Follow TV Tropes

Following

Characters / Starfinder Aberrations

Go To

Index | Playable Races | Monsters (Humanoids | Monstrous Humanoids | Animals | Vermin | Magical Beasts | Plants | Fey | Dragons | Aberrations | Constructs | Oozes | Undead | Outsiders)

This page is part of the character sheet for Starfinder, covering non-playable Aberration creatures. For playable races, see Starfinder Player Races.

An all purpose category for creatures that don't belong to any natural ecosystem on any world, even on other planes.

For tropes pertaining to aberrations in Pathfinder, see Pathfinder Aberrations.

    open/close all folders 

Player-Sized

Groups of Aberrations

    Dominion of the Black 

  • Organic Technology: 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.

Neh-thalggu (Brain Collector)

Challenge Rating: 8
Role: Spellcaster
Alignment: Chaotic Evil
Size: Large

One of the most prominent representatives of the collective of alien, flesh molded species known as the Dominion of the Black, brain collectors, known more properly as the neh-thalggu, are living supercomputers who, as their common name suggests, harvest the brains of sentient beings to augment their own.


  • Brain Theft: 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.
  • Giant Enemy Crab: They look like giant, oblong crab... things.

Deh-nolo

Challenge Rating: 14
Role: Spellcaster
Alignment: Chaotic Evil
Size: Large

Horrific creatures that blur the line between machine and animal, these beings serve as engineers and spellcasters among the Dominion of the Black.


  • Brain Theft: Deh-nolos extract and use other creatures' brains to slake their never-ending thirst for knowledge.
  • Cast from Hit Points: 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.
  • The Engineer: Deh-nolos are not only extremely competent engineers, merging technology and biological systems in twisted and devious ways.
  • Poisonous Person: 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.

Haeshi-shaa

https://static.tvtropes.org/pmwiki/pub/images/starfinder_haeshi_shaa.PNG
Haeshi
Challenge Rating: 12 (haeshi), 16 (shaa)
Role: Combatant (haeshi), Spellcaster (shaa)
Alignment: Chaotic Evil (haeshi), Neutral Evil (shaa)
Size: Large

Serving 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.


  • Blob Monster: Their haeshi form is a constantly churning, chunky fluid.
  • Defeat Equals Explosion: When killed, a haeshi explodes in a frenetic wave of psychic energy that assaults the minds of nearby creatures.

    Huskborn 

Larva

Challenge Rating: 1/2
Role: Combatant
Alignment: Chaotic Evil
Size: Tiny

Larval huskborn, which appear as pale worms covered in spines.


Drone

Challenge Rating: 3
Role: Combatant
Alignment: Chaotic Evil
Size: Medium

Adult huskborn, resembling a cross between a crocodile and a mantis.


Mother

Challenge Rating: 9
Role: Combatant
Alignment: Chaotic Evil
Size: Large

    Sivv 
Challenge Rating: Varies
Alignment: Lawful Evil
Size: Medium

  • Abusive Precursors: Aeons ago, sivvs formed the Sivv Dominion, which enslaved countless other species until its collapse.
  • 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.
  • 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.

Templates

    Rebuilt 
Challenge Rating: 3+
Role: Combatant
Alignment: Chaotic Neutral
Size: Same as base creature

Victims 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.


  • Bizarre Alien Biology: 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.
  • Body Horror: 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.
  • Disability Immunity: 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.
  • Made of Iron: Unfortunately for them their bodies are fairly durable, granting them decent damage resistance.
  • Mercy Kill: Horrified hospital personnel usually euthanize rebuilts as soon as they arise.
  • The Speechless: Because of its perpetual agony and the rearrangement of its physiology, a rebuilt can speak only in tortured moans and screams.
  • Was Once a Man: 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.

CR 1/3

    Symbiend 
Challenge Rating: 1/3
Role: Expert
Alignment: True Neutral
Size: Diminutive

  • The Berserker: A Damoritosh's arm symbiend provides a constant trickle of adrenaline, creating vicious, fearless soldiers.
  • Power at a Price: All symbiends grant both benefits and drawbacks to their hosts.
  • Power Degeneration: A paragon symbiont will boost the host's intelligence and take its toll on the body.
  • The Symbiote: Symbiends can bond to and enhance nearly every other creature.

CR 1

    Akata 
https://static.tvtropes.org/pmwiki/pub/images/akata_starfinder.jpg
Challenge Rating: 1
Role: Combatant
Alignment: True Neutral
Size: Medium

Predators from the Diaspora that have adapted to survive in the airless void of space.


  • Batman Can Breathe in Space: Akatas have the breathless quality, likely tied to their nature as aberrations.
  • Handicapped Badass: All akatas are deaf, as the sense was unneeded in their airless home environment, but no less dangerous for it.
  • No-Sell: Immune to poison, cold, disease, starvation, and any effects that require the target to hear or inhale them.
  • Spawn Broodling: 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.
  • Weaksauce Weakness: They take significant damage from salt water, particularly if immersed in it.

CR 2

    Mindshroud Ray 
Challenge Rating: 2
Role: Combatant
Alignment: Neutral Evil
Size: Small

  • Fusion Dance: 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.

    Scouring Swarm 
Challenge Rating: 2
Role: Combatant
Alignment: True Neutral
Size: Fine

  • Acid Attack: A scouring swarm can spray an acid that harms only organic material.

CR 3

    Feathered Stalker 
Challenge Rating: 3
Role: Combatant
Alignment: True Neutral
Size: Large

Black-and-white crinoids composed of little more than long feather appendages. Their stats can be found in The Commencement.


  • Adaptive Ability: 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.
  • Feather Flechettes: According to the name of its ability, feather harpoons.
  • Wall Crawl: They have a climb speed equal to their normal speed.

    Skreeling 
https://static.tvtropes.org/pmwiki/pub/images/starfinder_skreeling.PNG
Challenge Rating: 3
Role: Expert
Alignment: Neutral Evil
Size: Small

The immature offspring of skreesires.


  • Cain and Abel: 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.
  • Extreme Omnivore: They can eat ash, metal shavings, and wood if food is scarce.
  • Master of None: "Skreemules," skreelings grown too large to fly but without a skreesire's psychic powers to make up for it.
  • Sibling Team: Skreelings are born and grow to adulthood in small packs, and they are more comfortable fighting alongside their siblings.

    Tangler 
Challenge Rating: 3
Role: Combatant
Alignment: True Neutral
Size: Medium

  • Combat Tentacles: A tangler ambushes its prey from above, grabbing it with flailing tentacles.
  • Grievous Harm with a Body: Tanglers sometimes bash one opponent with the still-living body of another.
  • The Worm That Walks: Some xenobiologists argue that a tangler isn't a single organism and that each tentacle is its own entity operating as a gestalt intelligence.

    Troll Polyp 
Challenge Rating: 3
Role: Combatant
Alignment: Chaotic Evil
Size: Small

  • Helping Hands: 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.
  • Hungry Menace: Troll polyps are hungry and aggressive, with little motivation beyond the desires to kill, eat and assimilate organic matter.

CR 4

    Cargo Creep 
Challenge Rating: 4
Role: Expert
Alignment: True Neutral
Size: Medium

  • Chameleon Camouflage: 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.

    Gray Bounder 
Challenge Rating: 4
Role: Combatant
Alignment: Neutral Evil
Size: Small

    Paralith 
https://static.tvtropes.org/pmwiki/pub/images/starfinder_paralith.png
Challenge Rating: 4
Role: Combatant
Alignment: True Neutral
Size: Medium

Sentient but non-civilized creatures that prefer jungled areas.


  • Aliens Speaking English: Averted, they speak only their own language and linguists remain baffled by it.
  • Bizarre Alien Reproduction: Paralith's reproduce through asexual budding, with the growth of the infant paraliths to adulthood only taking a few days.
  • Bizarre Alien Senses: They sense electromagnetic broadcasts but are otherwise blind.
  • Riddle for the Ages: 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.

    Sapient Purple Orb 
Challenge Rating: 4 (individual), 11 (luminant)
Role: Spellcaster
Alignment: Neutral Good
Size: Small (individual), Large (luminant)

  • Blinded by the Light: A purple orb can increase its luminance to a spectrum so aggressively bright that it can blind others.
  • Fusion Dance: 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.

    Wetzelt 
Challenge Rating: 4
Role: Combatant
Alignment: Chaotic Evil
Size: Medium

  • Running on All Fours: Wetzelts have four appendages like humanoids do, but they crawl on all fours.
  • Walking Techbane: A wetzelt generates an electromagnetic field that disrupts technological devices and constructs, and interferes with electronic signals.
  • Was Once a Man: Each wetzelt was once a reptoid, before being subjected to extensive biological manipulation.

CR 5

    Polygulp 
Challenge Rating: 5
Role: Combatant
Alignment: True Neutral
Size: Huge

  • Blob Monster: 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.

    Sky Fisher 
Challenge Rating: 5
Role: Combatant
Alignment: True Neutral
Size: Huge

Large aerial predators from Castrovel.


  • Ain't Too Proud to Beg: Some sky fishers will telepathically transmit their desire to flee if badly injured in the hopes that their foes will let them go.
  • Alien Blood: A sky fisher's blood contains hemocyanin, which gives it a blue colour.
  • All Webbed Up: Sky fishers are notorious for casting sticky, anesthetising filaments with which they reel in their quarry.
  • Invisibility with Drawbacks: A sky fisher can deoxygenate its blood to turn itself colourless, making it sluggish but mostly translucent as it watches for prey.
  • It Can Think: Smart enough to learn language, as well as figure out they can round their bodies to better capture sound from below.
  • You Will Not Evade Me: 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.

    Undershrike 
Challenge Rating: 5
Role: Expert
Alignment: Chaotic Neutral
Size: Medium

  • Combat Tentacles: An undershrike can momentarily sprout a host of thin slashing tendrils from its body.
  • Resurrective Immortality: When slain, an undershrike's body dissolves into the surrounding architecture, only to reform elsewhere on Absalom Station with its memories intact.

CR 6

    Carrion Wheel 
Challenge Rating: 6 (carrion wheel), 14 (ichor wheel)
Role: Combatant
Alignment: Neutral Evil
Size: Medium

  • Acid Attack: Toxic enzymes on the carrion wheel's tentacles cause foes' skin to erupt in painful rashes and excruciating, acid-filled boils.
  • Collector of the Strange: Ichor wheels seem to enjoy collecting souvenirs (sometimes valuable treasures, but more often leftover bones and viscera) that they adhere to their bodies.
  • Combat Tentacles: Carrion wheels capture prey with their four tentacles.

    Damiaran Maggot 
Challenge Rating: 6
Role: Combatant
Alignment: Neutral Evil
Size: Large

  • Spike Shooter: A Damiaran maggot can shoot a superheated spine from its back.
  • Super-Senses: 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.

    Orocoran 
https://static.tvtropes.org/pmwiki/pub/images/orocoran.png
Challenge Rating: 6
Role: Combatant
Alignment: Chaotic Evil
Size: Medium

Resembling a cross between humanoid and insect, orocorans are a sentient species originating from Aucturn.


  • Bizarre Alien Sexes: Orocorans lack gender and mating involves both orocorans piercing the other's body with their proboscis to impregnate them.
  • Enemy Mine: The orocorans (and through them, Aucturn) are part of the pact worlds, despite being [[Invoked]]Chaotic Evil aberrations because there are bigger threats than them outside the system.
  • Fantastic Drug: The ichor they feed on is a hallucinogenic, making them almost perpetually high.
  • Higher Understanding Through Drugs: 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.
  • Pragmatic Villainy: 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.
  • Primal Stance: They can stand upright, but they spend most of their time crawling on all fours.
  • Slave Race: 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.
  • Super Spit: They can projectile vomit at foes, made more dangerous by the fact that they feed on the ichors of their living planet.
  • Truesight: They can see invisible creatures and objects.
  • Vampire Bites Suck: They're not vampires, but their proboscises can drain foes of their blood as easily as they can breach the living soil of Aucturn.

    Quyu 
Challenge Rating: 6
Role: Expert
Alignment: Neutral Evil
Size: Medium

  • Glamour Failure: 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.
  • Killer Rabbit: 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.

CR 7

    Skreesire 
https://static.tvtropes.org/pmwiki/pub/images/skreesire_starfinder.jpg
Challenge Rating: 7
Role: Expert
Alignment: Neutral Evil
Size: Large

Solitary predators with formidable mental powers.


  • Absolute Xenophobe: They view any intrusion from a sentient creature as a threat.
  • Chameleon Camouflage: 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.
  • Combat Tentacles: Skreesires use their tentacles to grab prey.
  • Mind Rape: Skreesires can use their infamous mental abilities to twist intruders' minds and cause those creatures to flee.
  • No Biological Sex: 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.
  • Wings Do Nothing: Skreesires retain the wings from youth, even after they have lost their functionality.

CR 8

    Dreamer 
Challenge Rating: 8
Role: Spellcaster
Alignment: True Neutral
Size: Large

A 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.


  • Turns Red: 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.

    Midships Mimic 
Challenge Rating: 8
Role: Combatant
Alignment: True Neutral
Size: Large

  • Object Shifting: 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.

    Protomander 
Challenge Rating: 8
Role: Combatant
Alignment: Chaotic Evil
Size: Large

  • Ax-Crazy: Protomanders harbour extreme jealousy toward any creatures who have not been transformed into similar amalgams by the Drift Crash, lashing out with violent rage.
  • Fusion Dance: The protomander is the result of Drift energies merging together a protean, skittermander and stridermander.
  • Multi-Armed and Dangerous: Protomanders usually have from four to eight arms.
  • Multiple Head Case: Most protomanders have three heads (one protean, one skittermander, one stridermander), which often bicker or try to devour each other.

    Pyric Harbinger 
Challenge Rating: 8
Role: Expert
Alignment: Chaotic Evil
Size: Medium

Though 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.


  • Playing with Fire: A pyric harbinger looks like an orb of fire, and burns enemies with pyric fire.

    Skrell 
Challenge Rating: 8
Role: Expert
Alignment: Chaotic Neutral
Size: Medium

  • Combat Tentacles: 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.
  • Stupidity-Inducing Attack: When wrapping a tentacle around a foe's head, a skrell can assault the target's mind to dampen its intelligence.

    Twinsoul 
Challenge Rating: 8
Role: Combatant
Alignment: True Neutral
Size: Large

Strange creatures with two bodies, one in the Material Plane and one in the Ethereal.


  • Truly Single Parent: When a twinsoul discovers a rift between the Material Plane and Ethereal Plane, it mates with itself and creates a single spawn.

CR 9

    Veshred 
Challenge Rating: 9
Role: Combatant
Alignment: True Neutral
Size: Medium

  • Big Eater: 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.
  • More Teeth than the Osmond Family: A veshred's mouth is lined with rows of serrated teeth that cause terrible wounds.

    Yithian 
https://static.tvtropes.org/pmwiki/pub/images/starfinder_yithian_7.png
Challenge Rating: 9 (normal), 13 (elder)
Role: Expert
Alignment: Lawful Neutral
Size: Large

In 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.


  • De-power: During the Gap, yithians lost their ability to travel through time. Currently, they can only swap minds across short distances, not across time.
  • Grand Theft Me: Yithians retain a weaker version of their ability to swap minds, but can no longer do so through time.
  • Lightning Gun: 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.

    Zernivian 
Challenge Rating: 9
Role: Expert
Alignment: True Neutral
Size: Tiny

  • Acid Attack: A zernivian can hurl a blob of acidic spittle.
  • Fusion Dance: Sometimes, a zernivian becomes trapped inside a host, causing the physiologies of both to merge and mutate.
  • Man of Kryptonite: 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.
  • Poisonous Person: The zernivian's tongue and acidic spittle can deliver a natural herbicide.
  • Puppeteer Parasite: 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.

CR 10

    Ashypsozoan 
Challenge Rating: 10
Role: Expert
Alignment: True Neutral
Size: Medium

Massive siphonophores with bioelectric powers from Ashyphso.


  • Blob Monster: They have both the compression and amorphous abilities, a combo typically reserved for oozes.
  • Combat Tentacles: They rely on lashes of their tentacles to kill prey at close range.
  • Harmless Freezing: 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.
  • Healing Factor: Electricity heals them rather than harming them.
  • Kill It with Fire: They have a vulnerability to fire, making it the most effective way to kill them.
  • Shock and Awe: They rely on their bioelectric powers for nearly all aspects of their functionality, from hunting prey to flight to digesting their meals.
  • The Worm That Walks: Like real siphonophores, they're symbiotic colonies formed from many smaller tiny, specialized organisms.

    Genereaver 
Challenge Rating: 10
Role: Expert
Alignment: True Neutral
Size: Small

  • Bioweapon Beast: Genereavers are synthetic monsters concocted through genetic experimentation in EJ Corp laboratories to serve as unstoppable assassins.
  • Heal Thyself: A genereaver can concentrate to heal itself every minute.

    Olghuth 
Challenge Rating: 10
Role: Combatant
Alignment: Chaotic Evil
Size: Huge

  • Fiendish Fish: An olghuth looks like a bulbous fish with squat, salamander-like legs and razor-sharp spined fins.
  • Horror Hunger: Olghuths are consumed by constant pain, making them insatiably hungry for the flesh of sapient creatures.
  • 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.
  • The Unintelligible: 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.

CR 11

    Dormakhabu 
Challenge Rating: 11
Role: Combatant
Alignment: True Neutral
Size: Medium

  • Belly Mouth: The dormakhabu's mouth is located in the middle of its torso.
  • Combat Tentacles: A dormakhabu has a long and powerful tentacle, which it uses to drag hapless creatures toward its wide mouth.
  • Food Chain of Evil: 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.

    Psychic Abomination 
Challenge Rating: 11
Role: Expert
Alignment: Neutral Evil
Size: Medium

Bizarre creatures that are difficult to identify, united only by their particular abilities.

Their stats can be found in Attack of the Swarm!: Hive of Minds or online here.


  • Achilles' Heel: Psychic abominations vulnerable to both fire and electricity.
  • Flight: They have no forms of movement other than a fly speed.
  • Intangible Man: They're incorporeal, an unusual trait for non-undead creatures.
  • Invisibility: Psychic abominations can cast invisibility at will.
  • Non-Elemental: Their Concussive Blast ability deals force damage, a rarity
  • The Spook: No one knows where they come from, and many can't even agree on what they look like.
  • Telepathy: They have a thought-based form of blindsight and can communicate telepathically. Offensively, they can focus this power into mind thrust.
  • Vampiric Draining: 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.
  • Whispering Ghosts: 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.

CR 12

    The Seen 
Challenge Rating: 12
Role: Expert
Alignment: Chaotic Neutral
Size: Medium

  • Bizarre Alien Biology: 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.
  • Humanoid Abomination: 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.

    Umbracygot 
Challenge Rating: 12
Role: Combatant
Alignment: Neutral Evil
Size: Large

  • Acid Attack: They can spray a line of acid.
  • Combat Tentacles: Somalcygots have four tentacles, which do less damage than their bite but have better reach and come with the grab ability.
  • Sudden Name Change: In Pathfinder, these creatures are called somalcygots (after Golarion's moon Somal), a name which is not applicable anymore after Golarion vanished.

CR 13

    Hungerer from the Dark 
Challenge Rating: 13
Role: Combatant
Alignment: Chaotic Evil
Size: Large

  • The Berserker: 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.
  • Hyperactive Metabolism: Hungerers from the dark immediately heal themselves when consuming wounded foes' body parts.
  • To Serve Man: Hungerers from the dark are driven by their insatiable appetites for humanoid flesh.

    Quantum Clone 
Challenge Rating: 13
Role: Expert
Alignment: True Neutral
Size: Medium

  • Clone Angst: 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.
  • Perpetually Protean: 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.
  • Power Copying: As a being of infinite possibilities, a quantum clone can mimic actions taken by others.

    Skathoil 
Challenge Rating: 13
Role: Expert
Alignment: Neutral Evil
Size: Medium

  • Emotion Eater: Skathoil feed by draining all positive thoughts from prey until only pain and sorrow remain.
  • Supernatural Fear Inducer: A skathoil is always surrounded by an unsettling aura of fear that intensifies prey's emotional vulnerability.
  • Weakened by the Light: Skathoil are slowed down in bright light, and take more damage from lasers and weapons with the bright special property.

CR 14

    Warpstitcher 
Challenge Rating: 14
Role: Combatant
Alignment: Lawful Evil
Size: Large

  • Clock Roaches: 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.
  • Go Mad from the Revelation: 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.
  • Impaled with Extreme Prejudice: Warpstitchers pin down their victim, skewer its flesh, and use shimmering thread to sew the hapless creature into their bodies.
  • To Serve Man: 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.

CR 15

    Bryrvath 
Challenge Rating: 15
Role: Spellcaster
Alignment: Chaotic Evil
Size: Medium

Monsters to whom light is a plaything, warping it into impossible spectrums or consuming it altogether, leaving them cloaked in infinitely deep shadows.


  • The Faceless: Their heads are always cloaked in impossibly deep darkness.
  • Fictional Color: It creates colors of impossible hues and shades by second nature, shaking the sanity of anyone who sees them.
  • Good Powers, Bad People: Control over light is usually a good thing, but bryrvaths take it to nightmarish places.
  • Humanoid Abomination: They have a vaguely humanoid shape, but clearly are nothing of the sort.
  • Lovecraftian Superpower: 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.

    Ursolha 
Challenge Rating: 15
Role: Spellcaster
Alignment: Chaotic Neutral
Size: Large

  • Black Speech: Some xenolinguists who have spent extended periods studying the Ursolhan language have reported terrible nightmares and waking visions.
  • Extra Eyes: Each of the four sides of an ursolha have a vertical row of three glowing, circular eyes.
  • Eye Beams: An ursolha can fire a beam of electricity from its eyes.
  • Rock Monster: Despite resembling construct-like floating obelisks, ursolhas are living creatures.

CR 17

    Hallajin 
Challenge Rating: 17
Role: Spellcaster
Alignment: Chaotic Neutral
Size: Large
Energy 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.
  • Energy Beings: What they are now.
  • Godhood Seeker: Their plan was to become gods, but for unknown reasons they stopped at their current stage in the process.
  • Intangible Man: They can pass through solid objects, though not anything with a strong electrical charge.

Starship-Sized

    Besmaran Whelp 
https://static.tvtropes.org/pmwiki/pub/images/starfinder_besmaran_whelp.jpg
Starship Tier: 1-3
Role: Combatant
Alignment: True Neutral
Size: Medium

  • Abstract Eater: Besmaran whelps feed on energy, their favourite meal being the power cores of starships.
  • Cyborg: Some Besmaran whelps are equipped with advanced computers and sensors.
  • Space Whale: Closer to a space shark.
  • Tail Slap: A Besmaran whelp can whip its narrow tail at a ship.

    Novaspawn 
Starship Tier: 8
Role: Combatant
Alignment: True Neutral
Size: Huge

  • Deflector Shields: A novaspawn can generate its own protective shields using its aberrant biology.
  • Gentle Giant: Novaspawn are usually peaceful unless provoked.
  • Hostile Terraforming: 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.
  • Time Abyss: A baby novaspawn is still older than some civilisations.

    Sagolath 
Starship Tier: 7
Role: Combatant
Alignment: Neutral Evil
Size: Medium

  • Combat Tentacles: A sagolath's corona of grasping hooked tentacles can dig into starship hulls with ease.
  • Poisonous Person: Sagolaths inject a poisonous gas into the bloodstreams of larger prey or starship interiors, which weakens organisms.

    Zoaphorix 
Starship Tier: 10
Role: Expert
Alignment: Chaotic Neutral
Size: Huge

  • Combat Tentacles: A zoaphorix attacks starships with its tentacles to wear away at the vessel's hull with its symbiotic microbes.
  • The Symbiote: A zoaphorix carries myriad bizarre bacteria within its microbiome. These bacteria don't harm the zoaphorix but can quickly eat through starships.

Top