Most byakhee have tails as well, sometimes long and sinuous and in others. Creatures with Offense Intelligence scores of 2 or less are immune to Speed fly 60 ft. Su, perfect this effect. This is a mind- affecting effect, but not a negative energy effect. An intelligent creature slain by the caller in darkness has its mind absorbed in its entirety,. Attacks that translucent ooze, this crimson blob reaches out deal sonic or slashing damage do not trigger a amorphous pseudopods in all directions.
A carnivorous blob reduced below the listed Hit Points cannot be Defense HP further split and can be killed normally. Carnivorous Offense blobs move like a typical ooze, rolling out blobs of its fleshy material in haphazard directions, and Speed 20 ft. If a carnivorous blob goes and grab for more than 24 hours without a source of food, Space 30 ft. Special Abilities Absorb Flesh Ex A carnivorous blob cannot eat plant matter or inorganic matter, but it devours living flesh with a voracious speed by dealing Constitution drain on creatures it slams or maintains a grab.
Whenever the blob deals Constitution drain in this manner, it heals 10 Hit Points for each point of Constitution it drains. Excess Hit Points above its normal maximum are gained as temporary Hit Points. As soon as a carnivorous blob has at least 50 temporary Hit Points, it loses those temporary Hit Points and splits as an immediate action. Reactive Strike Ex Whenever a carnivorous blob takes damage, it reflexes lashes out with a slam attack, targeting the creature dealing damage to.
A target made helpless by this ability is conscious but Defense HP can take no physical actions except attempting to break free until the entrapping material is EAC 24; KAC 26 removed. Destroying the entrapping Offense material frees the creature. Any living critical 2d6 bleed creature starting its turn within this aura must Offensive Abilities crystallize, entrap DC 18, succeed at a DC 18 Fortitude save or be stunned 1d10 rounds, hardness 10, hp 10 for 1 round. On the Plane of Brittle Ex Bludgeoning and sonic attacks can Earth and in the deepest caverns of the Material inflict critical hits on a carnivorous crystal.
A Plane, ancient carnivorous crystals grow without successful critical hit from such attacks causes bounds, reaching incredible sizes. The crystal remains immune to precision-based damage, such as damage from sneak attacks.
If a helpless creature fails this save, it becomes petrified as its body crystallizes. In 1d4 hours, the petrified victim shatters and a new. This ability provides a carsian has the appearance of a mantis with diaphanous the ability to leap between landmasses no more webbing between each pair of its four arms, its than feet apart.
Each arm ending not in claws but with paws or more above their prey, they leap out towards each with three opposable digits reminiscent of their prey, unfurling their wings and gliding large fat maggots. If the carsian XP 3, grapples a larger creature, the glide stops rather N Medium aberration than continuing. This extended reach Speed 30 ft. Carsians have webbed membranes Languages Carsian, Common between each pair of arms, and wings down their Gear d-suit II, red star plasma pistol with 1 high- back but they are unable to fly.
A carsian cannot capacity battery 40 charges fly because its wings have neither the strength nor structure to provide the lift required, however, Ecology they do slow descent to a safe and gentle speed. When using its abating glide to traverse between Special Abilities land masses, carsians hold the air they need to Abating Glide Ex When a carsian falls, their breathe in internal extra lungs much like camels reactions and gliding wings can abate the store water in their humps.
A carsian takes Virtually invisible when hunting in forests and full falling damage from unexpected falls of up jungles, wild carsians is greatly feared by those to 20 feet. They reduce falling damage by 10 travelling through such lands.
A hunting carsian feet when falling up to 50 feet. Any fall greater is almost preternaturally patient, waiting for days than 50 feet provides sufficient time for the for a target to pass by. Making a gliding lunge as carsian to begin gliding.
If a carsian can prepare an ambush tactic, many wagons are found with for a fall, they can glide immediately as they no trace of riders or occupants anywhere. Other Abilities otherworldly mind. Those who fail take 1d4 points of Wisdom damage and are confused for 1d6 rounds, and the divination effect immediately ends. Star-Shriek Ex : Once per day as a full action, a cerebric fungus can unleash a shrill scream of madness. All creatures except other cerebric fungi within 30 feet must make a DC 14 Will save or be nauseated for 1d4 rounds.
This is a sonic, mind-affecting effect. Touch of Madness Sp : The cerebric fungus may daze one living creature on a critical hit. Creatures Will save, or it becomes dazed for 1 round per within 60 feet that can see the fungus must caster level 3 rounds for most cerebric fungi.
This is a mind-affecting effect. This is a mind-affecting enchantment, equivalent to a Cerebric fungi are a race of carnivorous, 2nd-level spell. Although they are one of the lowliest life forms on their Unsettling Appearance Su : A cerebric fungus homeworld, the fungi still possess an alien intellect constantly scans the minds of those around it, far beyond that of most terrestrial creatures.
Some eccentric scholars claim to have learned unsettling secrets from these interrogations. Although capable of fine manipulation with their prehensile filaments, cerebric fungi normally forgo the use of weapons in favor of their natural attacks. Dexterity drain. Mounting itself onto a corpse is a full-round Speed 10 ft. Of genius and Other Abilities steal body entirely alien intellect, a typical ceroptor appears Ecology almost as an oversized, hideous head trailing long ganglion-like structures of thick cartilage.
Environment any Parasitic predators, they capture, enslave and Organization solitary, pair, or mass breed the various humanoid races as if they were cattle. This mounting process Inserting the ganglion deals 1d4 points Dexterity kills the humanoid host, although the body can damage.
When the eggs hatch, a brood of tiny ceroptor larvae eats its way out of the corpse. Ceroptors 60 ft. The original form uncanny agility dies, but the same personality lives on in the new form. In this way, they are somewhat immortal. Offense How ceroptors originally traveled between the Speed 40 ft. Inserting the ganglion deals 1d6 points Ecology Dexterity damage. For each round thereafter, for Environment any as long as the ganglion remains inserted, the Organization solitary, pair, or mass ceroptor swarm continues drawing fluids dealing an additional 1d6 points of Dexterity damage.
The creature bright, reflective silver carapace. Its legs are dull has a particular fondness for dwarf, gnome, and silver and its oversized mandibles are black. A dull bugbear flesh. Chain worms often build their black stinger is located at the rear of its body.
Offense Chain worms stand nearly 6 feet tall and are Speed 30 ft. Its tail stinger is about a foot long and black as it ages, its tail stinger changes to dull gray. If a chain worm grabs a foe in its mandibles, it holds it and Ecology repeatedly stings it until it is dead.
Special Abilities Elusive Su Chain worms are rarely encountered unless they wish it. As a full action while in darkness or shadows, a chain worm can move up to its run speed ft. In addition, except when in combat, a chain worm is considered to be under the effects of a nondetection spell caster level 12th. Trilling Ex By rapidly vibrating its carapace, a chain worm emits a high-pitched trilling sound that stuns and deafens all creatures within range.
All living creatures within 30 feet that hear it must succeed on a DC 19 Fortitude save or be stunned for 1d4 rounds and deafened for 24 hours. Though at any particular second a Offense chaos beast may appear to have dozens of limbs, whether claws, tentacles, stingers, and so on, Speed 20 ft.
Unless the victim manages to control the effect see below , its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Speed is reduced to 10 feet or one-quarter normal, whichever is less. This is a curse effect. A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save this check DC does not vary for a chaos beast with different Hit Dice or ability scores.
Cure If the victim manages to retain a corporeal shape through force of will or by magic for 3 consecutive minutes, it removes the curse and returns to its original form. Most are [DC 13] created from the corpses of humanoid creatures Space 10 ft. Tactics During Combat The chimeric corpse attacks the nearest creature, making full attacks whenever possible and striving to tear its opponents to pieces.
Great ooze with a non-reach melee weapon is dealt chunks of ooze boil upwards and splash back into 2d12 acid damage. Any kinetic melee weapon its horrific bulk. The latter is rare in the extreme N Colossal ooze for reasons outlined below. Another conjecture has the drow creating them through alchemy. Whatever caused Speed 30 ft. In general, consuming a creature Offensive Abilities breath weapon ft.
Ecology There are, of course, dangers with the ooze. This provides breathable air within 30 feet of a choke ooze even in a vacuum and diminishes the effectiveness of gases and clouds within 30 feet.
Envelop Ex This ability functions as swallow whole, except that the choke ooze can continuing using envelop normally after a creature cuts its way out. Accordingly, the grubby lair Offense of a choker often situated in a difficult-to-reach nook or cranny usually contains valuable objects Speed 20 ft.
Special Abilities Strangle Ex Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components. Quickness Su A choker is supernaturally quick. It can take an extra move action during its turn each round. Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless caverns and in the cracks and crannies of grimy cities or even spacecraft and space stations when curiosity leads them to investigate, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by.
They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack. Chokers walk with a disturbing, almost comical gait due to their extremely limber legs. Weighing only 35 pounds and standing no taller than a halfling, chokers have no problem skittering across.
Behind it whips a at a Will save or be affected by hold monster for menacing tail of segmented bone. Cloakers are immune to these sonic, mind- Defense HP 77 affecting attacks. A typical Statistics specimen has an 8-foot wingspan and weighs pounds. A rare few are priests of Special Abilities ancient gods, leading cults of cloakers and skum to undertake all manner of hideous rites and working Engulf Ex A cloaker can try to wrap a Medium toward singularly sinister goals.
The cloaker attempts a grapple that does not provoke an attack of opportunity. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim. Moan Ex A cloaker can emit an infrasonic moan as a standard action, with one of four effects. Fear: All creatures in a foot spread must succeed at a Will save or become panicked for 2 rounds.
Space 15 ft; Reach 15 ft Clockwork leviathans are 25 feet long and weigh Offensive Abilities breath weapon 60 ft line, just over 3 tons. It stands 7 feet tall. Its creator can equip a clockwork mage with different spell gems to allow it to fulfill different roles. They cast 0-level and 1st- level spells at will, 2nd-level spells 6 times per day, and 3rd-level spells 3 times per day. With the ability to wield most weapons with full proficiency, Defense HP 90 clockwork soldiers are versatile and wholly unpredictable foes.
They are Immunities construct immunities; 6 feet tall and weigh pounds. Weaknesses vulnerable to electricity. Ecology Environment any Organization solitary, pair, trio, troop , or company Special Abilities Efficient Winding Ex A clockwork soldier can function for a number of days equal to 2 x its CR every time it is wound.
Proficient Ex A clockwork soldier is proficient with basic and advanced melee weapons, small arms, longarms, heavy weapons, and grenades. Standby Ex A clockwork soldier can place itself on standby as a standard action. While on standby, a clockwork soldier cannot move or take any actions. It remains aware of its surroundings but takes a -4 penalty on Perception checks. Time spent on standby does not count against. Once a clockwork spy begins recording sound, it cannot cease recording early. During this round, the thing shrieks and thrashes about Defense HP 12 as if undergoing convulsions.
A Speed 30 ft. As they are less Ecology combat-oriented than many other clockworks, if a clockwork spy is caught in the act of recording its Environment any target, escape is usually the most practical course Organization solitary of action for it.
Clockwork spies are about 2 feet Special Abilities wide from leg to leg and weigh less than 40 pounds. The clockwork XP spy can record up to 1 hour of sound per Hit N Tiny construct magic, technological Die it possesses. These their recordings. The creator of a Other Abilities recording, winding clockwork crafts a unique key for each creation. Turning the Poison Cache Ex The clockwork assassin drone key counterclockwise has the effect of winding can carry a dose of poison among its inner the machine down, though only a willing or workings, to be injected with its sting.
Extracting completely helpless machine will allow itself to be any unused doses of poison from a disabled unwound in this way, meaning either its creator drone takes one minute and a successful DC 23 or someone its creator has specifically designated Engineering check. On a failed check, the poison can normally do so.
Since each key is totally is instead destroyed. These particular drones are unique, construction of a new key or bypassing outfitted with blue whinnis. Some clockwork spies are modified for infiltration and assassination, armed with deadly poison and more sophisticated surveillance equipment than ordinary models.
A creature that is under the effects of an stifling sense of latent malignancy. This touch attack targets EAC. If it feeds on a single creature, the colour Weaknesses susceptible to force effects must have line of sight and be within feet of the target. If it feeds on a region of plant and Offense animal life, it only needs to be within that region.
It can attempt to feed on a region once per week, Speed 30 ft. Feeding on a region Space 15 ft. If this saving throw fails, the victim takes Environment any 1d4 points of Charisma drain and Constitution Organization solitary drain. While under this effect, the colour-blighted simple template graft.
Its aura of lassitude and crumbles away to expose the semisolid mass of feed ability is blocked if the colour is completely a larval colour that seeps into the surrounding entrapped by force effects. Although a colour is incorporeal, and thus able to move through solid objects, it can also The deepest, strangest parts of space hold truly exist as a free-floating, eerie radiance.
When a colour has absorbed to countless worlds. Its glow is unlike any seen in nature. Sometimes, enough remains of the and survive sometimes describe the radiance parent colour to survive on its own, and in these or portrayed it in art as a sinister, green-gray cases the life cycle repeats again and again. Areas illumination, but these depictions are flawed blighted by a colour out of space are singularly reproductions.
To witness the colour out of space recognizable, not only for the eerie pallor of local is to know there are things no humanoid mind can plant life and large swaths of blasted, barren fully comprehend, describe, or explain.
These unfortunate, deformed Very little is known about the life cycle of a colour individuals, known as colour-blighted creatures, that dwells in the depths of space, for it is only never live for long, but while they do, their when it comes to a planet to grow and reproduce madness often drives them to violent behavior, be that other life forms encounter it.
Required Creature Type: Aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid. Traits: Blighted Su : In order to remove this simple template from a creature, one only has to restore all of its drained ability scores to normal.
It can choose for this damage Init 3; Senses darkvision 60 ft. Defensive Abilities incorporeal, plasma form; Plasma Form Ex A comozant wyrd is composed Immunities cold, elemental immunities of heatless plasma; it gains the incorporeal ability but cannot exist within in a solid object. Offense It must begin its turn attached to a solid object Speed 20 ft. Su, good size Small or larger or else it takes 5 damage.
Storm Speaker Sp A comozant wyrd can cause Tactics storms in an area to intensify or dissipate by During Combat If confronted with violence, the concentrating for 10 minutes. A comozant wyrd appears to be approximately Statistics 3 feet of heatless blue or violet plasma jutting from solid, protruding objects. Comozant wyrds are most often encountered Illuminating Flames Su As a standard action, in the hearts of the greatest storms or high a comozant wyrd can extend an aura of buzzing in the atmosphere during auroras or other static electricity reminiscent of flames around all magnetospheric events.
They have no society penalty on Stealth checks; this effect persists as such and rarely speak even to those fluent in until the wyrd is out of range. The comozant wyrd Auran, preferring to communicate in a more primal can communicate empathically with creatures.
For instance, when first encountered, a wyrd apparently does not understand how different from itself mortals are, or how dangerous storms are to mortal creatures.
Overlying everything is an unsettlingly alien but somehow childlike inquisitiveness, mixed with rage or fear if the wyrd feels threatened. The corpse is floor, with large round stones decorating the silt then expelled so the seed can absorb nutrients nearby. Immunities plant immunities With practice, a creature can convert water to Offense breathable air as it passes over the crystals.
A pouch contains four pinches. The tree curls around its prey, reinforcing its own outer flesh and changing colors to represent mud or stone. Conch trees are frequently cultivated as living barriers, unsporting hedges against unwanted incursions.
After centuries of breeding and experimentation, they developed an instinct for discerning regular travelers among their groves from visiting prey. In the wild, entire schools of fish can vanish instantly over a conch grove. Conch trees reproduce by implanting a single. These once bright, ethereal and mysterious changes to their environment or Plane can become creatures are now reduced to things of darkness, corrupted beyond recognition.
These former like clouds of nothingness with fangs and claws elementals cluster near their homes, or what of black glass. The wraith-like abominations sow remains of them, yearning for normalcy. Over time, ruin in their wake. Blessedly, the creatures are these pitiable creatures corrupt the very landscape exceptionally few in number, but their appearance around them as if in their own, agonized way they seems almost random, with no specific world laying seek to reverse the changes that created them.
The ice, however, only traps them wood seems a twisted mockery of the humanoid fully during the colder months, and when they do form. Sickly light seeps in through the otherwise surface during the summer thaw, they rampage hollow eye sockets of its assorted craniums.
Languages Sylvan Twisted into viscous, crimson aberrations, blood elementals are the remains of water elementals Ecology left stranded from their homes. Blood elementals are most often encountered by mining Special Abilities operations that accidentally drill or tunnel into the Bone Break Aura Ex The elemental radiates salt domes that most frequently serve as their an aura that affects bones and wood, gnawing at prisons, releasing them to wreak their own manner their structural integrity.
Creatures within a of poisonous havoc. Additionally, airless depths of space. Those encountered by creatures that fail the save take 1 point of ships in transit are an incredible danger as they Dexterity damage each time they take damage possess the ability to consume atmosphere, leading from a bone elemental while still exhausted. Elemental Immunities Ex Elementals have Radiation elementals are the brilliant, deadly immunity to the following effects: bleed, critical evolution of corrupted fire elementals.
They blight hits, flanking, paralysis, poison, sleep effects, and warp huge stretches of forest, leaving it and stunning.
In addition, it can blue-white radiation. Its burrowing leaves behind no tunnel, enveloped within asteroids. The ruin elementals nor does it create any bulge or other sign of its seem obsessed with destroying any newly built presence.
Additionally, when a bone elemental structures, making them a bane upon settlements emerges from any material it traversed using and mining operations. Its face is that of a three-eyed wolf with Special Abilities the jaws of a saber-toothed tiger. A cloud of globular soul-stuff cloaks the cloud of dust at its feet. Any attempt to resurrect a 60 ft. Once effects, disease, poison; Resistances cold 30, a soul is consumed, only miracle or wish can electricity 30, fire 30; SR 30 restore the creature to life.
As a swift action, an obcisidaemon can consume a soul from its cloak Offense to achieve one of the following effects. Ecology Scorched Earth Su A creature that dies within Environment any Abaddon 60 feet of an obcisidaemon and is not drawn into. Fortitude save or its body is utterly consumed These paragons of inhumanity arrive in the heart in unholy fire equivalent to the effect of a of great cities and leave only wastelands of rubble disintegrate spell.
Where an obcisidaemon walks, not even the ghosts of the dead remain to The obcisidaemon personifies the darkest elements lament the destruction, for the daemon wipes out of war. Obcisidaemons strip away the veneer of not only innocent individuals, but also their entire honor and battlefield glory, leaving only the brutal histories and bloodlines, ensuring that no future and violent pragmatism at its core, and then divest exists for its victims in any sense of the word.
Reflecting the disgraceful of 30 feet, and weigh over 15, pounds. A creature that makes this save is sprouts from the rusty steel-scaled body of this immune to the effect for 24 hours. A creature multi-limbed insectoid monstrosity. A derghodaemon Aura feeblemind DC 19 cannot use its spell-like abilities or rend attack in any round in which it uses its feeblemind aura.
If it makes a full attack and hits a target with two or more claw attacks in Offense the same round, it can cause tremendous damage Speed 40 ft.
In addition, a prisoner daemon can spend 1 Offensive Abilities rending claws, sickening Resolve Point as a standard action to attempt critical, swarm summoner a special coup de grace attack.
Swarm Summoner Sp As a swift action, a Cloud of Misery Su A prisoner daemon is always prisoner daemon can summon a single wasp accompanied by a symbiotic adamantine wasp swarm to appear at any point within 30 feet. The swarm. Daemons action. The swarms remain for 1 minute or until are immune to this effect, but all other creatures destroyed. The daemon can use this ability three must succeed on a DC 19 Will save to resist times per day.
All swarms must appear within lunatic asylums and in the laboratories of mad 60 feet of the daemon, but they need not be scientists. These insectoid creatures roam the adjacent to each other. Outer Planes, seeking gateways to prison planets Swarmwalking Su A prisoner daemon is and secret institutions of evil experimentation, immune to damage or distraction effects caused where they hunt the deranged and dying in the by swarms.
A prisoner daemon stands 9 feet tall and weighs pounds. It one studies its twitching visage. Defensive Abilities unusual anatomy; Immunities poison; Resistances cold 30, These eerie denizens travel the universe from their electricity 30; SR 19 strange homeland of Leng, walking uncontested only Offense when they disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and Speed 40 ft.
Special Abilities Dexterity Drain Su The otherworldly teeth and tongue of a denizen of Leng deal 1d6 points of Dexterity drain with a bite. Constructs, elementals, and other creatures that do not possess flesh are immune to this effect. A successful DC 18 Fortitude save reduces the Dexterity drain to 1 point. It is immune to Resistances sonic 30 the effects of its own destructive harmonics. A destrachan whose sense of hearing is impaired Offense is effectively blinded.
It has no eyes, and is completely blind, Space 10 ft. This habit serves them well, since they often kill more than they can immediately consume. Ecology They often hunt in packs, using a complex series of clicks, shrieks, and whistles to communicate with Environment underground each other.
Destructive Harmonics Su Every 1d4 rounds, a destrachan can project a blast of sonic energy in a cone up to 80 feet long or in a foot radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect but can only create one of these effects with each use of this ability.
Destruction: All creatures within the area of effect of the destructive harmonics take 9d6 sonic damage DC 16 Reflex halves. If the destrachan wishes, this effect can instead deal nonlethal damage rather than sonic damage. A devourer tormented ghostly form. A soul that is completely undead immunities; SR 22 consumed may only be restored to life by a miracle or wish.
Returning with Feats Blind-Fight, Cleave warped bodies, alien sentience, and a hunger for Languages Abyssal, Celestial, Common, Infernal, life, devourers threaten all souls with a terrifying, telepathy ft. These withered corpses stand 10 feet tall but weigh a mere pounds. Ecology Environment any Organization solitary. A DC 20 Fortitude save reduces this damage to 2d A devourer can hold only one soul at a time. The trapped essence. When a velociraptor makes a charge in this way, it deals double The tyrannosaurus is an apex predator that damage with its talon.
A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of Medium or even Large creatures. Its leaping charge attack grants it a significant advantage against foes in thick underbrush. A person.
Divymms are immune to fatigue, Defensive Abilities hardness 2; Immunities exhaustion, nonlethal damage, bleed effects, sentient construct immunities disease, paralysis, and poison unless those Offense effects specifically effect constructs. A divymm is not subject to ability damage or ability drain to Speed 30 ft. Languages Belligren, Common Any numerical bonuses, penalties, or other Other Abilities offline reverie, repair, sentient modifiers from morale, fear, and emotion-based construct, unity lifeforge effects are halved for a divymm.
Equipment pulsecaster pistol with 2 batteries 20 Divymms do not naturally heal hit points but charges each do naturally heal ability damage as normal. Ecology Spells and supernatural abilities that heal hit point or ability damage to living creatures cure Environment any only half the normal number of hit points. Spells Organization solitary, pair, or gestalt and abilities that heal constructs such as make whole function normally.
A 4th-level or higher Special Abilities mystic cure can restore a divymm to life as if he Offline Reverie Ex : As a full-round action, or she were a living creature.
While in offline reverie, spells or per day. All divymms the divymm. However, the divymm responds to instinctively know that they serve a common changes in external conditions or bodily harm purpose and while they may have differences of as if asleep.
A divymm can remain in offline opinion, one divymm cannot knowingly attack or reverie indefinitely and can exit this state after a harm another. Divymms come in many different shapes and Hit Points: 6 sizes, apparently suited for a variety of purposes at Size and Type: Divymm are Medium constructs the time of their construction.
Some are completely with the sentient subtype. Given sufficient time and resources, from durable materials and gain hardness 2. Offline Reverie: See page Divymms often have a glowing rune or sigil on their Sentient Construct: See page The divymm are an enigma: a race of intelligent Nevertheless, at the present time, the divymm are constructs and androids, created long ago by the an important part of the Bellanic Accord, defending ancient Patrons, though whether the divymm were the multiverse from malevolent incursions.
Not even the divymm know, for they lack any memory or knowledge of their makers. Elder members of the Bellanic Accord have recently activated a number of divymm, but lately many others have come out of suspended animation on their own, as if in response to some unseen trigger. A divymm is a mind and living soul in a constructed body. Divymms are physically powerful, and intellectually cognizant, but are often emotionally detached. Their purely mechanical body presents an emotive obstacle between their psyche and those around them.
Divymms often find their emotions seemingly diluted by how they artificially interface with their environment. Divymms each have their own unique personality and identity and many work hard to convey who they are to those around them. Despite their physical forms, most divymms strongly identify themselves as having a specific gender.
Divymms are known to react badly. Those who fail are entangled until the patches Defense HP 20 of goo are removed. The goo can be removed by taking a full action to fling off the globules.
It bonds with such matter rapidly and tenaciously, Speed 10 ft. The enzymes Space 10 ft. Environment any Organization solitary, pair, or pool Special Abilities Caustic Caution Ex When a dolorous ooze takes more than 3 points of acid damage, it is forced to move at least 5 feet away from the source of the acid damage on its next turn DC 15 Fortitude negates. Ooze Immunities Ex Oozes have immunity to the following effects, unless the effect specifies that it works against oozes: critical hits, mind- affecting effects, paralysis, polymorph effects, poison, sight-based effects, sleep, and the stunned condition.
Paralyzing Slime Ex Dolorous oozes are composed of chemical depressants. This is a mind affecting effect. Creatures immune to poison are immune to this effect. Immunities fire, paralysis, sleep, vacuum Weaknesses vulnerability to cold Distant cousins of the outer dragons, meteor Offense dragons spend most of their life cycle in the vacuum of space. Over countless millennia, Speed 40 ft. Left to their own devices, the burst, ft.
They find adamantine alloy, batteries, and the power Statistics cores of starships particularly satisfying. Anyone failing their saving throw against the breath weapon is pushed ten feet away from the center of the burst with the dragon choosing the exact destination if that is unclear. Hibernation Ex All cold damage is treated as nonlethal damage by the meteor dragon.
A dragon reduced to 0 hit points by cold damage or suffocation goes into a state of deep hibernation,. Instead of these actions, it may instead make an Instead, they lord over the endless space between engineer or science officer action.
Perception, and Piloting skills equal to its tier and a Base Attack Bonus equal to its tier. I know its a very short and brief re [ See All Ratings and Reviews. Browse Categories. Rule System. Apocalypse World Engine.
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Lee , J. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.
The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable.
Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background. For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. A robust selection of template grafts gives you the tools you need to populate any planet with environment-appropriate fauna, and racial rules for many of the new species let you be the alien!
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Outfit yourself with the latest and greatest new weapons, armor, and other gear, from high-power explosives to alien relics that surpass conventional science. Or incorporate technologies directly into yourself, whether you're installing advanced cybernetic augmentations or playing Starfinder's newest class: the nanocyte, whose body hosts an army of robotic nanites that obey her commands!
Outrace the speediest threats by customizing your own space-age vehicles, and overcome even the toughest foes by piloting powerful battle robots using the all-new mech combat system!
Seize the future with additional options for every class and articles exploring every aspect of science-fantasy tech from advertising and music to virtual intelligences and security systems. Join in the Starfinder Tech Revolution! Trapped on the Shadow Plane, the heroes' only hope of returning to the Material Plane is to find and destroy the mad scientist whose machinations put them in this predicament.
At a creepy spacedock controlled by worshipers of a god of darkness and pain, the PCs are able to retrieve a shadow version of their starship to fly back to the asteroid where the campaign began. Fighting past disturbing vessels piloted by shadowy fiends who want to flay them alive, the heroes arrive at a twisted place where the moans and screams of unseen beings echo through unfamiliar halls. At the center of this web, the heroes confront the evil scientist, who has been transformed through her experimentation with pleasure and pain.
With her notes and the use of partially living machinery, the PCs can cure themselves of their corruption and find a way home! The adventure concludes the Signal of Screams Adventure Path, a 3-part, monthly campaign in which players race to find the source of a mystical signal that warps both minds and bodies. It also includes advice for how to continue the campaign, an exploration of the Shadow Plane, and a selection of horrifying new monsters.
Each monthly full-color softcover Starfinder Adventure Path volume contains a new installment of a series of interconnected science-fantasy quests that together create a fully developed plot of sweeping scale and epic challenges. Each page volume of the Starfinder Adventure Path also contains in-depth articles that detail and expand the Starfinder campaign setting and provide new rules, a host of exciting new monsters and alien races, a new planet to explore and starship to pilot, and more!
The heroes must infiltrate a secluded Azlanti science facility and liberate the captive scientists forced to study an experimental starship drive to keep it out of their enemies' hands.
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