominally react to its own surroundings. If an unattended egg sees an approaching threat (usually any creature other than a sharpwing), it can extend a number of short limbs and crawl away in search of safety at a speed of 10 feet per round. Either of the egg’s parents can also direct the egg to move, using the same connection that allows the parent to see through the egg’s eyes.",
            "description": "Sharpwings are fierce and fast carnivores found mainly in and soaring between the Ice Wells of Aballon—deep craters filled with a surprising variety of biological life that most people wouldn’t associate with the predominantly machine-occupied planet. Those who encroach on sharpwing territory know that the only way to survive an encounter with the deadly predator is to bring it down before it draws close enough to attack with its devastating talons. Even such an undertaking is fraught with risk, as the creatures slice through the sky at such speeds that few have a chance of firing more than once or twice before the creature’s razor claws descend. Sneaking up on a sharpwing is next to impossible thanks to the sensors covering its sleek body and wings, and while the beast is flying, it almost always sees its prey long before the prey is aware of its presence.<br/><br/> Fortunately for other creatures, these long-ranging hunters typically fly alone. One sharpwing is a dangerous foe, with little preference in the creatures it hunts. A pair can be deadly even to an experienced adventurer, especially if the creatures happen to be defending a nest or a newly hatched keenling, and woe unto the foolish explorer who stumbles the creatures roosting along the edges of an Ice Well crater. Only in lean times will the creatures take to the sky as a group to hunt, but when they do, they have been known to bring down prey several times their size.<br/><br/> Sharpwing breeding season lasts for several months each year, during which an unpaired male sharpwing’s many visual sensors begin to blink rapidly. Biologists believe that this fast blinking signals to unpaired female sharpwings that the male’s sensors are strong and plentiful. In areas where the male sharpwing population is greater than the female population, multiple unpaired males sometimes gather in a circle around a female and spread their wings, trying to showcase as many of their sensors as possible. The female sharpwing then chooses a suitable mate from among the suitors by pecking sharply at his forehead. A sharpwing lays only three or four eggs at a time, and the parents remain paired until all the eggs have hatched, as they both have connections to them after they are laid.<br/><br/> Sharpwing eggs are covered with the same organs that cover a sharpwing’s body, and sharpwing parents have the curious ability to see through those eyes. Many scholars believe this connection is possible due to a genetic form of quantum entanglement the creatures evolved thanks to Aballon’s natural radiation. Others posit that the First Ones are responsible for tinkering with the species’ genetic code millennia ago. In addition, and slightly more puzzling to biologists, is the eggs’ ability to sprout slender legs and flee threats perceived through these same sensors. Such movement is of questionable evolutionary benefit, as it is neither swift nor stealthy and has been known to result in the eggs tumbling down cliffs, sinking into bodies of water, or otherwise ensuring their own destruction.<br/><br/> Sharpwings’ unusual biology provides multitudinous opportunities in arcane, biogenetic, and technological research and development, but it has led to overeager researchers turning to or becoming game hunters. Paying to acquire a sharpwing or one of their eggs is a costly endeavor, and even more so for living specimens. Some entrepreneurs have captured sharpwings to breed them as a commodity, leading to out-of-control invasive populations of the predators on planets far from Aballon. However, they are on the brink of extinction on their home world due to this same increasing demand and the planet’s ever-expanding urban sprawl. This threat to the species (and the threat sharpwings pose to species on other worlds) has drawn the attention of the Xenowardens, and discussion of trade sanctions now threatens to push the breeding, capture, and trade of sharpwings and their eggs into the black market, where it will undoubtedly flourish and possibly hasten the species’ demise."
        },
        {
            "title": "Shobhad Warleader",
            "flavor_text": "Alien Archive pg. 104",
            "cr": "7",
            "xp": "3200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+6",
            "senses": "darkvision 60 ft.",
            "perception": "+14",
            "aura": null,
            "hp": "105",
            "rp": null,
            "eac": "20",
            "kac": "21",
            "fort_save": "+9",
            "ref_save": "+7",
            "will_save": "+8",
            "defensive_abilities": "ferocity",
            "immunities": null,
            "resistances": "cold 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "50 ft.",
            "melee": "sintered longsword +17 (2d8+12 S)",
            "ranged": "shobhad longrifle +14 (2d10+8 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "charge attack, fighting styles (blitz)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+2",
            "con": "+4",
            "int": "+0",
            "wis": "+0",
            "cha": "+2",
            "skills": "Intimidate +19, Stealth +14, Survival +14",
            "languages": "Akitonian, Shobhad",
            "gear": "advanced war harness (functions as d-suit II), sintered longswords (2), shobhad longrifle (functions as an advanced shirren-eye rifle) with 50 sniper rounds",
            "other_abilities": null,
            "environment": "cold deserts or mountains (Akiton)",
            "organization": "solitary, clan (1 plus 20+ shobhads), or moot (2–8)",
            "special_abilities": null,
            "description": "Collectively called the “shobhad-neh,” the four-armed giants of Akiton live as nomads, much as they have for millennia. Self-sufficient and able to construct their own weapons, they traditionally avoided large cities and the smaller races of the planet, except to engage in trade. As such, when Akiton suffered economic collapse, shobhads were largely spared the turmoil. In the aftermath, shobhads began to offer their services as guides, hunters, and mercenaries, often in trade for more advanced armor and weapons. Today, shobhads are highly sought after for their martial expertise, unparalleled knowledge of Akiton’s wilds, and unbreakable codes of honor. These warriors may operate independently, in their traditional clans, or in modern mercenary companies that blend ancestral traditions with the needs of modern military freelancers. While more shobhads can be spotted in Akiton’s new metropolises these days, the majority continue to live in the planet’s harsh hills and canyons.\r\n\r\n Shobhads tend to wear their armor most of the time, usually with a traditional rope or leather weapon harness. Life among the shobhad-neh is hard, and young shobhads are trained from preadolescence to fight. By the age of 20, a shobhad is considered a full adult, capable of defending both her clan and her own honor against even the most experienced warriors. A typical shobhad warrior stands 12 feet tall and weighs 500 pounds, and most shobhads who do not die in battle live to between 90 and 120 years of age.\r\n\r\n Most clans hunt, gather, and raid neighboring clans and corporate convoys for supplies. Shobhads believe that overt aggression isn’t a fault, but rather a fact of life and that everyone should be strong enough to protect themselves. However, honor is paramount to a shobhad, and breaking one’s word or clan law means a fate worse than death. The laws of city folk, on the other hand, mean little unless they’ve been agreed to.\r\n\r\nShobhads only rarely establish permanent settlements. A single clan may wander thousands of miles of open desert, their territory overlapping with that of other clans or species with very few disputes. While most clans remain on Akiton, their expertise in warfare means there’s always steady mercenary work for shobhad iconoclasts willing to travel, and a few clans have traded their caravans for starships. Such adventurers can often be found working for corporations or groups such as the Starfinder Society, usually as hired muscle. Some shobhads find themselves overtaken by nearly insatiable wanderlust, even after just a single off-planet job, and rarely set foot on Akiton again."
        },
        {
            "title": "Shobhad",
            "flavor_text": "Alien Archive pg. 104",
            "cr": "4",
            "xp": "1200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+1",
            "senses": "darkvision 60 ft.",
            "perception": "+10",
            "aura": null,
            "hp": "50",
            "rp": null,
            "eac": "16",
            "kac": "16",
            "fort_save": "+6",
            "ref_save": "+8",
            "will_save": "+5",
            "defensive_abilities": "ferocity",
            "immunities": null,
            "resistances": "cold 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft.",
            "melee": "carbon steel curve blade +13 (1d10+9 S; critical bleed 1d6)",
            "ranged": "squad machine gun +10 (1d10+4 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+1",
            "con": "+3",
            "int": "+0",
            "wis": "+0",
            "cha": "+1",
            "skills": "Intimidate +15, Stealth +10, Survival +10",
            "languages": "Shobhad",
            "gear": "tactical war harness (functions as defrex hide), carbon steel curve blades (2), squad machine gun with 80 heavy rounds",
            "other_abilities": null,
            "environment": "cold deserts or mountains (Akiton)",
            "organization": "solitary, pair, raiding party (3–19), or clan (20+ plus 1 warleader)",
            "special_abilities": null,
            "description": "Collectively called the “shobhad-neh,” the four-armed giants of Akiton live as nomads, much as they have for millennia. Self-sufficient and able to construct their own weapons, they traditionally avoided large cities and the smaller races of the planet, except to engage in trade. As such, when Akiton suffered economic collapse, shobhads were largely spared the turmoil. In the aftermath, shobhads began to offer their services as guides, hunters, and mercenaries, often in trade for more advanced armor and weapons. Today, shobhads are highly sought after for their martial expertise, unparalleled knowledge of Akiton’s wilds, and unbreakable codes of honor. These warriors may operate independently, in their traditional clans, or in modern mercenary companies that blend ancestral traditions with the needs of modern military freelancers. While more shobhads can be spotted in Akiton’s new metropolises these days, the majority continue to live in the planet’s harsh hills and canyons.\r\n\r\n Shobhads tend to wear their armor most of the time, usually with a traditional rope or leather weapon harness. Life among the shobhad-neh is hard, and young shobhads are trained from preadolescence to fight. By the age of 20, a shobhad is considered a full adult, capable of defending both her clan and her own honor against even the most experienced warriors. A typical shobhad warrior stands 12 feet tall and weighs 500 pounds, and most shobhads who do not die in battle live to between 90 and 120 years of age.\r\n\r\n Most clans hunt, gather, and raid neighboring clans and corporate convoys for supplies. Shobhads believe that overt aggression isn’t a fault, but rather a fact of life and that everyone should be strong enough to protect themselves. However, honor is paramount to a shobhad, and breaking one’s word or clan law means a fate worse than death. The laws of city folk, on the other hand, mean little unless they’ve been agreed to.\r\n\r\nShobhads only rarely establish permanent settlements. A single clan may wander thousands of miles of open desert, their territory overlapping with that of other clans or species with very few disputes. While most clans remain on Akiton, their expertise in warfare means there’s always steady mercenary work for shobhad iconoclasts willing to travel, and a few clans have traded their caravans for starships. Such adventurers can often be found working for corporations or groups such as the Starfinder Society, usually as hired muscle. Some shobhads find themselves overtaken by nearly insatiable wanderlust, even after just a single off-planet job, and rarely set foot on Akiton again."
        },
        {
            "title": "Skeletal Undead",
            "flavor_text": "Alien Archive pg. 114",
            "cr": "1",
            "xp": "200",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "undead",
            "creature_subtype": null,
            "initiative": "+2",
            "senses": "darkvision 60 ft.",
            "perception": "+4",
            "aura": null,
            "hp": "13",
            "rp": null,
            "eac": "10",
            "kac": "12",
            "fort_save": "+2",
            "ref_save": "+2",
            "will_save": "+2",
            "defensive_abilities": null,
            "immunities": "cold, undead immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/magic",
            "speed": "30 ft.",
            "melee": "survival knife +6 (1d4+3 S) or claw +6 (1d6+3 S)",
            "ranged": "hunting rifle +3 (1d8 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+3",
            "dex": "+2",
            "con": "—",
            "int": "—",
            "wis": "+1",
            "cha": "+1",
            "skills": "Athletics +9",
            "languages": null,
            "gear": "hunting rifle with 20 longarm rounds, survival knife",
            "other_abilities": "mindless, unliving",
            "environment": "any",
            "organization": "solitary, pair, squad (3–8), or legion (9+)",
            "special_abilities": null,
            "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": "Skittermander Whelp",
            "flavor_text": "Alien Archive pg. 106",
            "cr": "1",
            "xp": "135",
            "size": "Diminutive",
            "alignment": "N",
            "creature_type": "humanoid",
            "creature_subtype": "skittermander",
            "initiative": "+3",
            "senses": "low-light vision",
            "perception": "+7",
            "aura": null,
            "hp": "6",
            "rp": null,
            "eac": "10",
            "kac": "11",
            "fort_save": "+0",
            "ref_save": "+4",
            "will_save": "+0",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 20 ft.",
            "melee": "bite +2 (1d4–2 P plus attach)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "-2",
            "dex": "+3",
            "con": "+0",
            "int": "-2",
            "wis": "+1",
            "cha": "+0",
            "skills": "Acrobatics +7, Athletics +3 (+11 when climbing), Stealth +7",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any (Vesk-3)",
            "organization": "solitary or nest (5-24)",
            "special_abilities": "<b>Attach (Ex)</b> A skittermander whelp that hits with a bite attack automatically initiates a special combat maneuver against its target (this does not take an action) with a +4 racial bonus. If successful, the skittermander whelp moves into the target’s space without provoking an attack of opportunity and attaches to the target. The whelp gains partial cover, (though not against attacks made by the target) as well as a +2 circumstance bonus to melee attacks and damage rolls, but it can attack only the creature to which it is attached. The target (or an ally adjacent to the target) can remove an attached skittermander whelp with a successful DC 10 Strength check as a move action.",
            "description": "Near-ubiquitous inhabitants of the planet Vesk-3, skittermanders led a simple, mostly agrarian lifestyle before the Veskarium annexed their planet. They have a unique outlook: individualistic without being anarchic, and somehow unable (or perhaps unwilling) to grasp the concept of permanent governance. They understand and enjoy teamwork, and naturally follow a qualified leader to undertake large projects such as the building of domiciles, but once that task has been completed, the leader doesn’t continue to hold sway over the others. Coupled with their unusual life cycle, it would seem as if skittermanders would be very difficult to rule. But such is not exactly the case.\r\n\r\n When vesk warships appeared in the sky, skittermanders across Vesk-3 were more than happy to get out of the invaders’ way—not out of fear, but more because of their innate desire to help. Skittermanders instinctively recognized the Veskarium’s superior strength and felt they could best aid the empire by simply not being in the same location as its soldiers. In this way, skittermanders believed the vesk could quickly achieve their goals and move on. They didn’t understand the vesk’s aim was to subdue their world. Since vesk’s code of honor forbade them from shooting the cheerfully acquiescent skittermanders in the back, the invaders were confused and infuriated by the situation.\r\n\r\n Eventually, in a meeting that the empire notes as the official date that Vesk-3 was conquered, a vesk general plainly told a group of skittermanders that the Veskarium ruled their planet. The skittermanders nodded and got back to their lives. Since then, the empire has ruled Vesk-3, though it hasn’t truly been in control of it. Skittermanders cheerfully accept jobs given to them by vesk, but never truly acknowledge the vesk as being in charge. Some outside the Veskarium believe skittermanders are being deliberately obtuse, reaping all the technological and social benefits the empire offers while still partially maintaining their freedom as a society, but no skittermander has ever confirmed this theory.\r\n\r\n Today, skittermanders can be found throughout the Veskarium, often serving in clerical positions that allow them to aid as many people as possible. They have fully embraced technology and enjoy the many sights the galaxy has to offer, traveling to the Pact Worlds and beyond. Those who employ skittermanders quickly learn to give them missions that have open-ended parameters, as a skittermander who feels she has completed a task won’t necessarily report back to a superior for further instructions if she finds someone else who needs her help first. Outsiders often find them cheerfully manic, noting a goblin-like flair for the ridiculous but none of that race’s innate malice.\r\n\r\n Though skittermanders are mammals, they begin life in something akin to a larval stage. A skittermander whelp looks like a miniature version of an adult, but with more prominent ears and a tiny, secondary mouth on its abdomen. Once born, whelps are left to fend for themselves. They are truly omnivorous, capable of digesting fruits, leaves, raw meat, and seeds. Additionally, a whelp’s secondary mouth allows it to attach itself to large prey and feed at its leisure. Thanks to a numbing mucus secreted by this mouth, less intelligent animals rarely even notice the whelp’s samplings. A swarm of skittermander whelps has been known to bring down a trundling bovine monoux in a matter of minutes.\r\n\r\n After 6 years, whelps mature into adult skittermanders, begin to walk upright, and lose their secondary mouths, but they maintain their taste for anything remotely edible. Skittermanders living in tropical climes have short, soft fur, while their arctic cousins grow tough, shaggy hair. Their coloration varies even more, with tones of blue, green, and violet being the most common, but with no obvious correlation to their surroundings.\r\n\r\n The average adult skittermander is 3 feet tall and weighs about 35 pounds."
        },
        {
            "title": "Skittermander",
            "flavor_text": "Alien Archive pg. 106",
            "cr": "2",
            "xp": "600",
            "size": "Small",
            "alignment": "CN",
            "creature_type": "humanoid",
            "creature_subtype": "skittermander",
            "initiative": "+2",
            "senses": "low-light vision",
            "perception": "+7",
            "aura": null,
            "hp": "23",
            "rp": null,
            "eac": "14",
            "kac": "15",
            "fort_save": "+1",
            "ref_save": "+3",
            "will_save": "+5",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "ember flame doshko +6 (1d8+3 F; critical wound)",
            "ranged": "static arc pistol (1d6+2 E; critical arc 2)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "hyper",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+2",
            "con": "+0",
            "int": "+0",
            "wis": "+1",
            "cha": "+4",
            "skills": "Acrobatics +7, Bluff +12, Diplomacy +12, Sense Motive +12, Stealth +7",
            "languages": "Common, Vesk",
            "gear": "freebooter armor I, ember flame doshko, static arc pistol with 3 batteries (20 charges each)",
            "other_abilities": "envoy improvisations (get ’em, inspiring boost [8 SP])",
            "environment": "any (Vesk-3)",
            "organization": "solitary, pair, or mob (3-12)",
            "special_abilities": "<b>Hyper (Ex)</b> Once per day, a skittermander can take an extra move action.",
            "description": "Near-ubiquitous inhabitants of the planet Vesk-3, skittermanders led a simple, mostly agrarian lifestyle before the Veskarium annexed their planet. They have a unique outlook: individualistic without being anarchic, and somehow unable (or perhaps unwilling) to grasp the concept of permanent governance. They understand and enjoy teamwork, and naturally follow a qualified leader to undertake large projects such as the building of domiciles, but once that task has been completed, the leader doesn’t continue to hold sway over the others. Coupled with their unusual life cycle, it would seem as if skittermanders would be very difficult to rule. But such is not exactly the case.\r\n\r\n When vesk warships appeared in the sky, skittermanders across Vesk-3 were more than happy to get out of the invaders’ way—not out of fear, but more because of their innate desire to help. Skittermanders instinctively recognized the Veskarium’s superior strength and felt they could best aid the empire by simply not being in the same location as its soldiers. In this way, skittermanders believed the vesk could quickly achieve their goals and move on. They didn’t understand the vesk’s aim was to subdue their world. Since vesk’s code of honor forbade them from shooting the cheerfully acquiescent skittermanders in the back, the invaders were confused and infuriated by the situation.\r\n\r\n Eventually, in a meeting that the empire notes as the official date that Vesk-3 was conquered, a vesk general plainly told a group of skittermanders that the Veskarium ruled their planet. The skittermanders nodded and got back to their lives. Since then, the empire has ruled Vesk-3, though it hasn’t truly been in control of it. Skittermanders cheerfully accept jobs given to them by vesk, but never truly acknowledge the vesk as being in charge. Some outside the Veskarium believe skittermanders are being deliberately obtuse, reaping all the technological and social benefits the empire offers while still partially maintaining their freedom as a society, but no skittermander has ever confirmed this theory.\r\n\r\n Today, skittermanders can be found throughout the Veskarium, often serving in clerical positions that allow them to aid as many people as possible. They have fully embraced technology and enjoy the many sights the galaxy has to offer, traveling to the Pact Worlds and beyond. Those who employ skittermanders quickly learn to give them missions that have open-ended parameters, as a skittermander who feels she has completed a task won’t necessarily report back to a superior for further instructions if she finds someone else who needs her help first. Outsiders often find them cheerfully manic, noting a goblin-like flair for the ridiculous but none of that race’s innate malice.\r\n\r\n Though skittermanders are mammals, they begin life in something akin to a larval stage. A skittermander whelp looks like a miniature version of an adult, but with more prominent ears and a tiny, secondary mouth on its abdomen. Once born, whelps are left to fend for themselves. They are truly omnivorous, capable of digesting fruits, leaves, raw meat, and seeds. Additionally, a whelp’s secondary mouth allows it to attach itself to large prey and feed at its leisure. Thanks to a numbing mucus secreted by this mouth, less intelligent animals rarely even notice the whelp’s samplings. A swarm of skittermander whelps has been known to bring down a trundling bovine monoux in a matter of minutes.\r\n\r\n After 6 years, whelps mature into adult skittermanders, begin to walk upright, and lose their secondary mouths, but they maintain their taste for anything remotely edible. Skittermanders living in tropical climes have short, soft fur, while their arctic cousins grow tough, shaggy hair. Their coloration varies even more, with tones of blue, green, and violet being the most common, but with no obvious correlation to their surroundings.\r\n\r\n The average adult skittermander is 3 feet tall and weighs about 35 pounds."
        },
        {
            "title": "Small Elemental",
            "flavor_text": "Alien Archive pg. 46",
            "cr": "1",
            "xp": "400",
            "size": "Small",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "elemental",
            "initiative": "+2",
            "senses": "darkvision 60 ft.",
            "perception": "+5",
            "aura": null,
            "hp": "20",
            "rp": null,
            "eac": "12",
            "kac": "13",
            "fort_save": "+5",
            "ref_save": "+3",
            "will_save": "+1",
            "defensive_abilities": null,
            "immunities": "elemental immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "20 ft.",
            "melee": "slam +9 (1d6+5 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+4",
            "dex": "+2",
            "con": "+1",
            "int": "-3",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +5, Athletics +5",
            "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": "Space Goblin Honchohead",
            "flavor_text": "Alien Archive pg. 54",
            "cr": "2",
            "xp": "600",
            "size": "Small",
            "alignment": "NE",
            "creature_type": "humanoid",
            "creature_subtype": "goblinoid",
            "initiative": "+4",
            "senses": "darkvision 60 ft.",
            "perception": "+7",
            "aura": null,
            "hp": "24",
            "rp": null,
            "eac": "14",
            "kac": "15",
            "fort_save": "+1",
            "ref_save": "+3",
            "will_save": "+5",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "35 ft.",
            "melee": "dogslicer +6 (1d4+2 S)",
            "ranged": "unstable junklaser +9 (1d4+2 F; critical burn 1d4)",
            "space": " (Space), Space Goblin Honchohead",
            "reach": "5 ft.",
            "offensive_abilities": "disturbing screech, tinker",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+4",
            "con": "+1",
            "int": "+2",
            "wis": "+0",
            "cha": "+0",
            "skills": "Computers +12, Intimidate +12, Piloting +7, Stealth +12",
            "languages": "Common, Goblin",
            "gear": "tattered estex suit, dogslicer, junklaser with 2 batteries (20 charges each)",
            "other_abilities": null,
            "environment": "any",
            "organization": "tribe (1 plus 13+ zaperators, 13+ noncombatants, and 5–6 alien pets)",
            "special_abilities": null,
            "description": "Goblin legend claims that long ago, a tribe of surprisingly clever goblins stowed away on a spacecraft that left Golarion and made its way to Absalom Station, where the goblins infiltrated the station’s worst neighborhoods and set up camps in its engineering passages. Over time, the goblins learned to build weapons and armor from scavenged parts, though many of their efforts are prone to exploding at the slightest provocation. While space goblins have since managed to hijack other ships and spread to the stars, nowhere are they as prevalent as on Absalom Station—a fact for which all other worlds that are familiar with space goblins are extremely grateful.\r\n\r\n Thanks to the goblins’ rapid reproduction rate, many generations have passed since those first goblins came to Absalom Station. Fluctuating gravity, an entirely new diet, and the occasional radiation leak have made space goblins a distinct offshoot species from Golarion’s goblins. They are a bit more intelligent, instinctively able to take apart technology and rebuild it to suit their strange whims. They are quicker as well, scuttling rapidly into nearby ventilation ducts after swiping unattended datapads or laser pistols.\r\n\r\n While some space goblins still worship the goblin hero-gods of old, partially adapting their dogma to fit their current lifestyle, many more revere Triune, the machine god. Their innate aptitude for using technology (without knowing how it actually works) leads them to believe that Triune has a plan for them. Some even think it will lead them to some kind of scavenging paradise, where every dawn will bring a new piece of advanced technology to strip for parts. However, neither Triune nor its church has yet officially acknowledged these zealous space goblins.\r\n\r\n Goblins from Golarion were known for their voracious appetites, often eating their body weight each day of what passed for cuisine in the twisted mind of a goblin. Space goblins were not afforded that luxury in those early days aboard Absalom Station; they had to subsist on discarded scraps of food and other garbage. As such, space goblins aren’t as insatiable, though they are no less orally fixated. There is an even chance that upon encountering a strange item, a space goblin will try to either dismantle it or eat it. A space goblin might even attempt to diagnose a problem with a small piece of technology by putting it in his mouth and tasting every part of it.\r\n\r\n Goblins’ instinctive hatred and fear of dogs and horses has also adapted over the millennia. Space goblins tend to refer to any quadruped (or anything shaped even remotely similarly) that they dislike as a “dog” or “horse,” depending on its size. In that vein, they still refer to their iconic crude melee weapons as dogslicers; these function just like survival knives, though a few enterprising goblin tribes have discovered ways to give the blades microserrated or ultraserrated edges. Other tribes have taken to adapting flame pistols and flame rifles to suit their needs, dubbing them “horseroasters.”\r\n\r\n The physical differences between space goblins and their cousins from Golarion (none of which have been seen for centuries) are slight. Space goblins tend to be a few inches taller, and their eyes are a deeper shade of red. A typical space goblin is about 3-1/2 feet tall and weighs about 35 pounds—most of that weight is in the head."
        },
        {
            "title": "Space Goblin Zaperator",
            "flavor_text": "Alien Archive pg. 54",
            "cr": "1",
            "xp": "135",
            "size": "Small",
            "alignment": "NE",
            "creature_type": "humanoid",
            "creature_subtype": "goblinoid",
            "initiative": "+3",
            "senses": "darkvision 60 ft.",
            "perception": "+3",
            "aura": null,
            "hp": "6",
            "rp": null,
            "eac": "11",
            "kac": "12",
            "fort_save": "+0",
            "ref_save": "+2",
            "will_save": "+2",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "35 ft.",
            "melee": "dogslicer +0 (1d4 S)",
            "ranged": "unstable junklaser +3 (1d4 F; critical burn 1d4)",
            "space": " (Space), Space Goblin Zaperator",
            "reach": "5 ft.",
            "offensive_abilities": "tinker",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+3",
            "con": "+0",
            "int": "+1",
            "wis": "+0",
            "cha": "+0",
            "skills": "Computers +7, Engineering +7, Stealth +7, Survival +3",
            "languages": "Common, Goblin",
            "gear": "tattered flight suit, dogslicer, unstable junklaser with 1 battery (20 charges)",
            "other_abilities": null,
            "environment": "any",
            "organization": "gang (4–12) or tribe (13+ plus 13+noncombatants, 1 honchohead of CR 2–3, and 5–6 alien pets)",
            "special_abilities": "<b>Disturbing Screech (Ex)</b> As a standard action, a space goblin honchohead can let out a screech that puts all non-goblinoid creatures within 30 feet on edge. Each affected creature must succeed at a DC 13 Will saving throw or gain the off-target condition for 1d4 rounds. Whether successful or not, a creature can’t be affected by the same space goblin honchohead’s disturbing screech for 24 hours. This is a mind-affecting, sense-dependent effect.<br/><br/><b>Tinker (Ex)</b> As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).<br/><br/> <b>Unstable Junklaser (Ex)</b> A space goblin’s laser pistol is crafted from a mishmash of broken casings, leaking energy cells, and other random material. A junklaser is similar to an azimuth laser pistol, except it has a range of only 60 feet. If the wielder of a junklaser rolls a natural 1 when attacking with it, he must immediately attempt a DC 18 Engineering check. Success means that the junklaser gains the broken condition. Failure means that the gun explodes in 1d3–1 rounds, functioning as a concussion grenade I (explode [20 ft., 1d8 B, DC 10]); a result of 0 rounds means the junklaser explodes immediately—randomly determine the corner of the wielder’s square that is the center of the burst. A thrown junklaser has the same range increment as a grenade.",
            "description": "Goblin legend claims that long ago, a tribe of surprisingly clever goblins stowed away on a spacecraft that left Golarion and made its way to Absalom Station, where the goblins infiltrated the station’s worst neighborhoods and set up camps in its engineering passages. Over time, the goblins learned to build weapons and armor from scavenged parts, though many of their efforts are prone to exploding at the slightest provocation. While space goblins have since managed to hijack other ships and spread to the stars, nowhere are they as prevalent as on Absalom Station—a fact for which all other worlds that are familiar with space goblins are extremely grateful.\r\n\r\n Thanks to the goblins’ rapid reproduction rate, many generations have passed since those first goblins came to Absalom Station. Fluctuating gravity, an entirely new diet, and the occasional radiation leak have made space goblins a distinct offshoot species from Golarion’s goblins. They are a bit more intelligent, instinctively able to take apart technology and rebuild it to suit their strange whims. They are quicker as well, scuttling rapidly into nearby ventilation ducts after swiping unattended datapads or laser pistols.\r\n\r\n While some space goblins still worship the goblin hero-gods of old, partially adapting their dogma to fit their current lifestyle, many more revere Triune, the machine god. Their innate aptitude for using technology (without knowing how it actually works) leads them to believe that Triune has a plan for them. Some even think it will lead them to some kind of scavenging paradise, where every dawn will bring a new piece of advanced technology to strip for parts. However, neither Triune nor its church has yet officially acknowledged these zealous space goblins.\r\n\r\n Goblins from Golarion were known for their voracious appetites, often eating their body weight each day of what passed for cuisine in the twisted mind of a goblin. Space goblins were not afforded that luxury in those early days aboard Absalom Station; they had to subsist on discarded scraps of food and other garbage. As such, space goblins aren’t as insatiable, though they are no less orally fixated. There is an even chance that upon encountering a strange item, a space goblin will try to either dismantle it or eat it. A space goblin might even attempt to diagnose a problem with a small piece of technology by putting it in his mouth and tasting every part of it.\r\n\r\n Goblins’ instinctive hatred and fear of dogs and horses has also adapted over the millennia. Space goblins tend to refer to any quadruped (or anything shaped even remotely similarly) that they dislike as a “dog” or “horse,” depending on its size. In that vein, they still refer to their iconic crude melee weapons as dogslicers; these function just like survival knives, though a few enterprising goblin tribes have discovered ways to give the blades microserrated or ultraserrated edges. Other tribes have taken to adapting flame pistols and flame rifles to suit their needs, dubbing them “horseroasters.”\r\n\r\n The physical differences between space goblins and their cousins from Golarion (none of which have been seen for centuries) are slight. Space goblins tend to be a few inches taller, and their eyes are a deeper shade of red. A typical space goblin is about 3-1/2 feet tall and weighs about 35 pounds—most of that weight is in the head."
        },
        {
            "title": "Surnoch",
            "flavor_text": "Alien Archive pg. 108",
            "cr": "9",
            "xp": "6400",
            "size": "Large",
            "alignment": "N",
            "creature_type": "animal",
            "creature_subtype": null,
            "initiative": "+6",
            "senses": "low-light vision, sense through (vision [stone only])",
            "perception": "+17",
            "aura": null,
            "hp": "145",
            "rp": null,
            "eac": "22",
            "kac": "24",
            "fort_save": "+13",
            "ref_save": "+13",
            "will_save": "+8",
            "defensive_abilities": null,
            "immunities": "acid",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., burrow 30 ft.",
            "melee": "bite +21 (2d10+12 P)",
            "ranged": "acid jet +18 (3d6+9 A)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "corrosive spines",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+3",
            "dex": "+6",
            "con": "+4",
            "int": "-4",
            "wis": "+2",
            "cha": "+0",
            "skills": "Stealth +22, Acrobatics +17",
            "languages": null,
            "gear": null,
            "other_abilities": "no breath, tunnel swiftness",
            "environment": "any underground or vacuum (Diaspora)",
            "organization": "solitary or pair",
            "special_abilities": "<b>Acid Jet (Ex)</b> As a standard action, a surnoch can spew a stream of acid from one of its spines. This attack has the line weapon special property and a range increment of 60 feet.<br/><br/> <b>Corrosive Spines (Ex)</b> A creature that begins its turn grappled by a surnoch automatically takes 3d6+9 acid and piercing damage from the acid dripping from its spines.<br/><br/> <b>Tunnel Swiftness (Ex)</b> When moving in a tunnel that it or another surnoch has burrowed, a surnoch moves five times its speed and doesn’t gain the flat-footed condition when it takes the run action. In addition, it can hustle in such a tunnel for 3 hours each day before it begins to take nonlethal damage.",
            "description": "Surnochs are burrowing creatures that live in and devour the crusts of asteroids and small moons. Jaws that function like grinders and glands at the bases of their many spines that exude acid to liquefy rock allow these wormlike creatures to create labyrinthine tunnels in their domains, through which they can move with uncanny speed. The color of a surnoch’s hide is similar to that of the rock it burrows through. A typical surnoch is 15 feet long and weighs over 1,200 pounds.<br/><br/> At its leading end, a surnoch has a deep funnel of a mouth lined with numerous small orifices. At the back of the funnel is the grasping jaw with which it brings material into the funnel to be sorted. While the grasping jaw looks ferocious, the real danger of the maw lies in the fact that it is essentially a giant, churning mining machine.<br/><br/> The numerous small orifices that line the interior of a surnoch’s mouth allow matter of different consistencies to stream through as the creature chews and melts its way through rock and stone. Nutrientrich material is routed to the surnoch’s digestive tract, while much of the rest of it is broken down into various acids by the surnoch’s caustrolizer system, a series of organs unique to the creature that act like a chemical factory. A surnoch has an innate sense of which minerals its body requires the most of and has evolved a kind of X-ray vision that it allows it to find these foodstuffs, even through several feet of rock.<br/><br/> After consuming some of its favored elements, a surnoch excretes condensed and hardened forms of the minerals it can neither digest nor turn into acid. A feeding surnoch leaves tunnels full of strange alloys and amalgams in its wake, some which can’t be created through any other process. The castings that line a surnoch tunnel have an ethereal, shimmering beauty, like mother-of-pearl arranged in strange symmetries. Many of the endemic alloys are useful to the technological races of the Pact Worlds, so occasional expeditions purposefully seek out asteroids mined by surnochs to harvest the beasts’ unusual leavings. The greatest connoisseurs of these castings are the sarcesians, who turn the beautiful substances into jewelry and elaborate sculptures.<br/><br/> Approaching surnoch territory to harvest such material, or for any other reason, is incredibly dangerous. Surnochs aren’t territorial but they are ravenous. Almost any technology that can transport a visitor to a surnoch-infested asteroid contains the elements that a surnoch consumes. While powered armor and electronic items are the most likely to draw hungry surnochs, most refined material has a reasonable chance of looking like dinner. Those who make their livings harvesting surnoch castings primarily use equipment created from materials that have already been vetted as uninteresting to the creatures.<br/><br/> Surnochs are found mainly in the asteroids of the Diaspora and in the larger rocks of the Liavaran rings, fully sorting and digesting them before drifting through space to the next host. Surnochs are sometimes seen on small moons across the Pact Worlds, especially the shepherd moons of Liavara, and the discovery of surnoch remains on larger moons has given scientists a fairly precise understanding of how much gravity the beasts can withstand.<br/><br/> A surnoch reproduces once every decade or so, in a process where a smaller creature slowly grows from the surnoch’s hide over the course of a month. This parthenogenesis is often preceded by a period of gorging by the surnoch, which is difficult to differentiate from the creature’s normal voracious feeding behavior. A surnoch feasting in this manner tends to consume minerals with natural radiation (such as uranium), though rocky areas that have been bombarded with nuclear weapons also tend to draw a surnoch ready to reproduce. Once the creature’s bud fully sprouts, it detaches with a burst of acid and the newly formed surnoch is ready to begin feeding. Luckily for the galaxy, at least a third of surnoch parents immediately consume their offspring immediately following this “birth” for reasons that continue to baffle biologists to this day.<br/><br/> While most surnochs are solitary creatures, two will occasionally travel and feed together, often working their way through parallel tunnels to consume different minerals. While to outsiders it might seem like the two surnochs are deliberately working in concert to cause the most destruction, the truth is far less sinister. The two creatures have been brought together by unknown electromagnetic symbols echoing off their thick hides and attuning their appetites to crave distinct fare. And just as quickly as the pair came together, some mysterious trigger can set them against one another in a tumbling mass of spines and acid that is usually even more devastating than the two surnochs feeding peacefully. A handful of survivors from a recent surnoch attack on a Glimmerglass Inc. production facility in the Diaspora claim that their factory was targeted by a rival company that placed a losing bid for the rights to their asteroid several years before. While their allegations have been dismissed as paranoid ravings, independent investigators found strange computer chips in the brain of what they believe is the corpse of the attacking surnoch."
        },
        {
            "title": "Swarm Corrovox",
            "flavor_text": "Alien Archive pg. 110",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "CE",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+4",
            "senses": "darkvision 60 ft., blindsense (vibration) 30 ft.",
            "perception": "+13",
            "aura": null,
            "hp": "40",
            "rp": null,
            "eac": "14",
            "kac": "16",
            "fort_save": "+5",
            "ref_save": "+7",
            "will_save": "+4",
            "defensive_abilities": "swarm mind",
            "immunities": "acid, fear effects",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., climb 30 ft.",
            "melee": "claw +9 (1d6+5 S)",
            "ranged": "acid cannon +12 (1d4+3 A; critical corrode 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "psychic assault",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+4",
            "con": "+1",
            "int": "-1",
            "wis": "+1",
            "cha": "-3",
            "skills": "Acrobatics +8, Athletics +8 (+16 when climbing), Stealth +8",
            "languages": "Shirren; telepathy 100 ft.",
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, pair, or pack (3-8)",
            "special_abilities": "<b>Acid Cannon (Ex)</b> A corrovox has an organic acid cannon grafted onto its forearm that can fire blobs of organic acid at a range increment of 40 feet. This weapon can’t be disarmed and produces its own ammunition, so it never runs out.<br/><br/> <b>Psychic Assault (Su)</b> A corrovox can unleash a burst of harmful mental chatter at a target within 30 feet as a standard action. The target takes an amount of damage equal to 1d4 × the corrovox’s CR (3d4 damage for most corrovoxes). A successful DC 12 Will save halves this damage.<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 within 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.",
            "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": "Swarm Thresher Lord",
            "flavor_text": "Alien Archive pg. 110",
            "cr": "10",
            "xp": "9600",
            "size": "Large",
            "alignment": "CE",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+5",
            "senses": "darkvision 60 ft., blindsense (vibration) 30 ft.",
            "perception": "+19",
            "aura": null,
            "hp": "165",
            "rp": null,
            "eac": "23",
            "kac": "25",
            "fort_save": "+14",
            "ref_save": "+14",
            "will_save": "+11",
            "defensive_abilities": "swarm mind",
            "immunities": "acid, fear effects",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft., climb 20 ft., fly 20 ft. (Ex, average)",
            "melee": "arm blade +23 (2d10+18 S; critical bleed 1d8)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "blade storm",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+5",
            "con": "+3",
            "int": "-2",
            "wis": "+1",
            "cha": "-3",
            "skills": "Acrobatics +19, Athletics +19 (+27 when climbing), Stealth +24",
            "languages": "Shirren; telepathy 100 ft.",
            "gear": null,
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary or pair",
            "special_abilities": "<b>Arm Blade (Ex)</b> A thresher lord has massive blades grafted onto its forearms, replacing its normal hands. A thresher lord can’t wield any other weapons, but neither can it be disarmed.<br/><br/> <b>Blade Storm (Ex)</b> When making a full attack entirely with melee weapons, a thresher lord takes a –3 penalty to each attack roll instead of the normal –4 penalty. In addition, a thresher lord can make up to three melee attacks instead of two attacks when making a full attack. If it does so, it takes a –5 penalty to these attacks.<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 within 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.",
            "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. "
        }
    ]
}
The page title as you'd like it to be seen by the public