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With an eBook we could get a responsive design that changes its. Skip to content Home. Search for:. When not on the move, carrion wheels bury themselves so that only their tentacles remain aboveground, resembling desert brush. Unless starving or if the winds blow just right , the creatures survive as ambush predators, snatching any suitable meals that approach within striking range of their hiding spots. Although fairly unintelligent, carrion wheels can capably mimic a variety of flora by posing, flattening, and wafting their tentacles.

In a few confirmed cases, injured carrion wheels have split apart and survived as separate organisms, yet on Aucturn this method seems an anomaly rather than the norm. Instead, the creatures somehow seed the landscape to trigger mass birthing events on Aucturn in which hundreds of fluid-filled pustules appear on the landscape overnight. Over the course of three days, these blisters balloon from apple-sized welts to throbbing, cow-sized cysts.

On the fourth day, they burst in foul geysers, and each release an adolescent carrion wheel that swiftly whirls away in search of prey. In addition to releasing young aberrations, these ruptured boils leave behind strange tunnel networks, suggesting the carrion wheels might even originate belowground and only emerge above at a later life stage. However, the few attempts to explore these fetid tunnels have ended in tragedy. Instead, most explorers are content to listen at the tunnel entrances, from which messages in Aklo and unidentifiable languages periodically waft.

Rarely, one of the creatures develops a taste for the substance, after feeding on the ichor directly from the planet or feeding on an orocoran Alien Archive 90 fat on the fluid.

The ichor makes carrion wheels especially powerful, cunning, and aggressive. As they feast, ichor wheels seem to enjoy collecting souvenirs sometimes valuable treasures, but more often leftover bones and viscera that they adhere to their bodies in a macabre expression of individuality.

Carrion wheels are native to Aucturn, but are occasionally found on other worlds. Rare specimens crop up on a variety of planets, thriving in colder, drier environments. It remains unclear how the creatures spread, though the leading theory proposes that biological matter from Aucturn can spontaneously develop into carrion wheels if visiting starships fail to properly sterilize. Any number of factors could contribute to their spread, which drives researchers to subdue and collect rogue carrion wheels across the galaxy in search of answers.

If the target takes bludgeoning, piercing, or slashing damage while inflamed, the boils burst, dealing 4d6 acid damage to the target and all adjacent creatures; adjacent creatures can halve this damage with a successful Reflex save. Natural Thruster Ex Three times per day as a swift action, a cloud skate can gain a burst of speed until the beginning of its next turn.

During this time, it doubles its fly speed, gains Spring Attack as a bonus feat, and deals an additional 1d8 damage with its tail lash attack. Gliding dreamily through the cloudy ecosystems of Bretheda, Liavara, and other gas giants, cloud rays move with fluid grace and terrifying speed. Schools of these majestic predators periodically flock in the dozens, grazing on clouds of drift algae in the upper atmosphere for months before descending into the thick, lower atmosphere to actively hunt larger prey.

Like many Brethedan creatures, a cloud ray almost constantly filter feeds. When in distress or in pursuit, a cloud ray ejects a portion of this gas into its blast siphons, specialized organs located on either side of its body.

Deadly heat can accidentally trigger the volatile gases, causing a cloud ray to detonate in a dangerous fireball. Smaller and more social cousins to cloud rays, cloud skates remain together in small hunting packs when they enter their aggression cycle.

Cloud skates tend to act more skittish, however, and keep their distance from settlements. Though cloud rays travel in small groups during their passive cycles and when breeding, they hunt alone once they enter their aggression cycle. Mature males typically maintain their active cycles for longer periods, lurking in the soupy lower atmosphere, and they periodically jostle each other in finslapping dominance displays that echo hauntingly for miles.

Like most Brethedan creatures, cloud rays can easily shift their sex to adapt to their social surroundings, but once an adult shifts to male, it generally remains too aggressive and isolated to shift to another sex. After rising to the upper atmosphere to mate, a female deposits her eggs in delicate wisps kept aloft by the wind.

These eggs hatch several weeks later, and the tiny rays shelter within drifting plant habitats for a few months before growing large enough to set off in search of richer nutrition. Reaching adulthood takes roughly 15 years for a cloud ray or 9 years for a cloud skate, after which either species can live as long as a century—if not killed for food before then. Despite their fish-like appearance, the predominantly warmblooded cloud rays supplement their warmth by basking in sunlight and adjusting their coloration to absorb or reflect more solar energy.

Their movements generate electrical charges that they store in an organic capacitor at the base of their tails and can discharge into prey. However, the smaller cloud skates possess only a rudimentary version of this organ that merely absorbs minor charges and gradually releases them as an underdeveloped form of electroreception. Cloud rays can flourish on almost any gas giant, and domesticated rays can even survive in the skies above terrestrial worlds with proper supplements.

Ex, perfect Melee Attack tail lash S Space 15 ft. Reach 15 ft. During this time, it doubles its fly speed, gains Spring Attack as a bonus feat, and deals additional damage with its tail lash equal to half its level. Raised to smaller sizes than their wild counterparts, they serve as ideal companions for groups or industrial use in aerial environments. Their ability to survive by grazing on floating algae and lichen makes them more reliable than many vehicles in isolated frontiers.

Careful control over what and how much the beast eats helps keep them in their docile grazing cycle and suppresses their combustible death throes as well. Most cloud rays bond to a single master, becoming notoriously difficult with new riders. They can treat high or low gravity as standard gravity or treat standard gravity as high or low gravity.

These adjustments affect only the copaxi and anything they carry, but not thrown weapons. The Signal changed copaxi society forever in 3 ag when copaxi inventors discovered how to refine copi into a semiorganic alloy suitable for constructing starships.

These differences led to violence and, eventually, all-out war. The ensuing struggles toppled the established order, nearly destroyed copaxi mystical traditions, and led copaxis to abandon their flying cities in pursuit of industrialization.

Fewer still know the history of robotic life on the planet, for the government strictly monitors such technology and has instilled a superstitious fear of anything resembling a sentient machine in the populace.

Copaxis have long enjoyed an affinity for solarian techniques, particularly minor feats of gravity control, though their current powers encompass only a shadow of what the species once accomplished with their full copi connection. A copaxi is a colony of individual, genetically identical polyps that have developed into an anthropomorphic form.

Each polyp includes five feeding tentacles, about 2 inches long, that facilitate filter feeding. Their segmented, calcium-rich exoskeletons sometimes develop elaborate horns and head crests that serve as unique identifiers for a copaxi. Blindsense: Copaxis have blindsense scent with a range of 30 feet. Gravity Adjustment: See page Natural Communicator: A copaxi quickly adopts new forms of communication.

Each time a copaxi gains a rank in Culture, they learn two languages rather than one language. Regenerative Evolution: A copaxi gradually reshapes their body and neural networks to overcome new challenges. Each time a copaxi gains a level, they can retrain all the choices of one previous character level, as though they had used a mnemonic editor Core Rulebook They must have qualified for any new selections at the retrained level. This is a ranged attack against EAC that has a range increment of 20 feet.

Virtual Mortality Su As a standard action, an alucidaemon can focus on a single living creature within 60 feet that has immediate access to a personal comm unit or datapad. Unless the target succeeds at a DC 15 Will save, the device immediately activates a vidgame that compels the target to play it.

While the vidgame is active, the target takes a —2 penalty to AC and saving throws. The target can take a move action to play the vidgame, allowing it to attempt another DC 15 Will save to end the effect.

This is a mind-affecting effect. Hazardous Reality Su An alorbidaemon can distort reality around themself. Each creature within feet of the alorbidaemon must succeed at a DC 21 Will save or take a —2 penalty to saving throws against illusions; this penalty persists while the creature remains in the aura and for 1 minute afterward.

Originating from the desolate plane of Abaddon, daemons strive to end all life in existence—even destroying themselves after snuffing out or consuming every other soul. Both alucidaemons and alorbidaemons prey upon those who lose themselves in digital media.

The former drain the life from those who grow obsessed with vidgames. Especially dangerous, alorbidaemons arise from the souls of wicked sensates who perish while engrossed in virtual reality as their bodies withered from neglect.

Alucidaemons take the form of gaunt, child-like figures, their eyes covered by a visor feeding them various realities while they watch in slack-jawed awe. Nearly all of them move with the help of a floating pod that serves as an extension of their bodies; they control its movements with the mechanical gauntlets permanently locked onto their withered hands. Alorbidaemons appear as horrible amalgams of several alucidaemons, joined together in a connected set of pods to form a single body.

A typical alucidaemon is 3 to 4 feet tall but weighs pounds due to their mechanical components. D Prerequisites: Profession vidgamer 7 ranks D Benefit: Your dedication to vidgames of all types has provided you an eclectic array of trivia and skills. Once per day, you can attempt a Profession vidgamer check to identify a creature in place of using Engineering, Life Science, or Mysticism.

The beetle can initiate this travel only while within 10 miles of an ongoing solar flare or similar stellar phenomenon. Offensive Abilities breath weapon ft. Scrap Ex See above. Solar Slingshot Ex See above. True to their name, sun-scrappers industriously scrabble about the middle layers of stars, chasing after any asteroids, derelict wrecks, and other debris that has survived the heat of entering the sun and dissecting and gathering the wreckage into large junk spheres.

These collectors periodically gather in crews for safety or, rarely, to push about a single massive scrap ball. Of course, proper debris rarely lasts long after colliding with the sun. When stymied in their search, dawn beetles seek out sunspots, angle themselves toward distant stars, and wait for a solar flare. The eventual explosion hurls the beetles through space at tremendous speeds. Some crash into other stars, where they begin their hunt anew.

Others reach far-flung planets, where the beetles quickly scavenge the most promising scrap around. Though these intrepid colonists mean living creatures no harm, the beetles not only devastate buildings and vehicles, but they also periodically misidentify and capture live prey who they stubbornly try to incorporate into their junk balls.

Unfortunately, dawn beetles that miss their targets float haplessly and indefinitely, in rare cases colliding with unsuspecting starships and space stations that they adopt as their new homes. Thanks to their plodding compliance, dawn beetles are rather easy to domesticate.

With the proper saddle to dissipate the heat, a rider can direct their mount like a living tractor, pushing objects and demolishing structures. They believe those who can ride core-divers bareback without being burned are especially blessed.

A sun-scrapper becomes anxious unless regularly provided junk and a place to store it, but properly bribed, it remains content to live with others for years. Core-divers, on the other hand, rarely remain on the surface long enough to serve as long-term companions. Melee Attack bite P Space 10 ft. Reach 5 ft. Solar Slingshot Ex See page Singular Attraction Ex A deadfall stalker easily transfers grabbed prey into its maw. Those who survive encounters with these beasts sometimes report the soft tapping of a nearby stalker as it hauntingly raps on nearby surfaces to listen for echoes and prey.

As ambush hunters, deadfall stalkers quietly patrol their territory on the lookout for prey to catch unawares. Once in range, a deadfall stalker scrabbles to pin down its prey with its legs before passing the immobilized meal into its jawless maw, which relies on suctioning force to crush and swallow food whole.

Within a few days, the stalker finds a safe place, hunkers down, and locks its limbs against one another in order to tear itself apart, undergoing binary fission. In addition to creating two healthy deadfall stalkers, each with ALIEN ARCHIVE 4 half the number of legs as the original, this process snaps the singularity in half, releasing a powerful shock wave that registers on seismometers, breaks windows, and occasionally triggers cave-ins.

The two halves barely acknowledge each other before skittering off to go their separate ways, gradually growing a full set of legs over the next several months.

Deadfall stalkers typically live solitary existences. They can remain this way for days on end. If lonely, these beasts need only seek out trails that lack dust entirely to find each other, for their singularities quietly vacuum up loose debris wherever they walk. Thankfully, this same trail helps other creatures avoid the stalkers. In at least three documented cases, however, these beasts have sought out other species for company—in each case chasing down, capturing, and then delicately grooming their distressed companion before releasing them wordlessly several hours later.

A torrent of deadfall stalkers fell upon the spelunkers, and the drow who received the distress calls responded by sealing off that stretch of tunnels, thinking that sufficient to stem the strange threat. However, deadfall stalkers have since infiltrated several other sections of the planet, bypassing all but the thickest barricades. Those that do become hopelessly lost, often compressing themselves into a tight mass before entering a period of hibernation.

This survival technique occasionally results in stalkers hiding in surface ruins, or getting lodged into starship hulls and inadvertently hitching rides across the galaxy. These accidental stowaways adapt easily to new worlds, yet they inexplicably reproduce far slower on other planets than they do on Apostae.

Feaster sects in particular relish any opportunities to lure deadfall stalkers into populated areas, all while forming a perimeter to eliminate any bystanders who try to flee the scene. Devourer cultists have even attempted to transport deadfall stalkers to other planets, often with disastrous results.

The singularity typically lasts for a split-second, yet slivers of the microscopic black hole can adhere to unlucky targets, painfully anchoring their bodies in place. Bind 40 4 2 9 13, 2d10 B 50 ft. Bind 40 4 2 14 76, 3d10 B 60 ft. Bind 80 6 3 19 , 6d10 B 70 ft. It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above.

Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below whenever the immense elemental takes critical damage. Some elementals are so large that they function as starships for the purposes of combat in Starfinder. Most commonly encountered on the Elemental Planes, these rare creatures tend to leave other natives of their elemental plane alone but sometimes strike out aggressively at manufactured starships they perceive as threats.

Starship-sized elementals that are pulled into the Material Plane often by accident are equally as hostile and can be quite dangerous when they appear along heavily used travel routes. Starship-sized elementals come in many shapes, from an unformed mass of elemental material to a massive animal. Their scale and appearance can be so unexpected that inexperienced starship crews sometimes mistake them for stellar phenomena.

The statistics for a specific starship-sized elemental can be generated using one of the stat blocks above plus one of the four following grafts. These grafts function similarly to the simple template grafts used for non-starship creatures Starfinder Alien Archive , providing minor changes to the main stat block as well as additional abilities. Elemental Plane of Fire speed through the inky darkness searching for ways to return to their home plane.

Burning Blasts Ex : Attacks from a starship-sized fire elemental are hot enough to melt starship hulls. The fire elemental increases damage dealt to Hull Points not damage that depletes Shield Points by an amount equal to its tier minimum 1. Water Elemental Starship Graft Starship-sized elementals from the Elemental Plane of Water retain their liquid forms even within the void of space.

Traits: Water subtype; increase TL by 2; —1 penalty to gunnery checks; slippery stunts see below ; Languages: Aquan. Slippery Stunts Ex : When a starship-sized air elemental successfully performs a back off, barrel roll, evade, or slide stunt, and the result of the check exceeds the DC by 5 or more, the elemental can turn to face any direction at the end of its movement. Earth Elemental Starship Graft Elementals from the Elemental Plane of Earth tend to be composed of dirt, stone, and crystal, and they are sometimes mistaken for asteroids and comets.

Traits: Earth subtype; increase AC by 2; increase distance between turns by 1 maximum 4 ; earthen fortifications see below ; Languages: Terran. Earthen Fortifications Ex : Penalties from critical damage conditions for the starship-sized earth elemental are reduced by 1. Demolition Su See desolation endling template graft below. Rejuvenation Su See desolation endling template graft below. Over the passage of eons, myriad creatures have flourished and dwindled naturally as their eras have come and gone.

In rare cases, spectral creatures known as endlings arise immediately after the last member of a species perishes. Endlings manifest as much larger spectral members of an extinct species. Xenobiologists differ on the exact nature of endlings. Koruvis were diminutive ungulates that lived in dens in a planetwide rain forest on a Near Space world. These small creatures had striped and spotted fur, prehensile snouts, and small horns, which they used to dig up fungi for sustenance. In the feverish mining race that followed, factions from across the galaxy fought to gain a foothold on what came to be known as Calen 5.

Invading miners razed vast swaths of forest, and koruvis, among the other native species of Calen 5, soon went extinct as their home was destroyed. Desolation Endling Template Graft Desolation endlings can appear when a species goes extinct due to destruction of its habitat through technological means. Required Creature Type and Subtype: Undead incorporeal. Suggested Alignment: Neutral. Antitech Natural Weapons Su : As an attack, a desolation endling can temporarily cause a body part to become substantial.

A creature hit by this attack must attempt a Reflex save. On a failure, a random hybrid or technological item worn or wielded by the target ceases to function for 1 round, and if the target is a technological construct, it is shaken for 1 round.

The only way to permanently destroy an endling is to determine the reason for its extinction and perform some action to set right whatever prevents it from resting in peace. The exact means vary with each kind of endling and are determined by the GM. Invasion Endling Template Graft Invasion endlings manifest following the extinction of a species via unnatural predators—from colonists seeking to clear out pesky wildlife from a region they wish to settle to invasive species introduced from other parts of the galaxy.

Fearsome Roar Su : As a standard action, an invasion endling can let out a terrifying roar. All non-endling creatures within 30 feet must succeed at a Will save or become shaken for 1 round. Creatures that fail this save by 5 or more are instead frightened for 1 round. A creature that succeeds at this save is immune to the fearsome roar of all invasion endlings for 24 hours. Vicious Natural Weapons Su : As an attack, an invasion endling can temporarily cause a body part to become substantial.

Plague Endling Template Graft Plague endlings result from extinction by disease. These endlings have become avatars of disease, turning their own pestilence against those who oppose them. Diseased Natural Weapons Su : As an attack, an invasion endling can temporarily cause a body part to become substantial. Plague Aura Su : A plague endling emits an aura of pestilence. A creature can benefit from only one tactical symbiosis at a time.

Gear corona laser rifle with 2 batteries 20 charges each , fangblade with 2 batteries 20 charges each ECOLOGY Environment any forest or urban Organization solitary, pair, or commune 3—6 Entu colonies begin their life cycle as a collection of minuscule spores. Over time, the spores fuse together through intricate networks of mycelia that function similarly to neurons, creating sapient and mobile fungal colonies. At this stage, colonies can communicate telepathically with other creatures using a lexicon of sensory and emotional concepts.

Entu colonies can reproduce asexually once they reach maturity, typically six months after they first sprout mycelia. Most of the resulting spores integrate into the parent colony, but some may split off to form a separate colony.

Thought not parasitic, entu colonies feed on emotion and thought. In fact, some seek to consensually merge with other sentient creatures rather than form into full-fledged and independent colonies. The resultant symbiotic life-form, called an entu symbiote, eventually attains self-awareness, complex thought, and even linguistic ability. The nelentu, one of the founding species of the Kreiholm Freehold, is a prominent example of a successful symbiosis that spans generations.

Originally a species of bat-like animals called neleks that evolved on Agillae-2, these once unintelligent, fruit-eating creatures encountered entu spores early in their evolution and willingly became their hosts. The two species formed a society based on this symbiosis. Today, nelentus inhabit tiered jungle-cities built around green spaces, known as Gardens of Thought, where they cultivate entu spores for future generations.

Nelentus consider themselves to be one species, referring to themselves and other nelentus using plural pronouns in deference to their dual nature. They prefer to enter symbiotic relationships with creatures who can benefit from their cellular mimicry, living as long as the host creature does—and dying along with it. Entu colonies, on the other hand, can survive for up to years. Amorphous: An entu colony has the amorphous universal creature rule page Entu Colony Senses: An entu colony has blindsight emotion with a range of 60 feet.

Limited Ooze Benefits: See page Limited Telepathy: Entu colonies have limited telepathy with a range of 30 feet. Tactical Symbiosis: See page Entu Symbiote Senses: An entu symbiote has blindsense emotion with a range of 30 feet and low-light vision. Limited Telepathy: Entu symbiotes have limited telepathy with a range of 30 feet.

Natural Weapons: Entu symbiotes have the natural weapons universal creature rule with a kinetic damage type chosen at character creation. Symbiotic Enhancement: At character creation, an entu symbiote chooses a fly speed Ex, average , burrow speed, climb speed, or swim speed, matching thematically the type of animal on which the entu symbiote is based.

The entu symbiote has that speed with a value of 20 feet. Draining Aura Su An epokasite fixer radiates an aura that drains active technological items. Tech Resistance Su An epokasite naturally resists contemporary technology, including technological traps, most weapons, technomancer spells, hybrid gear, and the natural attacks of creatures with the technological subtype.

Natural hazards, weapons with the archaic special weapon property, and other forms of magic bypass this defense. Draining Aura Su See above. Every new world and space station comes with its own dangers from strange new cultures to extraterrestrial predators to massive spacefaring organisms capable of battling starships. Oct 17 A detailed review of the Starfinder Alien Archive 2 from Paizo we consider Alien Archive 2 to be a successful addition to the Starfinder line.

Starfinder Adventure Path 1. Mar 18 Alien Invasion Outer space is full of alien species both benign and malevolent. October 25 Type. Starfinder Alien Archive 4 Paizo Inc.



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