Follow TV Tropes

Following

Context Characters / StarfinderAberrations

Go To

1!![[center: [-[[Characters/{{Starfinder}} Index]] | [[Characters/StarfinderPlayerRaces Playable Races]] | [[Characters/StarfinderMonsters Monsters]] ([[Characters/StarfinderHumanoids Humanoids]] | [[Characters/StarfinderMonstrousHumanoids Monstrous Humanoids]] | [[Characters/StarfinderAnimals Animals]] | [[Characters/StarfinderVermin Vermin]] | [[Characters/StarfinderMagicalBeasts Magical Beasts]] | [[Characters/StarfinderPlants Plants]] | [[Characters/StarfinderFey Fey]] | [[Characters/StarfinderDragons Dragons]] | '''Aberrations''' | [[Characters/StarfinderConstructs Constructs]] | [[Characters/StarfinderOozes Oozes]] | [[Characters/StarfinderUndead Undead]] | [[Characters/StarfinderOutsiders Outsiders]])]]-]
2
3This page is part of the character sheet for ''TabletopGame/{{Starfinder}}'', covering non-playable '''Aberration''' creatures. For playable races, see Characters/StarfinderPlayerRaces.
4
5An all purpose category for creatures that don't belong to any natural ecosystem on any world, even on other planes.
6
7For tropes pertaining to aberrations in ''TabletopGame/{{Pathfinder}}'', see Characters/PathfinderAberrations.
8
9[[foldercontrol]]
10
11!Player-Sized
12!!Groups of Aberrations
13[[folder:Dominion of the Black]]
14----
15* OrganicTechnology: The Dominion makes extensive use of biotech, to the point that it's unclear if there's even a difference between their tech and themselves.
16
17!!Neh-thalggu (Brain Collector)
18->'''Challenge Rating:''' 8
19->'''Role:''' Spellcaster
20->'''Alignment:''' ChaoticEvil
21->'''Size:''' Large
22
23One of the most prominent representatives of the collective of alien, flesh molded species known as [[GalacticConquerer the Dominion of the Black]], brain collectors, known more properly as the neh-thalggu, are living supercomputers who, as their common name suggests, [[HumanResources harvest the brains]] of sentient beings to augment their own.
24----
25* BrainTheft: The name ''brain collector'' comes from their ability to remove brains from living humanoids and store them in special blisters on their bodies, which they wire into their own nervous systems in order to increase their intellect and brainpower. Old and powerful neh-thalggus can absorb their stored brains to transform into larger, stronger yah-thelgaads.
26* GiantEnemyCrab: They look like giant, oblong crab... things.
27
28!!Deh-nolo
29->'''Challenge Rating:''' 14
30->'''Role:''' Spellcaster
31->'''Alignment:''' ChaoticEvil
32->'''Size:''' Large
33
34Horrific creatures that blur the line between machine and animal, these beings serve as engineers and spellcasters among the Dominion of the Black.
35----
36* BrainTheft: Deh-nolos extract and use other creatures' brains to slake their never-ending thirst for knowledge.
37* CastFromHitPoints: A deh-nolo can concentrate the crystallised, metallic discharge it produces and expel it through a tear in its flesh. This attack deals damage to both the deh-nolo and its target.
38* TheEngineer: Deh-nolos are not only extremely competent engineers, merging technology and biological systems in twisted and devious ways.
39* PoisonousPerson: Deh-nolos fabricate dominion bile, which are stored in glands in patches across their bodies. Anyone who ruptures a deh-nolo is exposed to dominion bile, and they can also apply this toxin to the projectiles that they eject from their bodies.
40
41!!Haeshi-shaa
42[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/starfinder_haeshi_shaa.PNG]]
43 [[caption-width-right:300:Haeshi]]
44->'''Challenge Rating:''' 12 (haeshi), 16 (shaa)
45->'''Role:''' Combatant (haeshi), Spellcaster (shaa)
46->'''Alignment:''' ChaoticEvil (haeshi), NeutralEvil (shaa)
47->'''Size:''' Large
48
49Serving as part of the priestly caste for the Dominion of the Black, haeshi-shaas are longlived creatures that shift between a liquid and a gaseous form many times over their long lives. Their liquid form, is referred to as a haeshi, while their vaporous form is known as a shaa.
50----
51* BlobMonster: Their haeshi form is a constantly churning, chunky fluid.
52* DefeatEqualsExplosion: When killed, a haeshi explodes in a frenetic wave of psychic energy that assaults the minds of nearby creatures.
53[[/folder]]
54
55[[folder:Huskborn]]
56!!Larva
57->'''Challenge Rating:''' 1/2
58->'''Role:''' Combatant
59->'''Alignment:''' ChaoticEvil
60->'''Size:''' Tiny
61
62Larval huskborn, which appear as pale worms covered in spines.
63----
64
65!!Drone
66->'''Challenge Rating:''' 3
67->'''Role:''' Combatant
68->'''Alignment:''' ChaoticEvil
69->'''Size:''' Medium
70
71Adult huskborn, resembling a cross between a crocodile and a mantis.
72----
73
74!!Mother
75->'''Challenge Rating:''' 9
76->'''Role:''' Combatant
77->'''Alignment:''' ChaoticEvil
78->'''Size:''' Large
79[[/folder]]
80
81[[folder:Sivv]]
82->'''Challenge Rating:''' Varies
83->'''Alignment:''' LawfulEvil
84->'''Size:''' Medium
85----
86* AbusivePrecursors: Aeons ago, sivvs formed the Sivv Dominion, which enslaved countless other species until its collapse.
87* {{Bizarrchitecture}}: Sivv buildings often feature rooms without doors that sivvs would have accessed while in rel-state, and storage facilities often seem impossibly small because goods can be kept in rel-state as well.
88* {{Hammerspace}}: Sivvs can shift an item in their possession into rel-state, quantum entangling the item's molecules with their own. The item vanishes from reality but remains quantum entangled to the sivv, and can't be used until it is retrieved from rel-state.
89[[/folder]]
90
91!!Templates
92[[folder:Rebuilt]]
93->'''Challenge Rating:''' 3+
94->'''Role:''' Combatant
95->'''Alignment:''' ChaoticNeutral
96->'''Size:''' Same as base creature
97
98Victims of catastrophic failures on the part of medical technology. Their genetic code is irreparably damaged and their bodies reshaped into something barely resembling their original form.
99----
100* BizarreAlienBiology: Much of a rebuilt's biology doesn't function as it did for its previous form. Eyeballs might serve as pulmonary organs, while it sees out of its toenails.
101* BodyHorror: Rebuilt creatures have limbs that jut in odd directions, and their flesh can be turned inside out, exposing misshapen organs to the air. A constant is that they're so broken they gain the amorphous quality, indicating that either they no longer have a skeleton or it's so misshapen that it's not an obstacle to squeezing through small spaces. Their limbs are also too mangled to wield items or operate devices.
102* DisabilityImmunity: Pain effects don't really take hold on rebuilt like they should, but only because they're already in so much agony even magically inflicted torment pales in comparison.
103* MadeOfIron: Unfortunately for them their bodies are fairly durable, granting them decent damage resistance.
104* MercyKill: Horrified hospital personnel usually euthanize rebuilts as soon as they arise.
105* TheSpeechless: Because of its perpetual agony and the rearrangement of its physiology, a rebuilt can speak only in tortured moans and screams.
106* WasOnceAMan: Rebuilt are created when a technological medical procedure goes horribly awry, irreparably fracturing the patient's genetic code and reshaping its body into something that barely resembles its previous form. A rebuilt has no capacity for higher reasoning.
107[[/folder]]
108
109!!CR 1/3
110[[folder:Symbiend]]
111->'''Challenge Rating:''' 1/3
112->'''Role:''' Expert
113->'''Alignment:''' TrueNeutral
114->'''Size:''' Diminutive
115----
116* TheBerserker: A Damoritosh's arm symbiend provides a constant trickle of adrenaline, creating vicious, fearless soldiers.
117* PowerAtAPrice: All symbiends grant both benefits and drawbacks to their hosts.
118* PowerDegeneration: A paragon symbiont will boost the host's intelligence and take its toll on the body.
119* TheSymbiote: Symbiends can bond to and enhance nearly every other creature.
120[[/folder]]
121
122!!CR 1
123[[folder:Akata]]
124[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/akata_starfinder.jpg]]
125->'''Challenge Rating:''' 1
126->'''Role:''' Combatant
127->'''Alignment:''' TrueNeutral
128->'''Size:''' Medium
129
130Predators from the Diaspora that have adapted to survive in the airless void of space.
131----
132* BatmanCanBreatheInSpace: Akatas have the breathless quality, likely tied to their nature as aberrations.
133* HandicappedBadass: All akatas are deaf, as the sense was unneeded in their airless home environment, but no less dangerous for it.
134* NoSell: Immune to poison, cold, disease, starvation, and any effects that require the target to hear or inhale them.
135* SpawnBroodling: Akatas reproduce by implanting their parasitoid larvae in humanoid creatures, eventually transforming them into void zombies, mindless hosts for the larvae until they grow up.
136* WeaksauceWeakness: They take significant damage from salt water, particularly if immersed in it.
137[[/folder]]
138
139!!CR 2
140[[folder:Mindshroud Ray]]
141->'''Challenge Rating:''' 2
142->'''Role:''' Combatant
143->'''Alignment:''' NeutralEvil
144->'''Size:''' Small
145----
146* FusionDance: A mindshroud ray can attach itself to another creature's brain and meld its consciousness with the host. Ray and host become one being with a personality that's an amalgam of the host's and that of a cunning, evil, amoral predator. A melded mindshroud ray can't willingly leave the target and dies if the target does.
147[[/folder]]
148
149[[folder:Scouring Swarm]]
150->'''Challenge Rating:''' 2
151->'''Role:''' Combatant
152->'''Alignment:''' TrueNeutral
153->'''Size:''' Fine
154----
155* AcidAttack: A scouring swarm can spray an acid that harms only organic material.
156[[/folder]]
157
158!!CR 3
159[[folder:Feathered Stalker]]
160->'''Challenge Rating:''' 3
161->'''Role:''' Combatant
162->'''Alignment:''' TrueNeutral
163->'''Size:''' Large
164
165Black-and-white crinoids composed of little more than long feather appendages. Their stats can be found in ''The Commencement''.
166----
167* AdaptiveAbility: It has two, Adapted Defense and Adapted Offense. The former gives it resistance 2 against fire, cold, sonic, or electricity, while the latter gives it extra reach, an extra feather attack every round, feathers that apply the sickened condition, or the ability to cast reflective armor.
168* FeatherFlechettes: According to the name of its ability, feather ''harpoons''.
169* WallCrawl: They have a climb speed equal to their normal speed.
170[[/folder]]
171
172[[folder:Skreeling]]
173[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/starfinder_skreeling.PNG]]
174->'''Challenge Rating:''' 3
175->'''Role:''' Expert
176->'''Alignment:''' NeutralEvil
177->'''Size:''' Small
178
179The immature offspring of skreesires.
180----
181* CainAndAbel: Once a skreeling host grows old enough, siblings often turn on each other until the host eventually disperses and the skreelings search for new lairs.
182* ExtremeOmnivore: They can eat ash, metal shavings, and wood if food is scarce.
183* MasterOfNone: "Skreemules," skreelings grown too large to fly but without a skreesire's psychic powers to make up for it.
184* SiblingTeam: Skreelings are born and grow to adulthood in small packs, and they are more comfortable fighting alongside their siblings.
185[[/folder]]
186
187[[folder:Tangler]]
188->'''Challenge Rating:''' 3
189->'''Role:''' Combatant
190->'''Alignment:''' TrueNeutral
191->'''Size:''' Medium
192----
193* CombatTentacles: A tangler ambushes its prey from above, grabbing it with flailing tentacles.
194* GrievousHarmWithABody: Tanglers sometimes bash one opponent with the still-living body of another.
195* TheWormThatWalks: Some xenobiologists argue that a tangler isn't a single organism and that each tentacle is its own entity operating as a gestalt intelligence.
196[[/folder]]
197
198[[folder:Troll Polyp]]
199->'''Challenge Rating:''' 3
200->'''Role:''' Combatant
201->'''Alignment:''' ChaoticEvil
202->'''Size:''' Small
203----
204* HelpingHands: Troll polyps are the result of gray experiments intended to create trolls whose severed limbs would also grow into new trolls, but these limbs only became ooze-like troll polyps that can operate independently of the troll.
205* HungryMenace: Troll polyps are hungry and aggressive, with little motivation beyond the desires to kill, eat and assimilate organic matter.
206[[/folder]]
207
208!!CR 4
209[[folder:Cargo Creep]]
210->'''Challenge Rating:''' 4
211->'''Role:''' Expert
212->'''Alignment:''' TrueNeutral
213->'''Size:''' Medium
214----
215* ChameleonCamouflage: The unusual cells in its skin allow a cargo creep to mimic any sort of material almost down to its molecular structure, and hide almost anywhere.
216[[/folder]]
217
218[[folder:Gray Bounder]]
219->'''Challenge Rating:''' 4
220->'''Role:''' Combatant
221->'''Alignment:''' NeutralEvil
222->'''Size:''' Small
223----
224* SupernaturalFearInducer: An aggressive gray bounder infects its prey with psychic fear.
225[[/folder]]
226
227[[folder:Paralith]]
228[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/starfinder_paralith.png]]
229->'''Challenge Rating:''' 4
230->'''Role:''' Combatant
231->'''Alignment:''' TrueNeutral
232->'''Size:''' Medium
233
234Sentient but non-civilized creatures that prefer jungled areas.
235----
236* AliensSpeakingEnglish: Averted, they speak only their own language and linguists remain baffled by it.
237* BizarreAlienReproduction: Paralith's reproduce through asexual budding, with the growth of the infant paraliths to adulthood only taking a few days.
238* BizarreAlienSenses: They sense electromagnetic broadcasts but are otherwise blind.
239* RiddleForTheAges: When people manage to communicate with paraliths through magical means, they constantly punctuate their speech with random strings of numbers for reasons not even they know.
240[[/folder]]
241
242[[folder:Sapient Purple Orb]]
243->'''Challenge Rating:''' 4 (individual), 11 (luminant)
244->'''Role:''' Spellcaster
245->'''Alignment:''' NeutralGood
246->'''Size:''' Small (individual), Large (luminant)
247----
248* BlindedByTheLight: A purple orb can increase its luminance to a spectrum so aggressively bright that it can blind others.
249* FusionDance: Clusters of three to six elderly sapient purple orbs sometimes bond themselves to each other for the remainder of their existence, forming a single life-form called a luminant with vastly heightened capabilities.
250[[/folder]]
251
252[[folder:Wetzelt]]
253->'''Challenge Rating:''' 4
254->'''Role:''' Combatant
255->'''Alignment:''' ChaoticEvil
256->'''Size:''' Medium
257----
258* RunningOnAllFours: Wetzelts have four appendages like humanoids do, but they crawl on all fours.
259* WalkingTechbane: A wetzelt generates an electromagnetic field that disrupts technological devices and constructs, and interferes with electronic signals.
260* WasOnceAMan: Each wetzelt was once a reptoid, before being subjected to extensive biological manipulation.
261[[/folder]]
262
263!!CR 5
264[[folder:Polygulp]]
265->'''Challenge Rating:''' 5
266->'''Role:''' Combatant
267->'''Alignment:''' TrueNeutral
268->'''Size:''' Huge
269----
270* BlobMonster: A polygulp is a near-shapeless mass of living slime and mud that is easily mistaken for an ooze, and can compress into thin cracks in a wall or slide under doors.
271[[/folder]]
272
273[[folder:Sky Fisher]]
274->'''Challenge Rating:''' 5
275->'''Role:''' Combatant
276->'''Alignment:''' TrueNeutral
277->'''Size:''' Huge
278
279Large aerial predators from Castrovel.
280----
281* AintTooProudToBeg: Some sky fishers will telepathically transmit their desire to flee if badly injured in the hopes that their foes will let them go.
282* AlienBlood: A sky fisher's blood contains hemocyanin, which gives it a blue colour.
283* AllWebbedUp: Sky fishers are notorious for casting sticky, anesthetising filaments with which they reel in their quarry.
284* InvisibilityWithDrawbacks: A sky fisher can deoxygenate its blood to turn itself colourless, making it sluggish but mostly translucent as it watches for prey.
285* ItCanThink: Smart enough to learn language, as well as figure out they can round their bodies to better capture sound from below.
286* YouWillNotEvadeMe: Once it has struck its prey with its filament, a sky fisher can then proceed to reel it in as long as it isn't too big.
287[[/folder]]
288
289[[folder:Undershrike]]
290->'''Challenge Rating:''' 5
291->'''Role:''' Expert
292->'''Alignment:''' ChaoticNeutral
293->'''Size:''' Medium
294----
295* CombatTentacles: An undershrike can momentarily sprout a host of thin slashing tendrils from its body.
296* ResurrectiveImmortality: When slain, an undershrike's body dissolves into the surrounding architecture, only to reform elsewhere on Absalom Station with its memories intact.
297[[/folder]]
298
299!!CR 6
300[[folder:Carrion Wheel]]
301->'''Challenge Rating:''' 6 (carrion wheel), 14 (ichor wheel)
302->'''Role:''' Combatant
303->'''Alignment:''' NeutralEvil
304->'''Size:''' Medium
305----
306* AcidAttack: Toxic enzymes on the carrion wheel's tentacles cause foes' skin to erupt in painful rashes and excruciating, acid-filled boils.
307* CollectorOfTheStrange: Ichor wheels seem to enjoy collecting souvenirs (sometimes valuable treasures, but more often leftover bones and viscera) that they adhere to their bodies.
308* CombatTentacles: Carrion wheels capture prey with their four tentacles.
309[[/folder]]
310
311[[folder:Damiaran Maggot]]
312->'''Challenge Rating:''' 6
313->'''Role:''' Combatant
314->'''Alignment:''' NeutralEvil
315->'''Size:''' Large
316----
317* SpikeShooter: A Damiaran maggot can shoot a superheated spine from its back.
318* SuperSenses: A Damiaran maggot can innately sense distance and direction to any creature in planetary range that has identified or detected any Damiaran maggot, by any means. This makes them nearly impossible to track down when they don't want to be found.
319[[/folder]]
320
321[[folder:Orocoran]]
322[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/orocoran.png]]
323->'''Challenge Rating:''' 6
324->'''Role:''' Combatant
325->'''Alignment:''' ChaoticEvil
326->'''Size:''' Medium
327
328Resembling a cross between humanoid and insect, orocorans are a sentient species originating from Aucturn.
329
330----
331* BizarreAlienSexes: Orocorans lack gender and mating involves both orocorans piercing the other's body with their proboscis to impregnate them.
332* EnemyMine: The orocorans (and through them, Aucturn) are part of the pact worlds, despite being [[Invoked]]ChaoticEvil aberrations because there are bigger threats than them outside the system.
333* FantasticDrug: The ichor they feed on is a hallucinogenic, making them almost perpetually high.
334* HigherUnderstandingThroughDrugs: They believe that their consumption of Aucturn's ichors connect them to the gestating consciousness of the living planet, a belief that's not entirely unfounded.
335* PragmaticVillainy: The reason they're part of the Pact Worlds - they won't eat the neighbors if the neighbors help them fight off things that want to eat ''them''.
336* PrimalStance: They can stand upright, but they spend most of their time crawling on all fours.
337* SlaveRace: They normally spend most of their time in a drugged stupor, and as a result are often conquered and made into laborers or shock troops by the various factions warring on Aucturn.
338* SuperSpit: They can projectile vomit at foes, made more dangerous by the fact that they feed on the ichors of their living planet.
339* {{Truesight}}: They can see invisible creatures and objects.
340* VampireBitesSuck: They're not vampires, but their proboscises can drain foes of their blood as easily as they can breach the living soil of Aucturn.
341[[/folder]]
342
343[[folder:Quyu]]
344->'''Challenge Rating:''' 6
345->'''Role:''' Expert
346->'''Alignment:''' NeutralEvil
347->'''Size:''' Medium
348----
349* GlamourFailure: Quyus always try to mimic the most precious façades possible from the perspective of their victims, regardless of whether such a creature suits the local ecology. Fortunately for quyus, few potential victims pause to consider whether this adorable animal is in any way adapted to its environment.
350* KillerRabbit: Quyus can compress their bodies into smaller forms, adopting traits such as fur and large ears to mimic what they've identified as commonly cute in other creatures. Once a quyu has lured its prey close and lulled it into a false sense of security with its pitiful visage, it reveals its true nature.
351[[/folder]]
352
353!!CR 7
354[[folder:Skreesire]]
355[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/skreesire_starfinder.jpg]]
356->'''Challenge Rating:''' 7
357->'''Role:''' Expert
358->'''Alignment:''' NeutralEvil
359->'''Size:''' Large
360
361Solitary predators with formidable mental powers.
362----
363* AbsoluteXenophobe: They view any intrusion from a sentient creature as a threat.
364* ChameleonCamouflage: By staying still for just a round they gain a significant Stealth bonus, as their mottled hide blends in well with the rocky terrain of their preferred habitat.
365* CombatTentacles: Skreesires use their tentacles to grab prey.
366* MindRape: Skreesires can use their infamous mental abilities to twist intruders' minds and cause those creatures to flee.
367* NoBiologicalSex: Skreesires are hermaphroditic and can self-fertilize. Typically they only do so after eating particularly well, using harvested genetic material to mitigate the effects of inbreeding.
368* WingsDoNothing: Skreesires retain the wings from youth, even after they have lost their functionality.
369[[/folder]]
370
371!!CR 8
372[[folder:Dreamer]]
373->'''Challenge Rating:''' 8
374->'''Role:''' Spellcaster
375->'''Alignment:''' TrueNeutral
376->'''Size:''' Large
377
378A variant species of barathu created when barathus explorers visited Liavara. Their abilityto adapt dwindled and their midns decayed even as their psychic powers grew. Now the dreamers are nearly feral, silent save for their crooning songs, seemingly oblivious to their surroundings, and yet commanding unparalleled powers of divination.
379----
380* TurnsRed: When a Dreamer is reduced to half of its total hit points or less, it angrily awakens from its normal somnambulant state and enters an atavistic fury. Shortly after such an outburst, the Dreamer slips back into its dreamlike trance as if nothing out of the ordinary had happened.
381[[/folder]]
382
383[[folder:Midships Mimic]]
384->'''Challenge Rating:''' 8
385->'''Role:''' Combatant
386->'''Alignment:''' TrueNeutral
387->'''Size:''' Large
388----
389* ObjectShifting: A midships mimic can assume the general shape of a mechanism or part of an internal system of a starship, seamlessly integrating itself, replacing vital components and feeding off the ship's power.
390[[/folder]]
391
392[[folder:Protomander]]
393->'''Challenge Rating:''' 8
394->'''Role:''' Combatant
395->'''Alignment:''' ChaoticEvil
396->'''Size:''' Large
397----
398* AxCrazy: Protomanders harbour extreme jealousy toward any creatures who have not been transformed into similar amalgams by the Drift Crash, lashing out with violent rage.
399* FusionDance: The protomander is the result of Drift energies merging together a protean, skittermander and stridermander.
400* MultiArmedAndDangerous: Protomanders usually have from four to eight arms.
401* MultipleHeadCase: Most protomanders have three heads (one protean, one skittermander, one stridermander), which often bicker or try to devour each other.
402[[/folder]]
403
404[[folder:Pyric Harbinger]]
405->'''Challenge Rating:''' 8
406->'''Role:''' Expert
407->'''Alignment:''' ChaoticEvil
408->'''Size:''' Medium
409
410Though called spawn of the Eshtayiv, pyric harbingers are the constituents of this entity rather than its offspring. These rare creatures travel through space to find dark places to illuminate and beings to slay, creating terror and pyric undead.
411----
412* PlayingWithFire: A pyric harbinger looks like an orb of fire, and burns enemies with pyric fire.
413[[/folder]]
414
415[[folder:Skrell]]
416->'''Challenge Rating:''' 8
417->'''Role:''' Expert
418->'''Alignment:''' ChaoticNeutral
419->'''Size:''' Medium
420----
421* CombatTentacles: A skrell can attack with several tentacles hanging below its torso. An additional tentacle with a powerful barbed tip functions as both a defensive mechanism and a stabilising tail during flight.
422* StupidityInducingAttack: When wrapping a tentacle around a foe's head, a skrell can assault the target's mind to dampen its intelligence.
423[[/folder]]
424
425[[folder:Twinsoul]]
426->'''Challenge Rating:''' 8
427->'''Role:''' Combatant
428->'''Alignment:''' TrueNeutral
429->'''Size:''' Large
430
431Strange creatures with two bodies, one in the Material Plane and one in the Ethereal.
432----
433* TrulySingleParent: When a twinsoul discovers a rift between the Material Plane and Ethereal Plane, it mates with itself and creates a single spawn.
434[[/folder]]
435
436!!CR 9
437[[folder:Veshred]]
438->'''Challenge Rating:''' 9
439->'''Role:''' Combatant
440->'''Alignment:''' TrueNeutral
441->'''Size:''' Medium
442----
443* BigEater: Veshreds are perpetually ravenous, driven by an urge to consume vast quantities of flesh, and they will eat until they become so bloated they can barely move.
444* MoreTeethThanTheOsmondFamily: A veshred's mouth is lined with rows of serrated teeth that cause terrible wounds.
445[[/folder]]
446
447[[folder:Yithian]]
448[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/starfinder_yithian_7.png]]
449->'''Challenge Rating:''' 9 (normal), 13 (elder)
450->'''Role:''' Expert
451->'''Alignment:''' LawfulNeutral
452->'''Size:''' Large
453
454In eons past, yithians inhabited a dying world. They used a desperate gambit to escape their planet’s doom: casting their minds through time and space. These errant souls came to rest in the bodies they possess today.
455----
456* DePower: During the Gap, yithians lost their ability to travel through time. Currently, they can only swap minds across short distances, not across time.
457* GrandTheftMe: Yithians retain a weaker version of their ability to swap minds, but can no longer do so through time.
458* LightningGun: Yithians prefer electricity weapons. Some historians speculate that the storm coil is a pre-Gap yithian invention, although yithian versions are boxy and made for their physiology.
459[[/folder]]
460
461[[folder:Zernivian]]
462->'''Challenge Rating:''' 9
463->'''Role:''' Expert
464->'''Alignment:''' TrueNeutral
465->'''Size:''' Tiny
466----
467* AcidAttack: A zernivian can hurl a blob of acidic spittle.
468* FusionDance: Sometimes, a zernivian becomes trapped inside a host, causing the physiologies of both to merge and mutate.
469* ManOfKryptonite: Zernivians have the uncanny ability to sniff out dycepskians occupying even the most unlikely of host bodies. Dycepskians do whatever they can to terminate zernivians on sight. Many unscrupulous merchants claim to sell pets possessed by zernivians, in order to capitalise on the fear of dycepskian infiltration, though in reality most such pets are nothing more than normal animals sold for an inflated price, and their vendors might very well be dycepskians, since zernivians tend to jump from host to host.
470* PoisonousPerson: The zernivian's tongue and acidic spittle can deliver a natural herbicide.
471* PuppeteerParasite: A zernivian can insert itself into the body of an adjacent unconscious or helpless animal, and gains full control of the host's actions until it leaves the host's body.
472[[/folder]]
473
474!!CR 10
475[[folder:Ashypsozoan]]
476->'''Challenge Rating:''' 10
477->'''Role:''' Expert
478->'''Alignment:''' TrueNeutral
479->'''Size:''' Medium
480
481Massive siphonophores with bioelectric powers from Ashyphso.
482----
483* BlobMonster: They have both the compression and amorphous abilities, a combo typically reserved for oozes.
484* CombatTentacles: They rely on lashes of their tentacles to kill prey at close range.
485* HarmlessFreezing: For the past 500 years, they've been frozen in the atmospheric glaciers of their homeworld. Come the present, they're thawing out with no ill effects. Their immunity to cold damage might have something to do with that.
486* HealingFactor: Electricity heals them rather than harming them.
487* KillItWithFire: They have a vulnerability to fire, making it the most effective way to kill them.
488* ShockAndAwe: They rely on their bioelectric powers for nearly all aspects of their functionality, from hunting prey to flight to digesting their meals.
489* TheWormThatWalks: Like real siphonophores, they're symbiotic colonies formed from many smaller tiny, specialized organisms.
490[[/folder]]
491
492[[folder:Genereaver]]
493->'''Challenge Rating:''' 10
494->'''Role:''' Expert
495->'''Alignment:''' TrueNeutral
496->'''Size:''' Small
497----
498* BioweaponBeast: Genereavers are synthetic monsters concocted through genetic experimentation in EJ Corp laboratories to serve as unstoppable assassins.
499* HealThyself: A genereaver can concentrate to heal itself every minute.
500[[/folder]]
501
502[[folder:Olghuth]]
503->'''Challenge Rating:''' 10
504->'''Role:''' Combatant
505->'''Alignment:''' ChaoticEvil
506->'''Size:''' Huge
507----
508* FiendishFish: An olghuth looks like a bulbous fish with squat, salamander-like legs and razor-sharp spined fins.
509* HorrorHunger: Olghuths are consumed by constant pain, making them insatiably hungry for the flesh of sapient creatures.
510* {{Mutants}}: Centuries-old rumours claim olghuths were once another creature entirely, or perhaps numerous creatures, who were mutated into a monstrous amalgam by Aucturn's strange energies.
511* TheUnintelligible: After consuming a sapient creature, olghuths become temporarily euphoric and capable of speech. Their cryptic, nonsensical ramblings are incredibly difficult to parse, but supposedly contain clues to the secrets of existence.
512[[/folder]]
513
514!!CR 11
515[[folder:Dormakhabu]]
516->'''Challenge Rating:''' 11
517->'''Role:''' Combatant
518->'''Alignment:''' TrueNeutral
519->'''Size:''' Medium
520----
521* BellyMouth: The dormakhabu's mouth is located in the middle of its torso.
522* CombatTentacles: A dormakhabu has a long and powerful tentacle, which it uses to drag hapless creatures toward its wide mouth.
523* FoodChainOfEvil: According to an unsubstantiated infosphere report, an unnamed witness claims to have escaped gray captivity with their life and memories intact when a dormakhabu entered their holding facility, attacked the gray captors and ate one of them. Due to their similarities and possible shared origins, dormakhabus are speculated to be grays' natural predators.
524[[/folder]]
525
526[[folder:Psychic Abomination]]
527->'''Challenge Rating:''' 11
528->'''Role:''' Expert
529->'''Alignment:''' NeutralEvil
530->'''Size:''' Medium
531
532Bizarre creatures that are difficult to identify, united only by their particular abilities.
533
534Their stats can be found in ''Attack of the Swarm!: Hive of Minds'' or online [[https://www.aonsrd.com/AlienDisplay.aspx?ItemName=Psychic%20Abomination&Family=None here]].
535----
536* AchillesHeel: Psychic abominations vulnerable to both fire and electricity.
537* {{Flight}}: They have no forms of movement other than a fly speed.
538* IntangibleMan: They're incorporeal, an unusual trait for non-undead creatures.
539* {{Invisibility}}: Psychic abominations can cast ''invisibility'' at will.
540* NonElemental: Their Concussive Blast ability deals force damage, a rarity
541* TheSpook: No one knows where they come from, and many can't even agree on what they look like.
542* {{Telepathy}}: They have a thought-based form of blindsight and can communicate telepathically. Offensively, they can focus this power into ''mind thrust''.
543* VampiricDraining: A fairly unique version in-universe. Their Draining Touch ability siphons off the vital essence of a creature and heals them with it. The unique part of it is that it doesn't just drain life energy. Negative energy, planar power, electricity, and everything in between. If a psychic abomination can hurt them, they can feed off them, and being an undead or a construct is no protection.
544* WhisperingGhosts: A constant susurrus of half-formed words and upsetting noises surrounds psychic abominations when they're invisible. Scholars have yet to pinpoint the source of these noises, but some believe they are the voices of the abomination’s previous victims.
545[[/folder]]
546
547!!CR 12
548[[folder:The Seen]]
549->'''Challenge Rating:''' 12
550->'''Role:''' Expert
551->'''Alignment:''' ChaoticNeutral
552->'''Size:''' Medium
553----
554* BizarreAlienBiology: The Seen's biology somehow responds to the mere presence of an observer. Researchers have to contend with the possibility that a multicellular organism could behave on a molecular level the same way that individual particles do, with the mere presence of a sensor being enough to alter the creature's fundamental properties.
555* HumanoidAbomination: The Seen, known only by an enigmatic proper noun conferred on them by those familiar with them, are emblematic of mortal creatures' still-limited understanding of quantum mechanics. This frightening image has made the Seen a common feature in popular horror media and infosphere conspiracy theory forums alike.
556[[/folder]]
557
558[[folder:Umbracygot]]
559->'''Challenge Rating:''' 12
560->'''Role:''' Combatant
561->'''Alignment:''' NeutralEvil
562->'''Size:''' Large
563----
564* AcidAttack: They can spray a line of acid.
565* CombatTentacles: Somalcygots have four tentacles, which do less damage than their bite but have better reach and come with the grab ability.
566* SuddenNameChange: In ''Pathfinder'', these creatures are called somalcygots (after Golarion's moon Somal), a name which is not applicable anymore after Golarion vanished.
567[[/folder]]
568
569!!CR 13
570[[folder:Hungerer from the Dark]]
571->'''Challenge Rating:''' 13
572->'''Role:''' Combatant
573->'''Alignment:''' ChaoticEvil
574->'''Size:''' Large
575----
576* TheBerserker: Hungerers from the dark are intelligent but so spurred by their incessant hunger that they care little for tactics or subtlety, preferring violent ambushes that quickly overwhelm their prey.
577* HyperactiveMetabolism: Hungerers from the dark immediately heal themselves when consuming wounded foes' body parts.
578* ToServeMan: Hungerers from the dark are driven by their insatiable appetites for humanoid flesh.
579[[/folder]]
580
581[[folder:Quantum Clone]]
582->'''Challenge Rating:''' 13
583->'''Role:''' Expert
584->'''Alignment:''' TrueNeutral
585->'''Size:''' Medium
586----
587* CloneAngst: Quantum clones are near-exact copies of living beings, usually created by accident through the misuse of quantum technology. A quantum clone initially believes that it is the original being, which occasionally results in altercations. When faced with the original, the quantum clone realises it's an unstable copy, sometimes leading to great emotional distress. Most quantum clones attempt to forge new lives far away from those who might know them.
588* PerpetuallyProtean: A quantum clone's physical body is inherently unstable. In very stressful situations, it has difficulty retaining a fixed form, often growing extra limbs, rippling skin, or warping facial features.
589* PowerCopying: As a being of infinite possibilities, a quantum clone can mimic actions taken by others.
590[[/folder]]
591
592[[folder:Skathoil]]
593->'''Challenge Rating:''' 13
594->'''Role:''' Expert
595->'''Alignment:''' NeutralEvil
596->'''Size:''' Medium
597----
598* EmotionEater: Skathoil feed by draining all positive thoughts from prey until only pain and sorrow remain.
599* SupernaturalFearInducer: A skathoil is always surrounded by an unsettling aura of fear that intensifies prey's emotional vulnerability.
600* WeakenedByTheLight: Skathoil are slowed down in bright light, and take more damage from lasers and weapons with the bright special property.
601[[/folder]]
602
603!!CR 14
604[[folder:Warpstitcher]]
605->'''Challenge Rating:''' 14
606->'''Role:''' Combatant
607->'''Alignment:''' LawfulEvil
608->'''Size:''' Large
609----
610* ClockRoaches: Warpstitchers believe that reckless use of magic or technology creates dimensional echoes that damage alternate realities. Their most common prey is witchwarpers, whose magic frequently violates warpstitcher taboos. Other potential prey include those who wield supernatural power, especially solarians and those who engineer space-bending technologies. Warpstitchers also despise Drift engines, accusing them of inflicting terrible wounds on extraplanar ecosystems.
611* GoMadFromTheRevelation: Those few who've survived being sewn to a warpstitcher claim the stitches pulse with energy that trigger disturbing visions, such as their own deaths in alternate realities. For most, the revelations prove so painful or incomprehensible that their minds suffer irreparable damage.
612* ImpaledWithExtremePrejudice: Warpstitchers pin down their victim, skewer its flesh, and use shimmering thread to sew the hapless creature into their bodies.
613* ToServeMan: A warpstitcher preys upon sapient creatures who wield powerful magic or technology recklessly. No one knows for certain if a warpstitcher feeds off its victims' flesh, thoughts, energy from other timelines, or something else entirely.
614[[/folder]]
615
616!!CR 15
617[[folder:Bryrvath]]
618->'''Challenge Rating:''' 15
619->'''Role:''' Spellcaster
620->'''Alignment:''' ChaoticEvil
621->'''Size:''' Medium
622
623Monsters to whom light is a plaything, warping it into impossible spectrums or consuming it altogether, leaving them cloaked in infinitely deep shadows.
624----
625* TheFaceless: Their heads are always cloaked in impossibly deep darkness.
626* FictionalColor: It creates colors of impossible hues and shades by second nature, shaking the sanity of anyone who sees them.
627* GoodPowersBadPeople: Control over light is usually a good thing, but bryrvaths take it to nightmarish places.
628* HumanoidAbomination: They have a vaguely humanoid shape, but clearly are nothing of the sort.
629* LovecraftianSuperpower: They create mind-shredding bursts of color and patches of infinite darkness, both feats that bend the laws of physics even in a setting that already has several distinct varieties of magic.
630[[/folder]]
631
632[[folder:Ursolha]]
633->'''Challenge Rating:''' 15
634->'''Role:''' Spellcaster
635->'''Alignment:''' ChaoticNeutral
636->'''Size:''' Large
637----
638* BlackSpeech: Some xenolinguists who have spent extended periods studying the Ursolhan language have reported terrible nightmares and waking visions.
639* ExtraEyes: Each of the four sides of an ursolha have a vertical row of three glowing, circular eyes.
640* EyeBeams: An ursolha can fire a beam of electricity from its eyes.
641* RockMonster: Despite resembling construct-like floating obelisks, ursolhas are living creatures.
642[[/folder]]
643
644!!CR 17
645[[folder:Hallajin]]
646->'''Challenge Rating:''' 17
647->'''Role:''' Spellcaster
648->'''Alignment:''' ChaoticNeutral
649->'''Size:''' Large
650Energy beings from Hallas, the moon of Liavara, that are believed to be the result of a species that sought godhood yet stopped just short of such a goal.
651----
652* EnergyBeings: What they are now.
653* GodhoodSeeker: Their plan was to become gods, but for unknown reasons they stopped at their current stage in the process.
654* IntangibleMan: They can pass through solid objects, though not anything with a strong electrical charge.
655[[/folder]]
656
657!Starship-Sized
658[[folder:Besmaran Whelp]]
659[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/starfinder_besmaran_whelp.jpg]]
660->'''Starship Tier:''' 1-3
661->'''Role:''' Combatant
662->'''Alignment:''' TrueNeutral
663->'''Size:''' Medium
664----
665* AbstractEater: Besmaran whelps feed on energy, their favourite meal being the power cores of starships.
666* {{Cyborg}}: Some Besmaran whelps are equipped with advanced computers and sensors.
667* SpaceWhale: Closer to a space shark.
668* TailSlap: A Besmaran whelp can whip its narrow tail at a ship.
669[[/folder]]
670
671[[folder:Novaspawn]]
672->'''Starship Tier:''' 8
673->'''Role:''' Combatant
674->'''Alignment:''' TrueNeutral
675->'''Size:''' Huge
676----
677* DeflectorShields: A novaspawn can generate its own protective shields using its aberrant biology.
678* GentleGiant: Novaspawn are usually peaceful unless provoked.
679* HostileTerraforming: In rare occasions, an ill or evil-influenced novaspawn undergoes the process of parturition dangerously close to an inhabited planet or space station, in the process destroying them or making them uninhabitable and irrevocably altering the climate of others nearby.
680* TimeAbyss: A baby novaspawn is still older than some civilisations.
681[[/folder]]
682
683[[folder:Sagolath]]
684->'''Starship Tier:''' 7
685->'''Role:''' Combatant
686->'''Alignment:''' NeutralEvil
687->'''Size:''' Medium
688----
689* CombatTentacles: A sagolath's corona of grasping hooked tentacles can dig into starship hulls with ease.
690* PoisonousPerson: Sagolaths inject a poisonous gas into the bloodstreams of larger prey or starship interiors, which weakens organisms.
691[[/folder]]
692
693[[folder:Zoaphorix]]
694->'''Starship Tier:''' 10
695->'''Role:''' Expert
696->'''Alignment:''' ChaoticNeutral
697->'''Size:''' Huge
698----
699* CombatTentacles: A zoaphorix attacks starships with its tentacles to wear away at the vessel's hull with its symbiotic microbes.
700* TheSymbiote: A zoaphorix carries myriad bizarre bacteria within its microbiome. These bacteria don't harm the zoaphorix but can quickly eat through starships.
701[[/folder]]

Top