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{
    "count": 219,
    "next": null,
    "previous": "https://api.starfinder.dragonlash.com/creatures/?format=api&page=4",
    "results": [
        {
            "title": "Tiny Elemental",
            "flavor_text": "Alien Archive pg. 46",
            "cr": "1",
            "xp": "135",
            "size": "Tiny",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "elemental",
            "initiative": "+1",
            "senses": "darkvision 60 ft.",
            "perception": "+3",
            "aura": null,
            "hp": "6",
            "rp": null,
            "eac": "11",
            "kac": "12",
            "fort_save": "+3",
            "ref_save": "+1",
            "will_save": "+0",
            "defensive_abilities": null,
            "immunities": "elemental immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "20 ft.",
            "melee": "slam +5 (1d6+3 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+3",
            "dex": "+1",
            "con": "+0",
            "int": "-3",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +3, Athletics +3",
            "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": "Urog",
            "flavor_text": "Alien Archive pg. 116",
            "cr": "3",
            "xp": "800",
            "size": "Large",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+1",
            "senses": "darkvision 60 ft., electrolocation, low-light vision",
            "perception": "+8",
            "aura": null,
            "hp": "35",
            "rp": "3",
            "eac": "14",
            "kac": "15",
            "fort_save": "+4",
            "ref_save": "+4",
            "will_save": "+6",
            "defensive_abilities": null,
            "immunities": "poison",
            "resistances": "electricity 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "20 ft.",
            "melee": "slam +10 (1d4+4 B)",
            "ranged": "electrical discharge +8 (1d4+3 E)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "semiconductive",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+1",
            "con": "+2",
            "int": "+4",
            "wis": "+0",
            "cha": "-1",
            "skills": "Computers +13, Engineering +13, Life Science +8, Physical Science +8, Profession (mathematician) +13",
            "languages": "Brethedan, Urog; telepathy 100 ft. (can’t speak any language)",
            "gear": null,
            "other_abilities": null,
            "environment": "warm hills and mountains (Dykon)",
            "organization": "solitary, binomial (2), coefficient (3–5), or polynomial (6 or more)",
            "special_abilities": "<b>Electrical Discharge (Ex)</b> An urog can release a small bolt of electricity at a single foe as a ranged attack with a range increment of 40 feet.<br/><br/> <b>Electrolocation (Ex)</b> An urog who is in contact with a crystalline or metallic surface can detect the presence of other creatures within 60 feet that are also in contact with the same surface, even through walls and other obstacles. This otherwise functions as blindsense (vision).<br/><br/> <b>Semiconductive (Ex)</b> Urogs can alter their silicon-based composition to increase or decrease their electric conductivity. As a move action, an urog can spend 1 Resolve Point and lose its natural resistance to electricity for 1 round to gain a bonus to the damage it deals with its electrical discharge ranged attack equal to its Constitution modifier. These effects last until the beginning of its next turn.",
            "description": "Dykon, one of Bretheda’s numerous moons, is legendary for its entirely silicon-based ecosystem. While many carbon-based life-forms from other Pact Worlds have since settled there, mining valuable crystals and hunting the silicon predators for their biologically produced superconductors, the world’s crystalline forests and faceted plateaus have also produced their own intelligent races, most notably the famed urogs.<br/><br/> Urog anatomy can be deceptive. When encountered in their everyday or “traveling mode,” they almost resemble crystalline slugs or snails, their shimmering shell-scales hanging down almost to the ground and hiding their limbs as they float along like hovercrafts on a thin cushion of electromagnetism produced by microscopic cilia. It’s only when they’re in “engagement mode”—whether that means mating, fighting, or interacting directly with other races or their environment—that they rear up and unfold their multiple sets of articulated limbs. While every urog has a powerful beak adorning its head-stalk, this is used solely for fighting and reproduction. Food consumption actually occurs underneath an urog, as it uses the localized electromagnetic effects of its cilia to gradually break molecular bonds and tear tiny pieces off whatever it’s consuming. These “bites” are so microscopic that it’s often hard for other races to even tell what’s happening, with the item in question simply eroding steadily without any obvious markings. Though this allows urogs to eat nearly anything, breaking off and absorbing only the molecules they need and leaving aside the ones they don’t, they prefer the silicon-based plant life of their home. This peculiar method of absorbing nutrients also makes them nearly impossible to poison or drug, as their bodies simply discard any unnecessary ingested molecules.<br/><br/> With plenty of options for food and few predators thanks to their size and sturdy frames, urogs are free to spend most of their time in contemplation. Constantly inspired by the complex geometry of their crystalline world, they wander seemingly at random across the moon’s surface, alone or in loose coalitions, working on mathematical problems or conducting enigmatic experiments. Their languid pace belies their exceedingly sharp intellect; indeed, it is likely because of their laser-like focus on unlocking the galaxy’s most esoteric mathematical and scientific secrets that they can be somewhat slow to react to external stimuli.<br/><br/> Urogs often become single minded in finding the most efficient solution to a problem, spending untold hours just to shave seconds off a given process. This reputation for exactitude has made the crystalline creatures sought-after astrogators, consultants, engineers, and scientists in the Pact Worlds, though most members of other races who work with them acknowledge that such relationships can be challenging, to put it mildly. Though largely friendly— at least by their own standards—urogs are creatures with little appreciation for social niceties. A bored urog will think nothing of tuning out the person speaking to them or even wandering away entirely, regardless of how powerful the speaker may be, or how potentially life-threatening the matter they’re discussing. Even those who do prove themselves worthy of an urog’s attention must still deal with its brusque personality. Urog emotions are difficult for most other creatures to understand, and resolve primarily around the satisfaction of solving a problem, disappointment at failure, or the excitement of a promising line of inquiry. As such, urogs readily point out mistakes, whether their own or others’. While this is in the interest of improving performance and achieving better results, few humans have the patience and poise to graciously accept an enthusiastic urog’s stream of constant criticism.<br/><br/> Urogs who choose lives of adventure often do so because they believe mathematical and scientific secrets hide in pockets of the galaxy that simply can’t be observed from their limited vantage point on a small moon—and often because they distrust the rigor of the scholarship produced by other species. Urogs who leave Dykon for long periods sometimes suffer an attenuation of their race’s special abilities, likely due to their changed diet and lack of certain electrical fields normally provided by the moon itself. Most successful spacefaring urogs eventually see the value in assisting their less deliberate companions, and they make excellent engineers and science officers on ships that have enough room for the large creatures and their overbearing personas."
        },
        {
            "title": "Verthani Aether Pilot",
            "flavor_text": "Alien Archive pg. 118",
            "cr": "2",
            "xp": "600",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "humanoid",
            "creature_subtype": "verthani",
            "initiative": "+4",
            "senses": "low-light vision",
            "perception": "+8",
            "aura": null,
            "hp": "23",
            "rp": null,
            "eac": "14",
            "kac": "15",
            "fort_save": "+1",
            "ref_save": "+4",
            "will_save": "+5",
            "defensive_abilities": "evasion",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "survival knife +6 (1d4+3 S)",
            "ranged": "static arc pistol +8 (1d6+2 E; critical arc 2) or tactical shirren-eye rifle +8 (1d10+2 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "trick attack +1d4",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+4",
            "con": "+1",
            "int": "+2",
            "wis": "+1",
            "cha": "+0",
            "skills": "Acrobatics +13, Computers +8, Engineering +8, Piloting +16, Stealth +13",
            "languages": "Common, Vercite",
            "gear": "estex suit I, static arc pistol with 2 batteries (20 charges each), survival knife, tactical shirren-eye rifle with 20 longarm rounds",
            "other_abilities": "operative exploits (uncanny pilot), operative specialization (ghost), skin mimic",
            "environment": "any (Verces)",
            "organization": "solitary, pair, or squad (3-8)",
            "special_abilities": "<b>Skin Mimic (Ex)</b> Verthani can manipulate the pigments in their skin at will and with astonishing precision, creating bright decorative patterns or deceptive camouflage. A verthani who stays stationary for 1 round gains a +10 racial bonus to Stealth checks (this bonus doesn’t stack with the <i>invisibility</i> spell or similar effects). If the verthani takes any action, he loses this bonus until he once again spends 1 round remaining still. A verthani wearing clothing or armor that covers more than one-quarter of his body can’t use this ability.",
            "description": "Verthani, the primary inhabitants of Verces, were some of the earliest humanoids in the Pact Worlds system to build spacefaring vessels—a response to the struggle to survive in the harsh conditions of their tidally locked planet.\r\n\r\n Verthani stand 8 feet tall on average, with delicate features and long limbs. Their eyes are pure-black orbs, protruding from their heads in half domes like the eyes of a mouse, and they can change the pigment of their skin at will to have complex patterns. Nearly all verthani learn to control these color changes by the time they reach puberty, but babies and children display bright, expressive patterns and colors that reflect their current mood. Some adults also refuse to control them, seeing in their random patterns hints of prophecy.\r\n\r\n Long ago, verthani society was split into three castes: the Augmented, the Pure Ones, and the God-Vessels. A verthani’s caste is chosen during adolescence. Though few verthani today bind themselves strictly by the system’s rules, the traditions still carry a measure of cultural pride, and some verthani proudly wear the labels.\r\n\r\n The Augmented are verthani who modify their bodies with technology, usually cybernetic augmentations. This caste was particularly popular with those who piloted early aetherships (the elegant vessels verthani first sailed through the stars), and Augmented verthani pilots are still renowned as some of the most skilled in the Pact Worlds.\r\n\r\n In contrast, Pure Ones traditionally eschewed all technological augmentation and were responsible for supporting other castes, farming, and governing. While many modern Pure Ones have accepted at least some modest cybernetic or biotech improvements to their bodies, these verthani remain proud of their traditional caretaker roles.\r\n\r\n God-Vessels serve faithfully as living avatars of their deities, displaying this status by branding holy symbols called devotionals into their chests using either acid or flame. God-Vessels never cover up these distinctive marks, despite the fact that the scar tissue around them never fully heals and can no longer change color.\r\n\r\n Verthani culture is a model of independent, democratic cooperation. Forced to live on a cramped sliver of their planet, surrounded by nearly inhospitable lands on either side, verthani learned how to work together without violence or subjugation, and they choose to harness technology to increase resources rather than battle one another over scraps. Verces’s Ring of Nations remains a shining example of a one-world government in which citizens remain protected yet free to go their own way, and in many ways the Pact Worlds system itself was directly inspired by this aspect of verthani culture."
        },
        {
            "title": "Verthani Pure One",
            "flavor_text": "Alien Archive pg. 118",
            "cr": "9",
            "xp": "6400",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "humanoid",
            "creature_subtype": "verthani",
            "initiative": "+4",
            "senses": "low-light vision",
            "perception": "+17",
            "aura": null,
            "hp": "116",
            "rp": null,
            "eac": "23",
            "kac": "24",
            "fort_save": "+8",
            "ref_save": "+8",
            "will_save": "+12",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "30 ft.",
            "melee": "carbon staff +15 (1d8+10 B; critical knockdown)",
            "ranged": "aphelion laser pistol +17 (3d4+9 F; critical burn 1d4)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": " Known",
            "str": "+1",
            "dex": "+4",
            "con": "+2",
            "int": "+2",
            "wis": "+6",
            "cha": "+3",
            "skills": "Culture +17, Diplomacy +17, Life Science +17, Medicine +22, Mysticism +22, Sense Motive +17",
            "languages": "Abyssal, Celestial, Common, Vercite",
            "gear": "advanced lashunta tempweave, aphelion laser pistol with 2 high-capacity batteries (40 charges each), carbon staff, advanced medkit",
            "other_abilities": "access Akashic Record, peer into the future 1/day, skin mimic",
            "environment": "any (Verces)",
            "organization": "solitary, pair, or cabal (3-5)",
            "special_abilities": "<b>Skin Mimic (Ex)</b> Verthani can manipulate the pigments in their skin at will and with astonishing precision, creating bright decorative patterns or deceptive camouflage. A verthani who stays stationary for 1 round gains a +10 racial bonus to Stealth checks (this bonus doesn’t stack with the <i>invisibility</i> spell or similar effects). If the verthani takes any action, he loses this bonus until he once again spends 1 round remaining still. A verthani wearing clothing or armor that covers more than one-quarter of his body can’t use this ability.",
            "description": "Verthani, the primary inhabitants of Verces, were some of the earliest humanoids in the Pact Worlds system to build spacefaring vessels—a response to the struggle to survive in the harsh conditions of their tidally locked planet.\r\n\r\n Verthani stand 8 feet tall on average, with delicate features and long limbs. Their eyes are pure-black orbs, protruding from their heads in half domes like the eyes of a mouse, and they can change the pigment of their skin at will to have complex patterns. Nearly all verthani learn to control these color changes by the time they reach puberty, but babies and children display bright, expressive patterns and colors that reflect their current mood. Some adults also refuse to control them, seeing in their random patterns hints of prophecy.\r\n\r\n Long ago, verthani society was split into three castes: the Augmented, the Pure Ones, and the God-Vessels. A verthani’s caste is chosen during adolescence. Though few verthani today bind themselves strictly by the system’s rules, the traditions still carry a measure of cultural pride, and some verthani proudly wear the labels.\r\n\r\n The Augmented are verthani who modify their bodies with technology, usually cybernetic augmentations. This caste was particularly popular with those who piloted early aetherships (the elegant vessels verthani first sailed through the stars), and Augmented verthani pilots are still renowned as some of the most skilled in the Pact Worlds.\r\n\r\n In contrast, Pure Ones traditionally eschewed all technological augmentation and were responsible for supporting other castes, farming, and governing. While many modern Pure Ones have accepted at least some modest cybernetic or biotech improvements to their bodies, these verthani remain proud of their traditional caretaker roles.\r\n\r\n God-Vessels serve faithfully as living avatars of their deities, displaying this status by branding holy symbols called devotionals into their chests using either acid or flame. God-Vessels never cover up these distinctive marks, despite the fact that the scar tissue around them never fully heals and can no longer change color.\r\n\r\n Verthani culture is a model of independent, democratic cooperation. Forced to live on a cramped sliver of their planet, surrounded by nearly inhospitable lands on either side, verthani learned how to work together without violence or subjugation, and they choose to harness technology to increase resources rather than battle one another over scraps. Verces’s Ring of Nations remains a shining example of a one-world government in which citizens remain protected yet free to go their own way, and in many ways the Pact Worlds system itself was directly inspired by this aspect of verthani culture."
        },
        {
            "title": "Void Hag",
            "flavor_text": "Alien Archive pg. 120",
            "cr": "10",
            "xp": "9600",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+7",
            "senses": "darkvision 60 ft.",
            "perception": "+19",
            "aura": null,
            "hp": "118",
            "rp": null,
            "eac": "25",
            "kac": "27",
            "fort_save": "+9",
            "ref_save": "+11",
            "will_save": "+15",
            "defensive_abilities": null,
            "immunities": "cold, disease, fear, sleep",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": "20",
            "damage_reduction": "10/magic",
            "speed": "30 ft., fly 60 ft. (Su, perfect)",
            "melee": "ultrathin dagger +17 (4d4+11 S)",
            "ranged": "hailstorm-class zero pistol +19 (2d6+10 C; critical staggered [DC 19])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "stardust robes",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+1",
            "dex": "+3",
            "con": "+0",
            "int": "+8",
            "wis": "+2",
            "cha": "+3",
            "skills": "Acrobatics +19 (+27 when flying), Intimidate +24, Mysticism +24, Stealth +19",
            "languages": "Aklo, Common, Drow",
            "gear": "white carbon carbon skin, hailstorm-class zero pistol with 4 high-capacity batteries (40 charges each), ultrathin dagger",
            "other_abilities": "no breath",
            "environment": "any vacuum",
            "organization": "solitary or coven (see below)",
            "special_abilities": "<b>Stardust Robes (Su)</b> Three times per day as a standard action, a void hag can release the energies of the cosmos stored within her robes. Creatures within 30 feet of the void hag each take 2d6+10 force damage and are outlined in glowing motes of stellar energy for 2d4 rounds. An outlined creature takes a -20 penalty to Stealth checks and doesn’t benefit from the concealment normally provided by <i>displacement</i>, <i>invisibility</i>, or similar effects. A target that succeeds at a DC 19 Reflex saving throw halves this damage and negates the outlining effect. Other void hags are immune to this ability.",
            "description": ""
        },
        {
            "title": "Void Palm",
            "flavor_text": "Starfinder #8: Escape from the Prison Moon pg. 60",
            "cr": "7",
            "xp": "3200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "plant",
            "creature_subtype": null,
            "initiative": "+4",
            "senses": "darkvision 60 ft., low-light vision",
            "perception": "+14",
            "aura": null,
            "hp": "100",
            "rp": null,
            "eac": "19",
            "kac": "20",
            "fort_save": "+10",
            "ref_save": "+8",
            "will_save": "+6",
            "defensive_abilities": "void fronds",
            "immunities": "plant immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "10 ft.",
            "melee": "lash +15 (1d8+9 S)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "gravity void",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+2",
            "dex": "+4",
            "con": "+5",
            "int": "-2",
            "wis": "+1",
            "cha": "+0",
            "skills": "Acrobatics +19, Athletics +19, Stealth +14, Survival +19",
            "languages": null,
            "gear": null,
            "other_abilities": null,
            "environment": "any land",
            "organization": "solitary",
            "special_abilities": "<b>Gravity Void (Su)</b> Once per day as a full action, a void palm can create a dark, zero-gravity area in a 20-foot-radius sphere centered on itself, negating the effects of gravity and nonmagical light sources in that area. Magical light sources in the area work normally. When the void palm uses this ability, each other creature in the area must succeed at a DC 17 Reflex saving throw or become off-kilter. The effect doesn’t move with the void palm and lasts for 10 minutes.<br/><br/> <b>Void Fronds (Su)</b> When seen in black and white, such as with darkvision in darkness, the pattern on a void palmfs fronds resembles a dim and distant field of stars. The effect is disorienting. As long as the void palm is in an area of darkness, it has concealment against creatures observing it with darkvision, and such creatures are flat-footed against the palm's attacks.",
            "description": "The fan-shaped void palm’s broad fronds are a deep, mottled red, and they are in constant motion, as though stirred by a gentle breeze. This plant creature is exceedingly rare, and the lack of information about its biology allows it to surprise oblivious explorers. When a suitably large living creature wanders nearby, a void palm plunges the area around it into magical darkness while simultaneously interrupting gravity’s normal function. Creatures caught in this area might become unable to propel themselves out of range of the void palm’s lashing fronds—something the plant deliberately makes more difficult by using its leaves to sweep the area around it clear of debris that might be used as handholds or counterbalance.<br/><br/> Though they are rare, void palms are found across the galaxy. Their unique method of reproduction lends itself well to a slow but inexorable colonization of the stars. Once a year, a void palm produces a brilliant blue seed at the end of each of its stalks over the course of a week, and then it flings its progeny into the sky. The remarkable seeds each carry the void palm’s supernatural ability to ignore gravity, allowing the momentum imparted from their parent to carry them off the void palm’s planet and onto new ones. This unique ability makes void palm seeds rare and expensive curios.<br/><br/>"
        },
        {
            "title": "Witchwyrd",
            "flavor_text": "Alien Archive pg. 122",
            "cr": "6",
            "xp": "2400",
            "size": "Medium",
            "alignment": "LN",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "+2",
            "senses": "darkvision 60 ft.",
            "perception": "+13",
            "aura": null,
            "hp": "60",
            "rp": null,
            "eac": "20",
            "kac": "18",
            "fort_save": "+5",
            "ref_save": "+7",
            "will_save": "+11",
            "defensive_abilities": "absorb force",
            "immunities": null,
            "resistances": "resist energy 5",
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/magic",
            "speed": "30 ft.",
            "melee": "sentinel staff +13 (1d10+9 B)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "force bolt",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+3",
            "dex": "+2",
            "con": "+1",
            "int": "+4",
            "wis": "+1",
            "cha": "+5",
            "skills": "Bluff +18, Culture +13, Diplomacy +18, Mysticism +13",
            "languages": "Common, Cyrunian, Kasatha, Shobhad",
            "gear": "freebooter armor II, sentinel staff with 4 batteries (20 charges each)",
            "other_abilities": null,
            "environment": "any",
            "organization": "solitary, entourage (1 plus 2–5 humanoid guards), or enclave (2–5 plus 11–20 humanoid guards)",
            "special_abilities": "<b>Absorb Force (Su)</b> As a reaction, a witchwyrd can use any number of its free hands to catch magic missiles (from the spell of the same name) fired at it. Doing so absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create an additional force bolt (see below). To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed.<br/><br/> <b>Force Bolt (Su)</b> As a standard action, a witchwyrd can throw a magic missile (as per the spell of the same name; 1d4+1 force damage) from each free hand or hand that has absorbed a magic missile with the absorb force ability, to a maximum of two missiles per round. The witchwyrd can throw an additional force bolt from each hand that has absorbed a magic missile (maximum of two additional bolts per round), expending the absorbed energy.<br/><br/> <b>Resist Energy (Su)</b> A witchwyrd has resistance 5 to two types of energy (acid, cold, fire, electricity, or sonic) as chosen by the witchwyrd. A witchwyrd can change which types of energy it is resistant to as a full action.",
            "description": "Witchwyrds are avid wanderers and inveterate merchants, plying the trade routes between both planets and the planes.<br/><br/>Witchwyrds have four arms and hairless gray-blue skin. Their eyes glow visibly, increasing in brightness as they absorb force energy. Witchwyrds stand an average of 7 feet tall and weigh approximately 300 pounds. They favor loose, flowing robes and distinctive conical hats, and they frequently cover their faces with masks or ornate helmets. Witchwyrds new to a market or eager to avoid identification during an important business deal sometimes fold one pair of their flexible arms behind their backs and cover their faces.<br/><br/> Although witchwyrds seem to gain some manner of sustenance from the magical force energy they absorb, they still breathe, drink, eat, and sleep like normal creatures, and they have a fondness for extremely spicy foods. The average lifespan of witchwyrds is unknown, though they are believed to live for many centuries, if not millennia.<br/><br/> Witchwyrds are acknowledged as the progenitors of the kasathas and the shobhads of Akiton. Why the witchwyrds seeded Kasath and Akiton with intelligent life modeled after themselves remains a mystery, as does the number of other as-yet-undiscovered planets similarly affected. It is an undisputed fact, however, that witchwyrds were the impetus behind the construction of the kasathas’ worldship Idari and their exodus from their home planet to the Pact Worlds.<br/><br/> Witchwyrds can be found on nearly any world or plane with civilized trade, preferring dry, warm regions, but virtually nothing is known of their mysterious home world beyond its name: Cyrune. The details of witchwyrd government and society are likewise unknown, other than a widespread belief that a mercantile oligarchy of witchwyrd elders directs their race’s interplanetary and interplanar trade.<br/><br/> Most witchwyrds operate as solitary traders, primarily focusing on one area of trade (such as weapons or magic items), though most deal in other goods as well. Virtually all witchwyrds love haggling, to the point that the process of bargaining sometimes seems more important to a witchwyrd than the eventual deal that is struck.<br/><br/> Witchwyrds often travel with a crew of loyal humanoid mercenaries hired from worlds they’ve visited in the past. These hirelings never speak of their remuneration, purportedly forbidden from doing so by punitive clauses in their contracts. Witchwyrds can be encountered throughout the Pact Worlds, though they’re most commonly found on Absalom Station, Akiton, and the Idari. On the Pact Worlds, most witchwyrds do business as members of the Tetrad, an interplanetary and interplanar trade association."
        },
        {
            "title": "Wrikreechee",
            "flavor_text": "Alien Archive pg. 124",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "LN",
            "creature_type": "monstrous",
            "creature_subtype": "humanoid",
            "initiative": "-1",
            "senses": "darkvision 60 ft.",
            "perception": "+8",
            "aura": null,
            "hp": "36",
            "rp": null,
            "eac": "12",
            "kac": "13",
            "fort_save": "+2",
            "ref_save": "+4",
            "will_save": "+6",
            "defensive_abilities": "sheltering",
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "20 ft., swim 30 ft.",
            "melee": "survival knife +10 (1d4+3 S)",
            "ranged": "tactical semi-auto pistol +8 (1d6+3 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "cooperative, snag",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "-1",
            "con": "+1",
            "int": "+4",
            "wis": "+1",
            "cha": "+3",
            "skills": "Athletics +8 (+16 when swimming), Diplomacy +13, Engineering +13, Medicine +8, Sense Motive +13",
            "languages": "Common, Wrikreechee",
            "gear": "graphite carbon skin, survival knife, tactical semi-auto pistol with 30 small arm rounds",
            "other_abilities": "amphibious, envoy improvisations (get ’em, inspiring boost [9 SP])",
            "environment": "any aquatic or urban (Akchios)",
            "organization": "solitary, fixture (2–7), colony (8–20)",
            "special_abilities": "<b>Cooperative (Ex)</b> Wrikreechees spend much of their lives in close contact with one another, learning to predict their neighbors’ reactions and coordinate their actions. A wrikreechee gains a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a wrikreechee’s skill check gains a +2 bonus to her check.<br/><br/> <b>Sheltering (Ex)</b> A wrikreechee instinctively knows how to exploit sources of cover. When a wrikreechee is benefiting from partial cover, cover, or improved cover, the granted bonus to its AC and Reflex saves increases by 1.<br/><br/> <b>Snag (Ex)</b> Thanks to the feathery material lining its forelimbs, a wrikreechee is adept at grabbing small prey. A wrikreechee gains a +4 bonus to attack rolls when attempting to grapple a creature smaller than itself. As a full action, a wrikreechee can make two attempts to grapple a creature with a –4 penalty to the attack rolls.",
            "description": "Spindly and deliberate, wrikreechees are chitinous filter feeders who bear as much a resemblance to mollusks as they do to airbreathing humanoids. Their two lower limbs are robust, capable of clinging to jagged surfaces for extended periods, while their forelimbs bear dozens of long, fibrous whiskers that fan out like baleen to catch passing food particles. These forelimbs each also bear a set of three grasping claws, with which a wrikreechee can manipulate objects, tools, and weapons.<br/><br/> Wrikreechees are natives of Akchios, a lonely, watery planet with a fairly eccentric orbit around an orange main-sequence star. Over much of its existence, Akchios was covered in ice miles thick, melting only partly every 3 years when the planet drew closer to the sun. Fairly simple life developed in its concealed oceans, feeding upon nutrients surging from deep-sea vents. Only a modest range of more complex life-forms evolved in the lightless depths, and among these were the wrikreechees: soft-bodied organisms who developed rigid exoskeletons that allowed them to wander and feed during the warming cycle. During the cooling cycle, they molted their shells and retreated into coral-like constructions to conserve energy and socialize with their wintering colony. As best as modern scholars can tell, their kind evolved self-awareness and higher thought processes as a direct extension of this communal living. Though the species developed only rudimentary technologies in the absence of fire and metallurgy, their cultural love of history, mathematics, and philosophy made them a highly educated people.<br/><br/> For the past 100,000 years, Akchios’s sun has grown hotter, melting more and more of the planet’s icy shell. Several centuries before the Gap, Akchios thawed enough to expose its immense ocean, revealing the cosmos to the wrikreechees for the first time. They had already developed complex astronomic theories by the time Pact Worlds explorers arrived 50 years ago, and although the wrikreechees still had only simple tools, they had the academic aptitude to quickly understand and adopt the visitors’ technologies. While still fairly uncommon beyond their home world, traveling wrikreechee scholars and engineers are renowned for creating wonders of architecture and adapting old technologies in innovative ways.<br/><br/> Among the wrikreechees’ most important developments are a swath of pharmaceuticals and inexpensive biotech solutions that have helped them adapt to life in dry environments. Most importantly, these include a series of hormonal enhancements that allow a wrikreechee to maintain its shell year round and a biotech vocal enhancer that helps the creature project its voice and enunciate at near-human levels— without which a wrikreechee’s simple jaw and throat mangle a range of consonants and can barely project above a whisper in air. Much of the Wrikreechee language is conveyed through arm movements and chirps, with entire syntactic structures expressed solely through vibrations felt only over short distances in the water. These grammatical constructions are reserved primarily for terms of endearment, trust, and understanding. As a result, wrikreechees emit a nearly inaudible buzz around dear friends, and they find communication over comm units distressingly sterile.<br/><br/> Temperature fluctuations remain the bane of most wrikreechees; because of their adaptation to seasonal stimuli, they become noticeably torpid in cold weather, and heat can spur practically manic bouts of energy. Those who can afford to do so wear suits with environmental controls to maintain their body temperatures—and prevent any mood swings that would otherwise result. Most wrikreechee travelers delight in clothing and crowded rooms, finding both to be suitable replacements for the colonies they left behind."
        },
        {
            "title": "Writher Swarm",
            "flavor_text": "Starfinder #4: The Ruined Clouds pg. 61",
            "cr": "9",
            "xp": "6400",
            "size": "Fine",
            "alignment": "N",
            "creature_type": "plant",
            "creature_subtype": "swarm",
            "initiative": "+4",
            "senses": "low-light vision",
            "perception": "+17",
            "aura": null,
            "hp": "145",
            "rp": null,
            "eac": "22",
            "kac": "24",
            "fort_save": "+14",
            "ref_save": "+12",
            "will_save": "+9",
            "defensive_abilities": "swarm defenses",
            "immunities": "plant immunities, swarm immunities",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "10 ft., climb 10 ft.",
            "melee": "swarm attack (2d10+9 P plus distraction [DC 16] and writher infestation)",
            "ranged": null,
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": null,
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+0",
            "dex": "+4",
            "con": "+6",
            "int": "—",
            "wis": "+3",
            "cha": "+0",
            "skills": "Athletics +17 (+25 to climb), Survival +17",
            "languages": null,
            "gear": null,
            "other_abilities": "mindless",
            "environment": "any temperate or warm lands",
            "organization": "solitary",
            "special_abilities": "<h3 class=\"framing\">Writher Infestation</h3> <b>Type</b> disease (injury); <b>Save</b> Fortitude DC 16<br/> <b>Track</b> physical; <b>Frequency</b> 1/day<br/> <b>Effect</b> If the victim dies from this disease, a new writher swarm immediately bursts forth from the corpse and attacks nearby creatures.<br/> <b>Cure</b> 2 consecutive saves",
            "description": "A writher swarm consists of thousands of pale white fungal filaments that wave slowly back and forth, as if swaying in a light breeze. This mobile mold creeps its way through even the narrowest of crevices to infest a building and slowly digests all the organic matter within, whether discarded food, flesh, or wood. A writher swarm leaves behind only ceramic, concrete, metal, plastic, and stone, making them less of a threat in large urban centers where structures are largely composed of such materials, but potentially devastating to less advanced settlements.<br/><br/> A single spore of a writher swarm can lie dormant for as long as several centuries, whether as a passenger on a meteor or in a cavern deep below the ground. Under the right conditions, that spore can attach to a modicum of organic material, such as a stale piece of bread or the rotting corpse of a tiny animal, after which it quickly begins growing and multiplying. If it is not eradicated, a writher swarm becomes fully mobile in a matter of weeks and can start to seek out new sources of nourishment. Even if a writher swarm presence is discovered before this point and thoroughly scoured, it’s likely that several spores will survive undetected, possibly hitching rides to new environs.<br/><br/> Though a writher swarm’s tiny filaments can pierce hide and flesh, the true danger comes from the infectious particles it can implant in the wounds of its prey. These infestations grow at a rapid rate just under the victim’s skin, draining the creature’s vitality, forcing it into a coma, and eventually killing it. Unless the unfortunate victim is treated before it dies, it becomes host to a new writher swarm, which tears its way out through the creature’s skin after it dies.<br/><br/>"
        },
        {
            "title": "Xaarb",
            "flavor_text": "Starfinder #8: Escape from the Prison Moon pg. 61",
            "cr": "5",
            "xp": "1600",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "magical",
            "creature_subtype": "beast",
            "initiative": "+3",
            "senses": "blindsense (scent), darkvision 60 ft., low-light vision",
            "perception": "+11",
            "aura": null,
            "hp": "72",
            "rp": null,
            "eac": "17",
            "kac": "19",
            "fort_save": "+9",
            "ref_save": "+9",
            "will_save": "+4",
            "defensive_abilities": null,
            "immunities": null,
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": null,
            "speed": "40 ft., climb 20 ft.",
            "melee": "slam +15 (1d6+10 B) or bite +15 (1d6+10 P plus swallow whole)",
            "ranged": "frostbite-class zero pistol +12 (1d6+5 C; critical staggered [DC 15]) or screamer grenade I +11 (explode [15 ft., 1d10 So plus deafened 1d4 minutes, DC 15])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "oversized maw, swallow whole (1d6+10 A, EAC 17, KAC 15, 18 HP)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+5",
            "dex": "+3",
            "con": "+2",
            "int": "+0",
            "wis": "-2",
            "cha": "+0",
            "skills": "Athletics +11 (+19 to climb), Intimidate +16, Physical Science +11",
            "languages": "Azlanti, Vesk, Xaarb (can’t speak any language)",
            "gear": "frostbite-class zero pistol with 1 battery (20 charges), screamer grenades I (2)",
            "other_abilities": null,
            "environment": "any (Arybus system)",
            "organization": "solitary, pair, crew (3–12), or squadron (13–30)",
            "special_abilities": "<b>Oversized Maw (Ex)</b> A xaarb can use its swallow whole ability on creatures up to its own size.",
            "description": "Xaarbs are a surprisingly vicious predator race from the binary star system of Arybus. At first glance, a xaarb appears to be an innocuous spherical lump of short, dark fur. Xaarbs have large eyes and four stout appendages, which they use to alternate between walking on all fours and standing upright. When frightened or riled, however, xaarbs can open their massive mouths to reveal jaws that take up most of their bodies, filled with long, pointy teeth.<br/><br/> Xaarb society is based entirely on physical dominance over other xaarbs—or anyone else they encounter. Xaarbs who have established supremacy over others can demand both obedience and tribute from their lessers, which is the expected method of gaining wealth and status; having to bargain or pay for something is considered an unspeakable shame. Only wars against other sapient species in Arybus allowed the xaarbs to stay united enough to become a starfaring race. Xaarbs eventually conquered their star system, but when interstellar travel via the Drift opened up the rest of the galaxy, xaarbs found themselves encountering—and outmatched by—both the Veskarium and the Azlanti Star Empire. This sobering paradigm shift shattered xaarb culture into three major factions. “Lesser” xaarbs accept that the vesk and Azlanti are dominant over them, and dutifully serve those races. “Greater” xaarbs muster their forces in order to some day conquer the other empires and reassert xaarb authority. “Unspoken” xaarbs—the most scattered of the species—feel that xaarb society has proven insufficient and now attempt to assimilate into and cooperate with other cultures. Unspoken xaarbs are considered the most reasonable of their kind by outside races, though their instinctual need to assert dominance at all occasionally surfaces.<br/><br/>"
        },
        {
            "title": "Young Adult Blue Dragon",
            "flavor_text": "Alien Archive pg. 38",
            "cr": "11",
            "xp": "12800",
            "size": "Huge",
            "alignment": "LE",
            "creature_type": "dragon",
            "creature_subtype": "earth",
            "initiative": "+4",
            "senses": "blindsense 60 ft., darkvision 120 ft.",
            "perception": "+20",
            "aura": "frightful presence (170 ft., DC 18)",
            "hp": "183",
            "rp": null,
            "eac": "24",
            "kac": "26",
            "fort_save": "+15",
            "ref_save": "+13",
            "will_save": "+13",
            "defensive_abilities": null,
            "immunities": "electricity, paralysis, sleep",
            "resistances": null,
            "weaknesses": null,
            "spell_resistance": null,
            "damage_reduction": "5/magic",
            "speed": "40 ft., burrow 20 ft., fly 200 ft. (Ex, clumsy)",
            "melee": "bite +24 (4d6+19 P)",
            "ranged": "aurora arc rifle +21 (2d12+11 E, critical arc 2d6)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "breath weapon (80-ft. line, 12d8 E, Reflex DC 18 half, usable every 1d4 rounds), crush (4d6+19 B)",
            "spell_like_abilities": null,
            "spells_known": null,
            "str": "+8",
            "dex": "+0",
            "con": "+5",
            "int": "+3",
            "wis": "+3",
            "cha": "+3",
            "skills": "Acrobatics +25 (+17 when flying), Bluff +25, Computers +20, Engineering +20, Mysticism +20",
            "languages": "Auran, Common, Draconic, Terran",
            "gear": "aurora arc rifle with 4 high-capacity batteries (40 charges each)",
            "other_abilities": "sound imitation",
            "environment": "any",
            "organization": "solitary",
            "special_abilities": "<b>Sound Imitation (Ex)</b> A blue dragon can mimic any voice or sound it has heard by succeeding at a Bluff check opposed by a listener’s Sense Motive check.",
            "description": "Dragons are powerful, reptilian creatures of high intelligence and ingenuity. The vast majority of dragons fall into one of two categories: chromatic or metallic (though other categories exist). Chromatic dragons (see below) are usually evil, while metallic dragons are generally good and strive to better society. Some dragons develop the ability to take on the form of a humanoid or other biped to better integrate themselves into a surrounding community. After hatching from large eggs, dragons mature through 12 age categories: wyrmling (CR 3—4), very young (CR 5—6), young (CR 7–8), juvenile (CR 9—10), young adult (CR 11—12), adult (CR 13—14), mature adult (CR 15—16), old (CR 17—18), very old (CR 19—20), ancient (CR 21—22), wyrm (CR 23—24), and great wyrm (CR 25).\r\n\r\n Dragons in the Drakelands of Triaxus enjoy positions of rulership (often as CEOs) over the second-class humanoid citizens. Inveterate schemers, Triaxian dragons are always thinking ahead, and the risks involved in working for these dragons are matched only by the potential for lavish rewards."
        },
        {
            "title": "Bone Trooper Commando",
            "flavor_text": "",
            "cr": "7",
            "xp": "3200",
            "size": "Medium",
            "alignment": "NE",
            "creature_type": "undead",
            "creature_subtype": "",
            "initiative": "+8",
            "senses": "Darkvision 60 ft.",
            "perception": "+14",
            "aura": "",
            "hp": "126",
            "rp": "",
            "eac": "19",
            "kac": "21",
            "fort_save": "+9",
            "ref_save": "+9",
            "will_save": "+11",
            "defensive_abilities": "",
            "immunities": "cold, undead immunities",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "5/–",
            "speed": "30 ft.",
            "melee": "standard taclash +17 (1d4+12 S)",
            "ranged": "tactical seeker rifle +16 (2d8+9 P) or flash grenade II +17 (explode [10 ft., blinded 1d4 rounds, DC 15])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+5",
            "dex": "+4",
            "con": "–",
            "int": "+0",
            "wis": "+0",
            "cha": "+2",
            "skills": "Acrobatics +14, Athletics +19, Stealth +14",
            "languages": "Common, Eoxian",
            "gear": "vesk overplate I, tactical seeker rifle with 32 longarm rounds, standard taclash, flash grenades II (2), personal comm unit",
            "other_abilities": "unliving",
            "environment": "",
            "organization": "",
            "special_abilities": "",
            "description": ""
        },
        {
            "title": "Crate Fiend",
            "flavor_text": "",
            "cr": "3",
            "xp": "800",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "vermin",
            "creature_subtype": "",
            "initiative": "+2",
            "senses": "blindsense (vibration) 60 ft., darkvision 60 ft.;",
            "perception": "+8",
            "aura": "",
            "hp": "30",
            "rp": "",
            "eac": "15",
            "kac": "17",
            "fort_save": "+7",
            "ref_save": "+5",
            "will_save": "+2",
            "defensive_abilities": "crate shell",
            "immunities": "",
            "resistances": "acid 5",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "20 ft. (40 ft. outside crate shell)",
            "melee": "bite +11 (1d6+7 A & P; critical corrode 1d4) or claw +11 (1d6+7 S and grab)",
            "ranged": "acid blast +9 (explode [5 ft., 1d6+1 A plus 1d4 corrode, DC 12])",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "explosive death",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+2",
            "dex": "+1",
            "con": "+4",
            "int": "–",
            "wis": "+0",
            "cha": "-3",
            "skills": "Athletics +8, Stealth +13",
            "languages": "",
            "gear": "",
            "other_abilities": "compression, mindless",
            "environment": "any urban or land (Taekah III)",
            "organization": "solitary, pair, or rack (3–5)",
            "special_abilities": "Acid Blast (Ex) As a standard action, a crate fiend can launch an acid blast with a range increment of 20 feet.\r\n\r\nCrate Shell (Ex) A crate fiend dwells within a container as if it were the creature’s shell. While inside its container and motionless, a crate fiend appears to be the container. As a move action, a crate fiend can partially or fully withdraw into its shell. If it partially withdraws, it gains partial cover but takes a –2 penalty to attack rolls and can move at only half speed. While fully withdrawn, the fiend can neither move nor attack but has total cover. The container has AC 10, hardness 10, and 22 Hit Points. The fiend has a –2 penalty to AC in a container that has the broken condition. If the container is destroyed, the penalty increases to –4. A crate fiend can adapt to a new container in 1 hour.\r\n\r\nExplosive Death (Ex) When a crate fiend dies, as no action on its part, it makes an acid blast attack. The attack’s point of origin must be adjacent to the creature’s space.",
            "description": "Crate fiends, properly called taekahbs, are bizarre arthropods that originated on Taekah III, a habitable world in the Vast. On this planet, these soft-shelled scavengers seek homes in the cast-off shells of larger native gastropods or nodules of volcanic pumice the taekahbs hollow out with their acid. Crate fiends breed quickly, laying hidden caches of eggs that are scented so other crate fiends find and fertilize them. When they migrated offworld, no doubt due to careless smugglers or foolish zoologists, crate fiends found homes in the maintenance tunnels and ventilation systems of starships and space stations, as well as in the nooks and crannies of industrialized settlements. Discarded shipping containers proved to be fine homes for them, earning the taekahbs their common name, since they can use such abodes to hide in plain sight. These beasts prefer to eat refuse and carrion, and they avoid discovery and confrontation. However, larger crate fiends have been known to kill and consume dockworkers and unlucky passersby."
        },
        {
            "title": "Gloomwing",
            "flavor_text": "",
            "cr": "4",
            "xp": "1200",
            "size": "Large",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "extraplanar",
            "initiative": "+5",
            "senses": "darkvision 60 ft.;",
            "perception": "+10",
            "aura": "",
            "hp": "50",
            "rp": "",
            "eac": "16",
            "kac": "18",
            "fort_save": "+6",
            "ref_save": "+8",
            "will_save": "+3",
            "defensive_abilities": "",
            "immunities": "",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "10 ft., fly 40 ft. (Ex, average)",
            "melee": "bite +13 (1d6+6 P)",
            "ranged": "",
            "space": "10 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "confusion, implant, pheromones",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+2",
            "dex": "+5",
            "con": "+2",
            "int": "-4",
            "wis": "+0",
            "cha": "+0",
            "skills": "Acrobatics +15, Stealth +10",
            "languages": "",
            "gear": "",
            "other_abilities": "",
            "environment": "any land or sky (Shadow Plane)",
            "organization": "solitary or pair",
            "special_abilities": "Confusion (Su) The shifting patterns on a gloomwing’s wings are hypnotic. A creature that starts its turn able to see the \r\ngloomwing must succeed at a DC 13 Will saving throw or become confused for 1 round. A creature can avoid looking directly at the gloomwing to gain a +4 bonus to the saving throw. However, doing so causes the creature to treat the gloomwing as if it has concealment (20% miss chance). Gloomwings and tenebrous worms are immune to this effect. This is a mind-affecting, sense-dependent effect.\r\n\r\nImplant (Su) As a full action, a gloomwing can lay eggs in a Small or larger helpless living creature. The target creature contracts tenebrous gestation (see below).\r\n\r\nPheromones (Su) Starting on the round after a gloomwing becomes agitated (typically the second round of combat), the creature exudes an invisible cloud of weakening pheromones that creates a musky scent. Living creatures other than gloomwings and tenebrous worms within this 30-foot aura must succeed at a DC 13 Fortitude saving throw or become fatigued for 1 hour.",
            "description": "Gloomwings are mothlike predators native to the Shadow Plane known to slip through the barrier with the Material Plane in places where the barrier is thin. Their bizarrely patterned wings can cause confusion in onlookers, even within the dimly lit, shadowy places where they rest. Gloomwings also have a distinct, musky scent. If a gloomwing becomes stressed, it releases its pheromoneladen musk, causing lethargy in other living creatures. The scent also attracts other gloomwings and their larvae, known as tenebrous worms (see page 59). The chitin on a gloomwing’s mandibles and head has a pearlescent quality, especially in normal and bright light. Some jewelers and mystics value this material. With a successful DC 21 Survival check that takes 10 minutes, a character can harvest 1d4 pieces of chitin, each worth 500 credits."
        },
        {
            "title": "Reklan",
            "flavor_text": "",
            "cr": "7",
            "xp": "3200",
            "size": "Small",
            "alignment": "N",
            "creature_type": "magical beast",
            "creature_subtype": "",
            "initiative": "+5",
            "senses": "blindsense (thought) 120 ft., darkvision 60 ft., low-light vision;",
            "perception": "+14",
            "aura": "",
            "hp": "110",
            "rp": "",
            "eac": "19",
            "kac": "21",
            "fort_save": "+9",
            "ref_save": "+11",
            "will_save": "+7",
            "defensive_abilities": "",
            "immunities": "",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "40 ft., climb 40 ft., fly 40 ft. (Su, average), swim 40 ft.",
            "melee": "spiny tentacle +18 (2d8+7 P) or bite +18 (2d6+11 P)",
            "ranged": "spine barrage +18 (2d8+7 P)",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+4",
            "dex": "+5",
            "con": "+2",
            "int": "-3",
            "wis": "+1",
            "cha": "+0",
            "skills": "Acrobatics +14, Athletics +14 (+22 to climb or swim), Stealth +19",
            "languages": "",
            "gear": "",
            "other_abilities": "compression, habitable field",
            "environment": "any (Diaspora)",
            "organization": "solitary or mating knot (2–7)",
            "special_abilities": "Habitable Field (Su) A reklan generates a magical field that makes its surroundings habitable. This field extends in a spherical spread 1,200 feet from the reklan. Within this field, the reklan and other creatures are affected as if by the life bubble spell.\r\n\r\nSpine Barrage (Ex) A reklan can fling its tail spines with a range increment of 60 feet.",
            "description": "Reklans are the result of an ancient sarcesian attempt to make the Diaspora more habitable through magical engineering. In one sense, the attempt succeeded—each reklan can magically provide a habitat comfortable to most Pact Worlds species in otherwise lifeless conditions. However, reklans turned on their creators. A reklan that senses a nearby sapient being immediately begins hunting it, stopping only when seriously wounded or killed, or when the intruder has been devoured. Each reklan has two long, tentacular tails studded with bony spines similar to the creature’s teeth. The reklan usually keeps these tails rolled up, but in combat, it lashes out with them, flicking detachable spines like darts. A reklan also has two sets of smaller front tentacles linked by webs of skin, which it flaps like wings. These tentacles attach just behind the \r\nreklan’s fanged mouth. A typical reklan is only 3 feet long with its tails coiled. Most weigh around 90 pounds, and their spongy flesh allows them to squeeze through tiny spaces. Reklans are native to the Diaspora, where they inhabit ruins they keep empty with their own hunting. They can also fly through vacuum in their magical bubbles. These creatures are usually found alone, although—because each reklan is capable of producing eggs and fertilizing the eggs of other reklans— they occasionally gather in small groups to mate. Over the centuries, reklans have spread throughout the Pact Worlds and beyond, thanks to starfarers who use them as portable life-support systems. If kept carefully contained and unable to sense thought, a reklan is content to hibernate indefinitely, allowing captors to harness the beast’s aura. Such arrangements are dangerous, though, since a reklan that breaks containment inevitably stalks its captors, stealthily moving through ventilation shafts and behind bulkheads to slaughter its prey with cunning efficiency."
        },
        {
            "title": "Robot, Mining",
            "flavor_text": "",
            "cr": "9",
            "xp": "6400",
            "size": "Large",
            "alignment": "N",
            "creature_type": "construct",
            "creature_subtype": "technological",
            "initiative": "+4",
            "senses": "darkvision 60 ft., low-light vision;",
            "perception": "+17",
            "aura": "",
            "hp": "145",
            "rp": "",
            "eac": "20",
            "kac": "22",
            "fort_save": "+10",
            "ref_save": "+8",
            "will_save": "+6",
            "defensive_abilities": "integrated weapons, nanite repair;",
            "immunities": "construct immunities;",
            "resistances": "acid 5,  fire 10",
            "weaknesses": "vulnerable to critical hits, vulnerable to electricity",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "30 ft., burrow 10 ft.",
            "melee": "drill +20 (3d4+14 P; critical bleed 2d4) or integrated andesite magma blade +20 (2d8+15 F & S; critical wound [DC 16])",
            "ranged": "integrated LFD screamer +17 (2d10+9 So; critical deafen [DC 16])",
            "space": "10 ft.",
            "reach": "10 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+6",
            "dex": "+4",
            "con": "–",
            "int": "-2",
            "wis": "+3",
            "cha": "-3",
            "skills": "Profession (miner) +17",
            "languages": "Common (can’t speak)",
            "gear": "andesite magma bladeAR with 3 high-capacity batteries (40 charges each), LFD screamer with 2 super-capacity batteries (80 charges each)",
            "other_abilities": "rock tunneler, unliving",
            "environment": "any underground",
            "organization": "solitary, pair, or shift (3–5)",
            "special_abilities": "Nanite Repair (Ex) A mining robot’s nanites heal it, restoring a number of Hit Points per hour equal to its CR (9 Hit Points per hour for most mining robots). Once per day as a full action, a mining robot can restore 4d8 Hit Points to itself or any touched construct with the technological subtype.\r\n\r\nRock Tunneler (Ex) A mining robot can burrow through stone at half speed, and it can choose to leave tunnels when it burrows.",
            "description": "Mining robots are far from exotic, but neither are they common since they are expensive tools. Such automatons allow mining companies to harvest ore and minerals from dangerous locales, such as airless asteroids and planets with high tectonic activity. A mining robot has an integrated drill arm, a cutting arm, and finer manipulators that allow it to sort through the rubble it creates. A typical model also has built-in harmonic resonators to soften earth and stone, making it easier for the robot to burrow into the ground. Construction and terraforming enterprises employ similar models of these industrial robots. The dwarven mining corporation Ulrikka Clanholdings is known to make the best mining robots the galaxy has to offer. Outfitted with sturdy magma blades, these constructs can slice through rock like a heated knife cuts through butter. Ulrikka sells the robots to other mining outfits as a profitable side operation. The company sells at a premium, and tight contracts ensure a purchaser’s intended usage doesn’t conflict with Ulrikka interests. Occasionally, warriors and gladiators with a flair for the dramatic purchase a defunct mining robot and strip off the drill for use as an exotic and deadly weapon."
        },
        {
            "title": "Tenebrous Worm",
            "flavor_text": "",
            "cr": "8",
            "xp": "4800",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "outsider",
            "creature_subtype": "extraplanar",
            "initiative": "+3",
            "senses": "darkvision 60 ft.;",
            "perception": "+16",
            "aura": "",
            "hp": "125",
            "rp": "",
            "eac": "20",
            "kac": "22",
            "fort_save": "+12",
            "ref_save": "+10",
            "will_save": "+7",
            "defensive_abilities": "poisonous bristles;",
            "immunities": "acid",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "20 ft.",
            "melee": "bite +17 (1d8+11 P plus shadow acid; critical corrode 1d6)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+3",
            "dex": "+3",
            "con": "+6",
            "int": "-4",
            "wis": "+0",
            "cha": "-2",
            "skills": "Stealth +16",
            "languages": "",
            "gear": "",
            "other_abilities": "",
            "environment": "any land (Shadow Plane)",
            "organization": "solitary, pair, swarm (3–6)",
            "special_abilities": "Poisonous Bristles (Su) Bristles of shadow extend from between the tenebrous worm’s armored plates. Each time a creature within 10 feet of the worm attacks it, several of these bristles reactively shoot off at the attacker. The attacker must succeed at a DC 16 Reflex save or take 1d4 piercing damage and be exposed to tenebrous worm poison (see below). An attacker that strikes the worm with an unarmed strike or grapples the worm is automatically damaged and exposed to the poison.\r\n\r\nShadow Acid (Su) A tenebrous worm’s bite delivers a mystical acid that dissolves organic matter into wisps of shadow. In dim light, this acid deals 3d6 acid damage. In normal light, it deals 2d6 acid damage. In bright light or darkness, it deals 1d6 acid damage.",
            "description": "A tenebrous worm is the larval stage of the gloomwing (see page 56), but this young creature is more dangerous than the adult. When young hatch from the eggs a gloomwing lays in an unfortunate victim, the strongest among the hatchlings sometimes kills and eats its siblings. Other times, the larvae remain together in a pack or scatter into the surrounding environment to hunt. \r\nTenebrous worms crave flesh, and they eat it in whatever form they find, it’s already carrion or living prey they’ve hunted down. A tenebrous worm’s belly is pale to the point of translucence, and its organs churn with shadowy fluids visible through its segmented carapace. As the worm grows, these liquids mix and partially solidify, poking out between the creature’s plates to form poisonous bristles. A similar substance fills a reservoir near its mandibles, but this substance turns flesh to shadow that the worm consumes to supplement its diet of meat. When a tenebrous worm has fed enough, it finds a hiding place where it can spin a cocoon of shadowy silk. This chrysalis absorbs surrounding light, reducing nonmagical bright and normal light to dim light in a radius of 20 feet. A tenebrous worm transforms inside the cocoon, emerging after several days as a gloomwing. The cocoon’s remains, tattered gray sheets of silk, lose their light-absorbing properties."
        },
        {
            "title": "Velstrac, Cantor",
            "flavor_text": "",
            "cr": "9",
            "xp": "6400",
            "size": "Small",
            "alignment": "LE",
            "creature_type": "outsider",
            "creature_subtype": "evil, extraplanar, lawful, velstrac",
            "initiative": "+6",
            "senses": "darkvision 60 ft.;",
            "perception": "+17",
            "aura": "",
            "hp": "120",
            "rp": "",
            "eac": "21",
            "kac": "22",
            "fort_save": "+8",
            "ref_save": "+10",
            "will_save": "+12",
            "defensive_abilities": "regeneration 5 (good or silver);",
            "immunities": "cold",
            "resistances": "",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "5/good or silver",
            "speed": "30 ft.",
            "melee": "claw +18 (2d6+9 S plus lingering touch)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "unnerving gaze (30 ft., DC 18), waking nightmare",
            "spell_like_abilities": "(CL 9th) 1/day—nightmare (DC 20), shadow body (see page 52) 3/day—paranoia (DC 19; see page 52) At will—lesser confusion (DC 18)",
            "spells_known": "",
            "str": "+0",
            "dex": "+6",
            "con": "+2",
            "int": "+1",
            "wis": "+4",
            "cha": "+3",
            "skills": "Acrobatics +22, Bluff +17, Mysticism +17, Stealth +17",
            "languages": "Common, Infernal; telepathy 100 ft.",
            "gear": "",
            "other_abilities": "",
            "environment": "any (Shadow Plane)",
            "organization": "solitary, pair, expedition (3–6",
            "special_abilities": "Lingering Touch (Su) A creature that takes damage from a velstrac cantor’s claw must succeed at a DC 18 Will saving throw or the pain lingers in its mind, dealing 1d4 additional damage (2d4 if the cantor scored a critical hit) at the start of each of its turns for 1 minute. At the end of each of its turns, the target can attempt another saving throw to end this effect. Each of the cantor’s additional successful attacks against a creature suffering this effect extends the duration by 1 round. Any form of magical healing ends this effect immediately. This is a mind-affecting effect.\r\n\r\nUnnerving Gaze (Su) A cantor’s appearance causes shock and sympathetic pain. A creature that fails its save against this mind-affecting fear effect is shaken for 1 round.\r\n\r\nWaking Nightmare (Su) Once per minute as a full action, a cantor can mouth a soundless scream to create an illusory double of itself that is Large and even more horrifying. Creatures within 30 feet of and able to see the cantor must succeed at a DC 18 Will saving throw or believe this illusory double to be real. At the same moment, the cantor becomes invisible (as per greater invisibility). These effects last as long as at least one creature believes the illusion, but no longer than 1 minute. Both effects also end if the cantor is ever more than 30 feet away from the illusion at the end of its turn. The illusion appears to attack each round on the cantor’s turn, and the cantor usually attacks the same target, gaining the benefits of both invisibility and stealth. After a creature attacks the illusion, the creature can attempt another save to disbelieve the effect. A creature exposed to this effect is immune to the same cantor’s waking nightmare for 24 hours.",
            "description": "Only about 3 feet tall and weighing no more than 50 pounds, a cantor resembles a human child or halfling whose skin has been flayed, exposing the underlying musculature and connective tissue. Rather than being a bloody mess, however, its flesh is dull and gray. A cantor’s glossy black eyes burn red when the creature becomes violent or uses its vile powers. A cantor velstrac is a fiend that uses its horrific appearance as a weapon. It considers itself to be an instrument in an ongoing effort to help mortals accept the velstrac notion of reality—that pain is a tool of self-exploration and development. Cantors pursue this end through subterfuge and by aiding other velstracs as scouts."
        },
        {
            "title": "Void Ooze",
            "flavor_text": "",
            "cr": "7",
            "xp": "3200",
            "size": "Medium",
            "alignment": "N",
            "creature_type": "ooze",
            "creature_subtype": "",
            "initiative": "+2",
            "senses": "blindsight (vibration) 60 ft., sightless;",
            "perception": "+14",
            "aura": "shadow siphon (20 ft.)",
            "hp": "105",
            "rp": "",
            "eac": "19",
            "kac": "21",
            "fort_save": "+11",
            "ref_save": "+7",
            "will_save": "+4",
            "defensive_abilities": "void adaptation;",
            "immunities": "ooze immunities;",
            "resistances": "cold 5",
            "weaknesses": "",
            "spell_resistance": "",
            "damage_reduction": "",
            "speed": "20 ft., climb 20 ft.",
            "melee": "pseudopod +17 (1d6+11 B plus 1d6 cold and  numb senses)",
            "ranged": "",
            "space": "5 ft.",
            "reach": "5 ft.",
            "offensive_abilities": "",
            "spell_like_abilities": "",
            "spells_known": "",
            "str": "+4",
            "dex": "+2",
            "con": "+5",
            "int": "–",
            "wis": "+0",
            "cha": "-3",
            "skills": "Stealth +19",
            "languages": "",
            "gear": "",
            "other_abilities": "mindless, split",
            "environment": "any (Shadow Plane)",
            "organization": "solitary, pair, or gloom (3–6)",
            "special_abilities": "Numb Senses (Su) When a void ooze hits with a pseudopod attack, the target must succeed at a DC 15 Fortitude saving throw or its senses are shrouded for 1 round as if the creature were in a dark void. The target is blinded and deafened, as well as unable to smell, taste, and feel subtle sensations. A target’s blindsense and blindsight are also ineffective for the duration.\r\n\r\nShadow Siphon (Su) Nonmagical bright or normal light within 20 feet of a void ooze is reduced to dim light. If a dying creature in this aura loses a Resolve Point or spends any Resolve Points to stabilize, the ooze regains 10 Hit Points. If a creature dies in the aura, the ooze regains 10 Hit Points. If the ooze enters the space of a dead creature, the creature’s body disintegrates into fine black ash and the ooze regains 10 Hit Points.\r\n\r\nSplit (Ex) If a void ooze would regain more Hit Points from its shadow siphon ability than its Hit Point maximum, it instead splits into two identical oozes, each with Hit Points equal to half the original’s current total plus half the Hit \r\nPoints the original ooze would have regained.",
            "description": "Void oozes originate from the lightless depths of outer space on the Shadow Plane. They are drawn to open interplanar portals and to areas where the barriers between dimensions are weak. Life, especially when coupled with warmth, attracts these creatures like the stench of death attracts carrion birds. The oozes feed on the subtle negative energy surrounding the dying and recently dead, using that energy to reproduce. These creatures can hibernate indefinitely, and they are inured to outer space and airless environments. Because of these traits, void oozes can be found almost anywhere. Explorers have encountered them on planets (habitable or not), asteroids, and spacedocks. The oozes have also been found aboard vessels that have traveled in the darkest regions of space, where the oozes attached themselves to the hull of a passing starship."
        }
    ]
}
The page title as you'd like it to be seen by the public