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Starfinder Creature Stat Blocks

This document provides stat blocks for various creatures and NPCs. It includes summaries of their abilities, defenses, offenses, and special traits. The creatures range in challenge rating from 1/4 to 4 and include synapse worms, zombies, robots, drones, soldiers, and more. Their stat blocks provide detailed mechanical information for combat or other encounters.

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Ernesto Gonzalez
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0% found this document useful (0 votes)
63 views5 pages

Starfinder Creature Stat Blocks

This document provides stat blocks for various creatures and NPCs. It includes summaries of their abilities, defenses, offenses, and special traits. The creatures range in challenge rating from 1/4 to 4 and include synapse worms, zombies, robots, drones, soldiers, and more. Their stat blocks provide detailed mechanical information for combat or other encounters.

Uploaded by

Ernesto Gonzalez
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

SYNAPSE WORM CR2 This restores 1 Resolve Point (up to its maximum of 3).

N Small vermin AZLANTI ZOMBIE CR1


Init +0; Senses darkvision 60 ft.; Perception +7 NE Medium undead
DEFENSE HP 25 Init +2; Senses darkvision 60 ft.; Perception +5
EAC 13; KAC 15; Fort +6; Ref +4; Will +1 DEFENSE HP 24
OFFENSE EAC 11; KAC 13; Fort +3; Ref +3; Will +3
Speed 20 ft., burrow 10 ft. DR 5/magic; Immunities undead immunities
Melee bite +10 (1d6+6 P plus grab) Weaknesses staggered
Offensive Abilities synaptic shock web OFFENSE
STATISTICS Speed 30 ft.
Str +4; Dex +0; Con +1; Int —; Wis +2; Cha +0 Melee slam +8 (1d6+5 B)
Skills Athletics +7, Stealth +12, Survival +7 STATISTICS
Feats Improved Combat Maneuver (grapple) Str +4; Dex +2; Con —; Int —; Wis +1; Cha +0
Other Abilities mindless Skills Athletics +10
SPECIAL ABILITIES Other Abilities mindless, unliving
Synaptic Shock Web (Su) Once every 1d4 rounds as a SPECIAL ABILITIES
standard action, a synapse worm can regurgitate a Staggered (Ex) An occult zombie is always considered
viscous fluid in a 15-foot cone that expands on contact staggered and can never take more than a single move
into sticky webbing along the ground and nearby walls. or standard action in a round. It can’t take full actions.
A creature that touches the webbing takes 2d6 acid Undead immunities
damage and is dazed for 1 round. A successful DC 11  Bleed, death effects, disease, mind-affecting
Reflex saving throw halves this damage and negates the effects, paralysis, poison, sleep, and stunning.
dazed condition.  Ability damage, ability drain, energy drain,
exhaustion, fatigue, negative levels, and
ELECTROVORE CR2 nonlethal damage.
N Small magical beast  Any effect that requires a Fortitude save (unless
Init +4; Senses darkvision 60 ft., low-light vision; the effect works on objects or is harmless).
Perception +12
DEFENSE HP 23
RP 3; EAC 14; KAC 14; Fort +3; Ref +7; Will +1
Immunities electricity
OFFENSE
Speed 30 ft., fly 30 ft. (Ex, average)
Melee tail slap +9 (1d4+3 B; critical siphon)
Offensive Abilities electrical discharge (1d6+2 E plus
staggered, Reflex DC 13 half)
STATISTICS
Str +1; Dex +4; Con +1; Int –4; Wis +2; Cha –1
Skills Acrobatics +7, Athletics +7, Stealth +12, Survival
+12
SPECIAL ABILITIES
Electrical Discharge (Ex) As a standard action, an
electrovore can spend 1 Resolve Point to discharge
some
of its stored electrical energy as a powerful attack. All
creatures within 10 feet of the electrovore take 1d6+2
electricity damage and are staggered for 1 round. A
target can attempt a DC 13 Reflex save to take half this
damage and negate the staggered effect.
Siphon (Ex) Whenever an electrovore scores a critical
hit against a living creature, a construct with the
technological subtype, or a technological piece of gear,
it siphons off a portion of the target’s electrical energy.
ADJUTANT AZLANTI ROBOT CR3 AEON GUARD CADET CR 1/2
N Medium construct (magical) LE Medium humanoid (human)
Init +4; Senses darkvision 60 ft., low-light vision; nit +2; Perception +4
Perception +8 DEFENSE HP 13
DEFENSE HP 42 EAC 11; KAC 13
EAC 14; KAC 16; Fort +3; Ref +3; Will +0 Fort +4; Ref +2; Will +0
Defensive Abilities aeon slot (+1, 10 HP), integrated OFFENSE
weapons Speed 30 ft. (20 ft. in armor)
OFFENSE Melee survival knife +3 (1d4+1 S)
Speed 30 ft. Ranged imperial pacification rifle +6 (1d8 P)
Melee slam +9 (1d6+5 B) STATISTICS
Ranged integrated azimuth laser rifle +12 (1d8+3 F) Str +1; Dex +2; Con +3; Int +1; Wis +1; Cha +1
STATISTICS Skills Athletics +4, Intimidate +9, Profession
Str +2; Dex +4; Con —; Int +1; Wis +0; Cha +0 (soldier) +4
Skills Athletics +8, Culture +8, Sense Motive +13 Languages Azlanti
Languages Azlanti Gear troop ceremonial plate, imperial
Other Abilities unliving pacification rifle (functions as a
Gear azimuth laser rifle with 2 batteries (20 charges hunting rifle) with 12 rounds, survival knife
each),
slotted iridescent spindle aeon stone SENIOR AEON GUARD CADET CR 1
SPECIAL ABILITIES LE Medium humanoid (human)
Aeon Slot (Su) The body of every Azlanti adjutant robot Init +1; Perception +4
contains a slot to house a single aeon stone, usually in DEFENSE HP 20
the center of its faceplate. A slotted aeon stone doesn’t EAC 12; KAC 14
provide its usual bonus, but instead gives the robot a Fort +5; Ref +3; Will +1
bonus equal to half the aeon stone’s level (minimum OFFENSE
+1) to saving throws against effects that deal energy Speed 30 ft. (20 ft. in armor)
damage and effects that specifically target constructs or Melee standard taclash +8 (1d4+5 S nonlethal) or
electronic systems. As a standard action, the robot survival knife +8 (1d4+5 S)
can burn out the slotted aeon stone to recover a Ranged tactical semi-auto pistol +5 (1d6+1 P)
number of Hit Points equal to 5 times the aeon stone’s STATISTICS
level. An aeon stone burned out in this way is forever Str +4; Dex +1; Con +2; Int +1; Wis +1; Cha +1
nonmagical and does not provide this or any other Skills Athletics +5, Intimidate +10, Profession (soldier)
robot with any bonus to saving throws. Removing or +5
slotting an aeon stone into an Azlanti adjutant robot is a Languages Azlanti
full action. Gear troop ceremonial plate, standard taclash, survival
Integrated Weapons (Ex) An Azlanti adjutant robot’s knife, tactical semi-auto pistol with 9 small arm rounds
rifle is integrated into its frame and can’t be disarmed.
Construct immunities
 Bleed, death effects, disease, mind-affecting
effects, necromancy effects, paralysis, poison,
sleep, and stunning.
 Ability damage, ability drain, energy drain,
exhaustion, fatigue, negative levels, and
nonlethal damage.
Any effect that requires a Fortitude save (unless the
effect works on objects or is harmless).
SHARU CR4 DRON ORBITAL TIER 1/4
Female Azlanti soldier Tiny racer drone
LE Medium humanoid (human) Speed 12; Maneuverability perfect (turn 0)
Init +5; Perception +10 AC 15; TL 15
DEFENSE HP 50 HP 20; DT —; CT 4
EAC 16; KAC 18 Shields none
Fort +6; Ref +4; Will +5 Attack (Forward) light laser cannon (2d4)
OFFENSE Power Core Micron Light (50 PCU); Drift Engine none;
Speed 30 ft. (20 ft. in armor) Systems autodestruct system (see page 47), basic
Melee called dispelling carbon steel curve blade +12 computer, basic short-range sensors, mk 2 armor, mk 2
(1d10+11 S; critical bleed 1d6 or dispelling) defenses; Expansion Bays none
Ranged AG assault rifle +9 (1d8+4 P) Modifiers +2 Computers (sensors only), +1 Piloting;
Offensive Abilities fighting styles (hit-and-run), opening Complement automated
volley CREW
TACTICS On-Board Computer gunnery +5, Piloting +10 (1 rank)
Before Combat If Lieutenant Sharu has been warned of SPECIAL ABILITIES
the PCs’ approach, either by the virtual intelligence Automated (Ex) An Azlanti orbital drone has no crew,
Ellioch, the cadets in area N7, or her motion-detection though it has an on-board computer that can perform
badge, she draws her AG assault rifle and ducks behind most crew actions. The on-board computer can perform
the captain’s chair, gaining cover. She orders the cadets pilot and gunnery actions as if it has a crew of two.
to do the same. When an Azlanti drone takes a critical damage effect, it
During Combat On the first round of combat (or as early instead loses 2 Hull Points. The autodestruct system
as she can), Sharu fires on the strongest-looking PC or triggers when an orbital drone reaches 0 Hull Points.
on multiple PCs if she can catch them in her cone of Systems autodestruct system: Starships in hexes
automatic fire. She then closes with that foe, drawing adjacent to a starship as it autodestructs take damage
her curve blade and engaging him in melee. She doesn’t equal to half the destroyed starship’s maximum Hull
follow any PCs who flee the scene, but she does order Points, mitigated by shields.
the cadets to do so.
Morale Sharu’s loyalty to the Azlanti Star Empire VANGUARD VOIDSWEEPER TIER 2
compels her to fight to the death. Medium explorer
STATISTICS Speed 8; Maneuverability good (turn 1); Drift 1
Str +5; Dex +1; Con +1; Int +3; Wis +1; Cha +1 AC 14; TL 14
Skills Computers +10, Engineering +15, Intimidate +10 HP 55; DT —; CT 11
Feats Quick Draw Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Languages Azlanti, Common Attack (Forward) coilgun (4d4)
Gear AG trooper battle dressAA (clear spindle aeon Attack (Port) light laser cannon (2d4)
stone, targeting computer), Inevitable Downfall (called Attack (Starboard) light laser cannon (2d4)
dispelling carbon steel curve blade), AG assault rifleAA Attack (Turret) light aeon torpedo launcher* (3d6)
with 48 longarm rounds, motion-detection badge (see Power Core Arcus Maximum (130 PCU); Drift Engine
page 10), Parept Ameondria’s datapad (see Signal Basic; Systems autodestruct system*, budget
Development on page 36), Sharu’s datapad long-range sensors, crew quarters (good), mk 1
duonode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo holds (4)
Modifiers +1 to any 2 checks per round, +1 Piloting;
Complement 6 (minimum 1, maximum 6)
CREW
Captain Diplomacy +9 (2 ranks), gunnery +4, Intimidate
+9 (2 ranks), Piloting +6 (2 ranks)
Engineer Engineering +9 (2 ranks)
Gunners (2) gunnery +6
Pilot Piloting +10 (2 ranks)
Science Officer Computers +9 (2 ranks)
* See “Ships of the Star Empire” on page 46.
Observer-Class Security Robot CR 1 OLARAJA CR 3
N Small construct (technological) Male Azlanti technomancer
Init +4; Senses darkvision 60 ft., low-light vision; LE Medium humanoid (human)
Perception +5 Init +6; Senses darkvision 60 ft.; Perception +8
Defense HP 17 DEFENSE
EAC 14; KAC 15 HP 32; EAC 13; KAC 14
Fort +1; Ref +1; Will -1 Fort +2; Ref +2; Will +6
Defensive Abilities exigency, integrated weapons; OFFENSE
Immunities construct immunities Speed 30 ft.
Weaknesses vulnerable to critical hits, vulnerable to Melee tactical dueling sword +5 (1d6+3 S)
electricity Ranged static arc pistol +7 (1d6+3 E; critical arc 2)
Offense Technomancer Spells Known (CL 3rd; melee +5, ranged
Speed 30 ft., fly 30 ft. (Ex, average) +7)
Melee slam +6 (1d6+3 B) 1st (3/day)—jolting surge, magic missile
Ranged integrated pulsecaster pistol +9 (1d4+1 E 0 (at will)—daze (DC 15), energy ray, psychokinetic hand
nonlethal), or stickybomb grenade I +9 (explode [10 ft., TACTICS
entangled 2d4 rounds, DC 10]) During Combat If possible, Olaraja spends a full action
Statistics at the beginning of combat to cast magic missile. He
STR +2; DEX +4; CON —; INT +1; WIS +0; CHA +0 then attempts to stay behind cover, firing his static arc
Skills Acrobatics +10, Athletics +5, Computers +5 pistol. Though he is a spellcaster, he isn’t afraid to
Languages Common engage in melee combat, especially when he gets a
Other Abilities unliving chance to use jolting surge. Olaraja doesn’t parley, but
Gear pulsecaster pistol with 2 batteries (20 charges he does spit insults in Common at the PCs, having
each), stickybomb grenades I (2) learned the language long ago.
Ecology Morale
Environment any urban Once he sees rebels have made it this far into the
Organization solitary or fleet (2–5) garrison, Olaraja fights to the death; his career is worth
Special Abilities more to him than his life, and he knows both are now in
Exigency (Ex) An observer-class security robot can grave jeopardy.
expend a large store of energy to temporarily increase STATISTICS
its processing power and attempt to avoid an attack. Str +1; Dex +2; Con +1; Int +4; Wis +1; Cha +1
Once per day, it can reroll a failed Reflex saving throw Skills Computers +13, Mysticism +13, Profession
with a +10 circumstance bonus. (soldier) +8
Integrated Weapons (Ex) A security robot’s weapons are Languages Aquan, Auran, Azlanti, Common, Infernal
integrated into its frame and can’t be disarmed. Other Abilities magic hacks (harmful spells [+1
Construct immunities damage]), spell cache (standard datajack)
 Bleed, death effects, disease, mind-affecting Gear casual stationwear, static arc pistol with 2
effects, necromancy effects, paralysis, poison, batteries (20 charges each), tactical dueling sword;
sleep, and stunning. Augmentations standard darkvision capacitors, standard
 Ability damage, ability drain, energy drain, datajack
exhaustion, fatigue, negative levels, and
nonlethal damage. ELECTRICITY BLAST TRAP CR 2
 Any effect that requires a Fortitude save (unless Type technological; Perception DC 23; Disable
the effect works on objects or is harmless). Engineering DC 18 (prevent the electricity discharge)
Trigger location; Reset 1 minute; Bypass Azlanti
bloodline scanner (Engineering DC 24 to temporarily
disable scanner)
Effect blast of electricity (3d6 E); Reflex DC 13 half;
multiple targets (all targets in area M10 outside of the
cell)
HOBGAR CR 1/3
N Tiny magical beast SMALL WATER ELEMENTAL CR 1
Init +3; Senses darkvision 60 ft., low-light vision; N Small outsider (elemental, extraplanar, water)
Perception +3 Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE DEFENSE
HP 6; EAC 10; KAC 11 HP 20; EAC 12; KAC 13
Fort +2; Ref +2; Will +2 Fort +5; Ref +3; Will +1
Defensive Abilities evasion; Immunities electricity Defensive Abilities water mastery; Immunities
OFFENSE elemental immunities
Speed 30 ft., climb 30 ft. OFFENSE
Melee bite +1 (1d4 P) Speed 20 ft., swim 90 ft.
Ranged electricity ray +3 (1d3 E) Melee slam +9 (1d6+5 B)
Space 2-1/2 ft.; Reach 0 ft. Offensive Abilities vortex (1d6+5 B, DC 10, 1/day)
STATISTICS TACTICS
Str +0; Dex +3; Con +0; Int –4; Wis +1; Cha +0 During Combat The water elemental focuses its attacks
Skills Acrobatics +7, Athletics +3 (+11 to climb), Sleight on anyone who tampered with the moisture collector or
of Hand +7, Stealth +7, Survival +3 whoever is closest to the apparatus.
Other Abilities compression Morale The water elemental fights until it is destroyed.
ECOLOGY STATISTICS
Environment any forests (Nakondis) Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0
Organization solitary, pair, or pack (3–20) Skills Acrobatics +5, Athletics +5
SPECIAL ABILITIES Languages Aquan
Electricity Ray (Su) A hobgar can discharge a ray of Other Abilities drench
electricity at a single target as a standard action. This SPECIAL ABILITIES
attack has a maximum range of 20 feet. Drench (Ex) A water elemental’s touch douses
Evasion (Ex) This ability functions as the operative class nonmagical flames that fill an area of no more than 10
feature of the same [Link] feet by 10 feet. The outsider can dispel magical fire it
During Combat Two hobgars close in to attack the PCs in touches as per dispel magic (caster level = the
melee, while the third hangs back and fires its energy elemental’s CR).
ray. Water Mastery (Ex) Waterborne creatures take a −1
Morale When two hobgars are dropped to 0 Hit Points, penalty to attack and damage rolls against water
the last one flees. elementals.
Elemental immunities
 Bleed, critical hits, paralysis, poison, sleep
effects, and stunning.
 Flanking—elementals are unflankable.

Common questions

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The Senior Aeon Guard Cadet fills a frontline infantry role with a focus on direct engagement through melee and ranged attacks, supported by gear like ceremonial plate armor and weapons for non-lethal and lethal actions. In contrast, a Vanguard Voidsweeper, as a Tier 2 medium explorer, serves primarily as a versatile spacecraft capable of various roles, such as exploration, combat, and support with its integrated weapon systems and tactical armament. The cadet is adaptive and combat-ready in ground engagements, while the voidsweeper excels in space combat and strategic support scenarios, indicating different operational environments and mission tasks .

A hobgar's immunity to electricity and ability to discharge an electricity ray suggest a niche as both a predator and a resilient prey species in environments like Nakondis forests. Its climbing ability and small size enable it to occupy niches in arboreal or dense underbrush habitats, potentially impacting insect populations and serving as prey for larger carnivores. Its capacity for evasive actions enhances survivability, influencing its interactions and adaptive behavior within ecological food webs .

The synaptic shock web ability of the synapse worm can drastically change battle dynamics by creating a hazardous zone that affects both damage and movement. Affected creatures take 2d6 acid damage and are dazed if they fail a DC 11 Reflex saving throw. This not only inflicts immediate harm but also temporarily incapacitates enemies, altering their ability to act and potentially shifting the momentum of the battle .

The autodestruct system presents a significant tactical consideration during space combat. When a drone or starship is critically damaged and approaches 0 Hull Points, the autodestruct system triggers, causing collateral damage to adjacent units. Thus, commanders must strategically position units to mitigate potential destruction or even use the impending explosion to damage enemy vessels, creating a double-edged scenario that can be leveraged to turn the tide of combat .

Azlanti zombies benefit from undead immunities, which protect them from effects such as bleed, death effects, disease, mind-affecting effects, paralysis, poison, sleep, and stunning, as well as from damage types like ability drain and nonlethal damage. However, they are always staggered, meaning they can only perform a single move or standard action each round, which limits their effectiveness in combat .

Managing encounters with a small water elemental involves addressing its elemental immunities, such as resistance to critical hits, paralysis, poison, sleep effects, and flanking. Combatants must avoid relying on these effects and instead focus on strategies like using physical attacks to exploit the elemental's weaker Constitution and Dexterity. Maintaining distance and leveraging elements or conditions that inhibit the elemental's mobility or water-based abilities might reduce its effectiveness .

The Azlanti adjutant robot gains strategic advantages from its aeon slot and integrated weapons. The aeon slot improves resistance to energy damage and attacks targeting constructs by granting additional saving throw bonuses. Its integrated weapons prevent it from being disarmed, maintaining its offensive capabilities. The robot can also burn out an aeon stone to regain hit points, enhancing its survivability and allowing it to sustain combat operations longer .

Non-living and technological combatants like Azlanti robots change conventional warfare by introducing elements such as immunities to psychological and environmental factors that would normally debilitate living soldiers. Their integration of advanced weapon systems, autonomous operations, and durability in hazardous conditions necessitate new battlefield strategies for deployment, targeting weaknesses in electronic systems, and overcoming reliance on human operators, fundamentally reshaping tactical warfare principles .

Olaraja’s role as a technomancer enhances his defense against Azlanti enemies by combining magic with technological prowess. His spells, such as jolting surge and magic missile, provide offensive and disruptive capabilities, while his skill in using a static arc pistol ensures he can maintain threat at range. His proficiency in Computers and Mysticism allows him to adeptly manipulate technology and support his combat tactics, blending arcane and mechanical strategies for effective defense and attack .

Lieutenant Sharu's tactical approach involves using cover and ranged attacks to deal maximum damage while minimizing exposure. By utilizing her AG assault rifle under the cover of the captain’s chair, she can launch an impactful first strike, especially against multiple foes. Her hit-and-run fighting style facilitates effective close combat maneuvers that complement her defensive advantage. These tactics are designed explicitly to exploit her equipment's strengths and protect against vulnerabilities .

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