TEXT: 44
  Tome of Aliens
  
  1
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  Frog V
  Patrick Pilgrim
  Developer
  John Ling
  Art Director
  Charles A. Wright
  Zach of All Trades
  Zach Glazar
  In Space, Everyone Can See Him Scowl
  Skeeter Green
  Frog God 
  Games
  FROG GOD GAMES IS
  ©2017 Bill Webb, Frog God Games & Necromancer Games. All rights 
  reserved.
  Reproduction without the written permission of the publisher is expressly 
  forbidden. Frog God Games and the Frog God Games logo is a trademark 
  of Frog God Games. Necromancer Games and the Necromancer Games logo 
  is a trademark of Necromancer Games. All rights reserved. All characters, 
  names, places, items, art and text herein are copyrighted by Frog God 
  Games, Inc. The mention of or reference to any company or product in 
  these pages is not a challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Frog 
  God Games LLC’s Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Game Content: product and 
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  from the above list.
  Authors: Anthony Pryor, Jeff Swank, Lance 
  Hawvermale, Patrick Lawinger, Edwin Nagy
  Developer: Zach Glazar
  Producer: Bill Webb 
  Editors: John Ling & Edwin Nagy
  Layout Design: Charles A. Wright
  Front Cover Art & Design: Jim Wampler,  
  Charles Wright
  Interior Art: Terry Pavelet and  
  Artem Shukaev
  Compatibility with the Starfinder 
  Roleplaying Game requires the Starfinder 
  Roleplaying Game from Paizo Inc. See 
  http://paizo.com/starfinder for more 
  information on the Starfinder Roleplaying 
  Game. Paizo Inc. does not guarantee 
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  information on the compatibility license.
  
  2
  Tome of Aliens
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e, PF 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness PF 
  Marshes of Malice PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  
  Tome of Aliens
  3
  Table of Contents
  Almas ..............................4
  Ambysian ........................4
  Ankylos ...........................5
  Astacoid ..........................6
  Azis .................................6
  Browser ...........................7
  Callolet ...........................8
  Chokora ..........................9
  Dwarf, Gravity ................9
  Dwarf, Liquid-Crystal ...10
  Dylorach .......................11
  Electric Boogaloo ..........11
  Emperor Whale .............12
  Esinia ............................13
  Friendly Fish .................13
  Galaros .........................14
  Giant Sand Serpent .......14
  Goorian Mind ................15
  Gorakan ........................15
  Il’kir’aan ........................16
  Jade Witch ....................17
  Jager Eye .......................17
  Joolian Worm ................18
  Jormungar, Young ........19
  Jormungar, Ancient ......19
  Jowl Dog .......................20
  Kiásin ............................20
  Khorvaxx.......................21
  Koural ...........................21
  Leviathan Shark ............22
  Muluum ........................22
  Neo-Gokong ..................23
  Ningboar .......................23
  Oqret.............................24
  Paramiceor ....................24
  Pawan ...........................25
  Plasma Paste .................25
  Rionna ..........................26
  Robot, Cleaner ..............26
  Robot, Maker ................27
  Squero ..........................27
  Sea Fang ........................28
  Silvaran Dragon ............29
  Sinjin ............................29
  Sonic Eel .......................30
  Spiked Miner .................30
  Stalactitan .....................31
  Sun Kite ........................32
  Tasryn ..........................32
  Terras Quake ................33
  Tikka .............................34
  Thyth ............................35
  Trench Terror ...............35
  Troll, Cathode-Ray ........35
  Veoble ...........................36
  Vesuvian Fly Trap .........37
  Waj ................................37
  Warp Gatherer ..............38
  Warp Wraith ..................38
  Ythri ..............................39
  Legal Appendix ......... 41
  
  4
  Tome of Aliens
  Almas
  ALMAS SCOUT 
  CR 3
  XP 800
  Almas soldier
  N Medium humanoid (almas)
  Init +4; Senses low-light vision; Perception +8
  DEFENSE
  EAC 14, KAC 16
  HP 57
  Fort +5, Ref +5, Will +4
  OFFENSE
  Speed 30 ft.
  Melee high density curve blade +11 (1d10+2 S; crit bleed 1d6)
  Ranged laser rifle +11 (1d6+3 F, burn 1d6)
  STATISTICS
  Str +2, Dex +4, Con +1, Int +1, Wis +0, Cha +0
  Feats Blind-Fight, Opening Volley
  Skills Acrobatics +8, Athletics +13
  Languages Almas, Common
  Gear tempertech defiance (squad), flash grenade I, high-density curve 
  blade, incendiary grenade I, laser rifle
  ECOLOGY
  Environment any
  Organization solitary, scout pack (2–5)
  ALMAS CAPTAIN 
  CR 6
  XP 2,400
  Almas operative
  N Medium humanoid (almas)
  Init +5; Senses low-light vision; Perception +13
  DEFENSE
  EAC 18, KAC 20
  HP 108
  Fort +8, Ref +5, Will +10
  OFFENSE
  Speed 40 ft.
  Melee dueling sword +16 (1d6+8 S)
  Ranged light laser pistol +13 (2d4+6 F, burn 1d4)
  Combat Abilities debilitating trick, evasion, trick attack +3d6
  STATISTICS
  Str +2, Dex +5, Con +2, Int +3, Wis +2, Cha +0
  Skills Athletics +18, Bluff +18, Diplomacy +13, Disguise +18
  Languages Almas, Common
  Gear freebooter armor II, dueling sword, light laser pistol
  Noncombat Abilities master of disguise, sure-footed
  ECOLOGY
  Environment any 
  Organization leader with 2–5 scouts
  These thin, smooth-skinned humanoids average 7–8 
  feet tall with three eyes facing forward from their broad, 
  flat faces in the form of an evenly spaced triangle. All 
  almas have a blue central eye high on their forehead, 
  while the lower eyes can be any color. Most almas have 
  orange-hued skin, but some appear almost pink in color. 
  Almas, while slender, are powerfully built and possess 
  four thin, delicate, and extremely dexterous fingers at 
  the ends of their three-jointed arms. The outer fingers 
  face the two inner fingers like dual opposable thumbs 
  and their wrists can bend in either direction.
  Almas are generally calm and easygoing but their size 
  and strength sometimes makes other races nervous. 
  Almas are found in massive generational colony ships 
  that pause in some systems to resupply and then 
  continue their slow travel to other systems. The almas 
  home world was destroyed when its sun went nova 
  thousands of years ago, and the almas colony ships fled 
  the system in search of a new home. As generations grew 
  and died aboard the ships, the almas lost their desire to 
  colonize a planet, preferring to stay on the ships they 
  call home.
  Almas are highly protective of each other and their 
  colony ships, and are quick to adopt new technologies. 
  The one thing they have not done is add drift drives to 
  their massive ships. They have a strict moral code of 
  honor when dealing with each other, but this does not 
  apply to other races. The almas do not see killing or 
  cheating a member of another race as a crime, but they 
  will usually abide by the laws of whatever system they 
  are in.
  AMBYSIAN 
  CR 3
  XP 800
  LN Medium humanoid (ambysian, aquatic)
  Init +4; Senses low-light vision; Perception +8
  DEFENSE
  EAC 13, KAC 15
  HP 38
  Fort +7, Ref +5, Will +2; +4 vs. poison
  OFFENSE
  Speed 30 ft., climb 15 ft., swim 40 ft.
  Melee spear +8 (1d6+5 P) or slam +8 (1d6+5 B plus poison)
  Ranged radium blaster +11 (1d4+3 F)
  STATISTICS
  Str +2, Dex +4, Con +1, Int +0, Wis +0, Cha +0
  Skills Acrobatics +13, Athletics +8, Survival +8
  Languages Manian
  Noncombat Abilities amphibious, water breathing
  ECOLOGY
  Environment swamp (Mani 6083)
  Organization solitary, pair, or gang (4–12) or tribe (13+ 100% 
  noncombatants, 1 leader of 4th–5th level, 5–6 alien pets)
  SPECIAL ABILITIES
  Poison (Ex) Ambysians exude a poisonous ooze from their skin.
  AmbysiAn Poison
  Type poison, contact; Save Fortitude DC 13
  Track Constitution; Frequency 1/minute for 6 minutes
  Cure 2 consecutive saves
  AlmAs
  AmbysiAn
  Racial TRaiTs
  Ability Buy Points: +2 Str, +2 Wis, –1 Cha
  Hit Points: 4
  Size and Type: Almas are Medium humanoids with 
  the almas subtype.
  Athletic: Almas society favors athletic endeavors; 
  almas gain a +4 racial bonus on Athletic checks.
  Low-Light Vision: Almas can see twice as far as 
  humans in dim lighting.
  
  Tome of Aliens
  5
  Ankylos
  The ambysian are salamander-like humanoids who 
  dwell in the humid swamps of Langooro beneath the ever-
  burning sun of Mani 6083. Ambysians range in size from 
  5–6 feet tall and have slippery almost black skin covered 
  in elaborately patterned spots ranging in colors from 
  yellow to green to brilliant blue. This slick skin exudes 
  venom that can prove deadly to other creatures. Although 
  they live a tribal existence, they are technologically 
  savvy, having developed radium projectile weapons used 
  for hunting massive creatures of the swamps, and have 
  a complex culture which revolves around the protection 
  of their village and management of the ecosystem. Their 
  religion is best described as a mixture of druidic ideals 
  and worship of the great creatures of the swamp, most 
  specifically the swamp strider.
  Ambysians are the most secretive of the intelligent 
  races of the inner moon Mani 6083 and are distrustful 
  of outsiders, especially the trenaaghi who have begun 
  exploiting the ambysian continent of Langooro for raw 
  materials and resources, causing increasing dangers to 
  the fragile ecosystem.
  Ambysians build their villages on a large wooden 
  platform strapped with intricately woven fibers to the 
  backs of the titanic swamp striders. There are typically 
  a dozen or more intricate mud and wicker structures 
  comprising any given village. Among the buildings are 
  the chief’s dwelling and a shrine dedicated to the strider 
  whom the ambysians consider their own personal living 
  god. Other buildings include housing for the various 
  members of the clan, a weaponsmith, and a storehouse 
  typically filled with the various grubs and insects the 
  ambysians feed on.
  Ambysians 
  long 
  ago 
  developed 
  a 
  symbiotic 
  relationship with the great swamp striders, where they 
  guard the eggs of the massive beasts which are laid every 
  hundred years, and take more than a decade to hatch. 
  They keep the striders clean of diseases and parasites, 
  and the striders allow the creatures to dwell upon their 
  bony backs, largely protecting the village from attacks 
  by the other megafauna dwelling within the swamps of 
  Langooro.
  The head of an ambysian tribe is typically a druid of 
  4th–8th level who also serves as the driver of the great 
  swamp strider whenever the tribe needs to gently goad 
  the massive beasts to a location that is not necessarily 
  on the creature’s mind at the time, such as a gathering of 
  the tribal confederacy, or a visit to a swamp strider’s egg 
  depository which is seen as holy places to the ambysians.
  When pressed into combat, ambysians are fierce 
  fighters, wielding their radium rifles with deadly 
  efficiency, especially in defense of their village and 
  swamp strider. They use natural camouflage and their 
  innate chameleon-like ability to ambush foes, often 
  attempting to capture their foes so they can question 
  them about their intentions and gather intelligence 
  about the trenaaghi or other intruders to their domain.
  ANKYLOS 
  CR 4
  XP 1,200
  CN Medium monstrous humanoid
  Init –1; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  EAC 16, KAC 19
  HP 55
  Fort +8, Ref +6, Will +5
  DR 5/—
  OFFENSE
  Speed 30 ft.
  Melee slam +12 (1d6+9 B) or longsword +12 (1d8+9 S)
  Ranged spear +9 (1d6+4 P)
  Offensive Abilities tail sweep
  STATISTICS 
  Str +5, Dex –1, Con +3, Int +0, Wis +1, Cha –1
  Skills Athletics +12, Intimidate +10, Survival +15
  Languages Ankylos
  Gear longsword, 2 spears
  ECOLOGY
  Environment any (Silvarum)
  Organization solitary, squad (2–5), company (6–20), clan (21+, 
  6th–8th level leader)
  Ankylos
  Racial TRaiTs
  Ability Buy Points: +3 Dex, +2 Str, –1 Cha
  Hit Points: 4
  Size and Type: Ambysians are Medium humanoids 
  with the ambysian and aquatic subtypes.
  Amphibious: Ambysians can breathe on air as easily 
  as in water. They have the amphibious special ability.
  Low-Light Vision: Ambysians can see twice as far as 
  humans in conditions of dim light.
  Swim: Ambysian characters have a swim speed of  
  30 feet.
  
  6
  Tome of Aliens
  Astacoid
  SPECIAL ABILITIES
  Tail Sweep (Ex) As a standard action 
  that does not provoke an attack of 
  opportunity, an ankylos can sweep its 
  tail through any three adjacent squares 
  it threatens. It makes a single attack roll 
  against any opponents in these squares. If 
  the attack succeeds, the target takes 1d6+9 points of 
  bludgeoning damage, and must succeed on a DC 13 Reflex save or be 
  knocked prone.
  Masters of the Surface Realm on the forest planet 
  Silvarum, the ankylos are powerful, armored reptilian 
  creatures that rule barbaric kingdoms and call upon 
  potent arcane forces to maintain their position. They 
  resemble upright armored dinosaurs, with draconic 
  faces, flat elephantine feet, thick-fingered hands and 
  heavy, muscular clubbed tails. Heavy bony plates cover 
  their backs, and all of their internal organs are well 
  protected against even the most violent of blows.
  There is little about the ankylos that is not geared 
  toward battle and conquest. They are the most powerful 
  of the Surface Realm species, dominating vast swaths 
  of the planet. These barbaric kingdoms are constantly 
  at war with each other and with the other species of 
  the surface as well. Ankylos warlords grow wealthy 
  and powerful, but don’t usually live long — slain or 
  overthrown by rivals, often their own progeny.
  Ankylos fight with melee weapons suitable to their 
  size and power. They are aware of ranged weapons such 
  as bows and even firearms, but shun them as tools of 
  cowards. Besides, ankylos are resistant to damage and 
  ranged weapons are often ineffective. Some ankylos 
  are also skilled at magic, utilizing powerful destructive 
  spells or raising the dead for use in battle.
  ASTACOID 
  CR 4
  XP 1,200
  CG Medium monstrous humanoid (aquatic)
  Init +2; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +15
  DEFENSE
  EAC 16, KAC 17
  Fort +3, Ref +9, Will +5
  DR 5/slashing Resist fire 10, sonic 10
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee 2 claws +11 (1d4+9 S) 
  Ranged light sonic pistol +9 (1d8+9 So) 
  Special Attacks sonic wave (30 ft. radius, 4d4 sonic damage, Fort DC 
  15 for half, usable every 1d4 rounds)
  STATISTICS
  Str +5, Dex +2, Con +1, Int +1, Wis +3, Cha +1
  Skills Athletics +15, Diplomacy +10, Life Science +15, Survival +10, 
  Stealth +10
  Knowledge (nature) +7, Perception +13, Profession (choose one) +8, 
  Survival +11, Swim +11
  Languages Astacoid, Common
  SQ amphibious, water breathing
  ECOLOGY
  Environment swamp
  Organization solitary, pair, gang (4–10), tribe (20–200)
  SPECIAL ABILITIES
  Sonic Wave (Su) An astacoid can cause a 
  30 foot radius around itself to vibrate and 
  produce a damaging sonic wave. This attack 
  deals 4d4 sonic damage and allows a DC 14 
  Fortitude save for half damage. An astacoid 
  can use its sonic wave once every 1d4 rounds.
  These intelligent crustacean beings stand about 5 feet tall, 
  possessing a pair of legs, a long lobster-like tail, a pair of lobster 
  claws, and four smaller claws that act as dexterous hands which are 
  located mid-thorax. Astacoids dwell in muddy bogs, and along the 
  beds of slow-moving freshwater streams of their home worlds.
  Astacoids deal in valuable organic materials that are 
  highly sought on space stations and off-world outposts 
  such as dead moons. They work the rich silt of riverbeds 
  collecting minerals and siphoning off and recycling 
  fertilizers and other chemicals from fresh water. These 
  recycled chemicals and pure organic soils are vital to 
  terraforming efforts used by the majority of space 
  travelers.
  Astacoid culture is tribal in nature, with its oldest 
  and largest members serving as elders, who handle 
  negotiations over their business enterprises, make trade 
  deals, and organize their defenses. Often times the elder 
  is a mystic of at least 8th level with 1 sub-chief, who is 
  typically a mystic of 3rd level, for every 15 members of 
  the tribe.
  The astacoids have a slightly higher than basic 
  technology level, consisting of simple submersible craft, 
  hovercraft, refineries, and water purification systems. 
  Astacoids use their sonic pistols as much for mining 
  their river beds as they do for defense.
  Unfortunately for astacoids, less friendly sentient 
  species find the astacoid itself a delicacy, with their 
  tail and claws providing a rich protein food source; 
  especially when boiled whole and dusted with spices 
  and splashed with a spicy sauce.
  AZIS 
  CR 2
  XP 600
  LE Medium aberration
  Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +12
  DEFENSE
  EAC 13, KAC 14
  HP 25 
  Fort +1, Ref +5, Will +3
  Defensive Abilities hold breath
  AstAcoid
  Azis
  
  Tome of Aliens
  7
  Browser
  OFFENSE
  Speed 30 ft. Climb 20 ft.
  Melee 2 pincers +6 (1d4+3 S)
  Ranged rock +8 (1d4+2 B) 
  STATISTICS
  Str +1, Dex +4, Con +1, Int +2, Wis +0, Cha –1
  Skills Acrobatics +12, Athletics +7, Stealth +12, Survival +7
  Languages Azis (see below)
  ECOLOGY 
  Environment underground, thin atmosphere 
  Organization solitary, pair, gang (2–5), pack (10–50)
  SPECIAL ABILITIES
  Hold Breath (Ex) As a reaction, an azis can begin holding its 
  breath; it can continue to do so for up to 30 minutes, even while 
  exerting itself. While holding its breath, an azis is immune to 
  suffocation, inhaled poisons, and any other effect that relies 
  on the target breathing. If the azis held its breath for at least 5 
  consecutive minutes, it must wait an equal amount of time before 
  doing so again. For example, an azis that held its breath for 10 minutes 
  cannot do so again for another 10 minutes.
  The azis evolved from the kiásians after being 
  abandoned in the underground cities on the dying planet 
  of Kiás. Their bodies comprise two small, black tufts 
  seated upon four long, thin legs. They are about three 
  feet tall and the same around. Azis can breathe in a very 
  thin atmosphere, and can operate for extended periods of 
  time without breathing at all. Voracious eaters, azis are 
  nomadic, generally eating an area out of both vegetable and 
  protein-based food before moving on. They communicate 
  through ground vibrations using a complicated series of 
  foot taps. Preferring to hunt from ambush, the azis often 
  attack by throwing small rocks, using their long legs to 
  whip them like sling bullets. Unlike the other forsaken 
  kiásians, azis can see quite well.
  BROWSER 
  CR 1/2
  XP 200
  LN Tiny magical beast
  Init +1; Senses blindsense (thought) 60 ft., darkvision 60 ft., low-light 
  vision; Perception +3
  DEFENSE
  EAC 9, KAC 10
  HP 5
  Fort +2, Ref +1, Will +3
  OFFENSE
  Speed 20 ft.
  Melee bite +1 (1d4–1 P)
  Offensive Abilities energy blast, mind blast
  STATISTICS
  Str –1, Dex +1, Con +0, Int +3, Wis +0, Cha –1
  Skills Sense Motive +3, Stealth +7, Survival +7
  Languages Browser; limited telepathy (browsers only) 500 ft.
  ECOLOGY
  Environment scrubland (Everian system)
  Organization pack (10–40)
  browser
  
  8
  Tome of Aliens
  Callolet
  SPECIAL ABILITIES
  Energy Blast (Ex) Once per day as a standard action that does not 
  provoke attacks of opportunity, a browser can unleash a blast of either 
  super-heated or super-chilled air. The blast affects all creatures in a 
  15-foot cone emanating from the browser’s mouth; all those in the area 
  of effect suffer 1d4 points of either fire or cold damage. A successful 
  Reflex save (DC 11) halves the damage. In the round immediately after 
  releasing its energy blast, the browser is susceptible to the opposite 
  type of damage it released, suffering a 50% increase in damage from 
  appropriate sources.
  1x/day can emit heat or cold in 10-ft. radius for 1d4 damage. DC 11 Ref 
  save for half.
  Mind Blast (Ex) Browsers have the ability to work in concert to 
  unleash a blast of force damage. As a full action that provokes attacks 
  of opportunity, a pack of browsers can focus their mental energy at 
  one target within 30 feet of any member of the pack. If the target fails 
  a DC 11 Will save, it suffers 1 point of force damage for every browser 
  collaborating on the attack. Any browser who participated in the 
  formation of the mind blast is fatigued for 1d3 rounds afterward.
  The browser is a long-necked quadruped standing 
  about 1-1/2 feet tall at the shoulder. While generally 
  placid, this highly intelligent herd animal has potent 
  abilities allowing it to send strong mind blasts emanating 
  from its two stub-tipped horns. While the emanations 
  from a single browser are barely adequate to damage 
  a small rodent-sized creature, working in conjunction 
  with a herd of twenty or thirty, these beasts can bring 
  down even a well-protected creature. In addition to 
  self-defense, browsers use their mental interconnection 
  to pass messages about interlopers and food sources, 
  making these creatures nearly impossible to surprise. In 
  addition to their tribe-based awareness, browsers have 
  developed speckled camouflage unique to their regional 
  vegetation and background coloration.
  Browsers feed on plant material and the herd balances 
  its eating habits to ensure they don’t strip the local flora 
  bare. This has allowed them to survive in areas with 
  minimally robust vegetation such as near desert and 
  sub-arctic terrains.
  Browsers are native to the second planet of the Everian 
  system. A wet planet with high winds, E2 has developed 
  an extensive ecosystem of grass-like plants with waxy 
  coatings and small fauna. Larger fauna tend to be squat 
  and struggle to gather adequate nutrition. The winds 
  have also made sonic communication nearly useless and 
  most sentient creatures use either radiation or psychic 
  based information transfer protocols.
  CALLOLET 
  CR 3
  XP 800 
  N Medium aberration 
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  EAC 14, KAC 16
  HP 40 
  Fort +5, Ref +5, Will +4 
  Defensive Abilities camouflage, internal acid; Resist acid 10
  OFFENSE
  Speed 30 ft. 
  Melee bayonet +8 (1d6+3 P) 
  Ranged arc emitter +11 (1d4+3 E)
  STATISTICS
  Str +0, Dex +4, Con +1, Int +2, Wis +0, Cha +0 
  Skills Acrobatics +8, Athletics +8, Stealth +13 
  Languages Callolet, Common 
  Gear arc emitter rifle, bayonet 
  ECOLOGY
  Environment any 
  Organization solitary, pair, or invasion (6–12)
  SPECIAL ABILITIES
  Camouflage (Ex) Callolet having transparent skin, allowing them 
  to make Stealth checks to hide even when they don’t have cover or 
  concealment. 
  Internal Acid (Ex) Anyone striking a callolet with a piercing or 
  slashing weapon takes 1d4 points of acid damage as a jet of acid erupts 
  from the wound. A successful DC 12 Reflex save halves this damage.
  Callolet society is based on the hunt for jormungar 
  sea serpents. They stalk and kill their prey using a 
  combination of highly advanced technology, such as 
  energy weapons and scanning equipment, mixed with 
  traditional ancient weapons, such as blades, harpoons, 
  and nets.
  Callolet are bipedal, physically distinguishable from 
  humans by their translucent skin. Upon inspection 
  their outer features are remarkably similar to humans, 
  including a nose, mouth, and even belly button. These 
  features are difficult to distinguish and their most 
  apparent feature is their eyes. The eyes of callolet have 
  been the subject of much study, with their swirling 
  liquid made of a golden metal with minute flecks of 
  silver running through, they are mesmerizing to behold.
  Callolet society is ruled over by the powerful, governed 
  by the most skilled warrior who constantly plots and 
  cAllolet
  
  Tome of Aliens
  9
  Dwarf, Gravity
  schemes against rivals and lesser kin. The majority of 
  callolet are the common soldiers and decadent citizenry. 
  In combat, callolet are thoroughly ruthless, however, 
  they view one-on-one combat with high honor and 
  typically strive for equal terms.
  Most callolet stand upward of 6 feet tall and weigh 200 
  pounds, though their transparent bodies appear much 
  thinner.
  CHOKORA 
  CR 3
  XP 800 
  N Small magical beast
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +13
  DEFENSE
  EAC 14, KAC 16
  HP 40
  Fort +7, Ref +7, Will +2 
  Defensive Abilities danger sense
  OFFENSE
  Speed 20 ft., climb 20 ft., fly 60 ft. (Perfect)
  Melee bite +12 (1d6+5 P plus caustic venom)
  Ranged spit +9 (0 plus caustic venom)
  Offensive Abilities caustic venom (poison, contact or injury; DC12; 
  track intelligence)
  Spell-Like Abilities (CL 3rd) 
  At will—teleport (15 ft. range, self only)
  Constant—flight (3rd level)
  STATISTICS
  Str +2, Dex +4, Con +0, Int –5, Wis +0, Cha +1
  Skills Acrobatics +8, Athletics +8, Stealth +8
  ECOLOGY 
  Environment jungle canopy (Kifumsitu), any with bond mate
  Organization solitary, pair, cluster (2–8)
  SPECIAL ABILITIES
  Caustic Venom (Ex) The neurotoxic venom of a chokora is injected 
  with a bite or spit as far as 15 feet. It is extremely caustic, burning 
  through metal, cloth, or wood with great efficiency. Every layer the 
  venom must burn through takes one full round and provides a +1 
  bonus to the target’s saving throw. It is a full action to wash off or 
  neutralize the venom before it penetrates clothing or armor. The 
  caustic venom can burn through a maximum of 3 layers of armor or 
  clothing. If injected with a bite the venom acts immediately.
  cAustic Venom
  Type poison, contact or injury; Save Fortitude DC 12
  Track Intelligence; Frequency 1/round for 6 rounds
  Cure 1 save
  Danger Sense (Su) Chokora can identify anyone actively planning 
  harm to them or their bond mate as long as they are within 60 feet 
  of the intended attacker. They do not know exactly what those plans 
  might be but simply know danger is imminent. This ability cannot 
  predict accidents, mistaken attacks (where the violence is intended 
  for a different victim), random attacks, or attacks that originate from a 
  distance greater than 60 feet.
  This creature is highly sought after as a pet and is 
  extremely expensive. The front facing eyes of their face 
  are unusually expressive and vary in color from deep 
  purple through a wide range of blue and green colors. 
  While their skin is naturally a deep green, they possess a 
  natural ability to camouflage themselves. A mouth full of 
  sharp teeth indicates these creatures, while very small, 
  are active hunters. Fortunately for owners, they can eat 
  a wide variety of fruits and vegetables. Resembling six 
  legged lizards with unusually long tails, chokora possess 
  natural abilities, including flight and teleportation, that 
  they use for hunting. Although they are flying creatures 
  in their natural environment, they do not have any wings. 
  Even without flight, chokora can move quickly through 
  tree limbs using their claws and long, prehensile tail.
  Chokora form a special bond with the closest 
  intelligent creature present when they hatch from their 
  eggs. Once bound, they are completely loyal and highly 
  protective. They can sense when any intelligent being 
  nearby actively means harm to themselves or their bond 
  mate and act instantly to protect and warn them. This 
  makes them extremely valuable as pets to those wealthy 
  enough to own and maintain them. It is presumed that, 
  in the wild, hatchlings bond with their parents, who 
  watch over their nests. This has led some researches 
  to postulate that chokora are potentially sentient. Wild 
  chokora can form new bonds with other chokora if their 
  bond mate dies, but those kept as pets die within 2d20 
  days of their bond mate’s death.
  A chokora’s natural habitat is the canopy of the deep 
  forests of Kifumsitu. They are extremely difficult to find 
  but generally do not attack explorers unless attacked 
  first. However, they are highly protective of the 2–3 eggs 
  kept in well-hidden nests during their fertile season. 
  Anyone trying to steal such eggs is attacked by several 
  chokora, even to the point of following hunters out of 
  the forest if they can. The safest way to obtain eggs is 
  to somehow stun all nearby chokora, and leave with the 
  eggs before they can recover.
  DWARF, GRAVITY 
  CR 6
  XP 2,400
  LG Medium humanoid (dwarf)
  Init +0; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  EAC 18, KAC 19
  HP 80
  Fort +7, Ref +5, Will +9; +4 vs poison
  OFFENSE
  Speed 30 ft.
  Melee plasma axe +14 (1d6+8 E & F; crit severe wound)
  Ranged semi-auto pistol +12 (1d6+6 P) 
  STATISTICS
  Str +2, Dex +0, Con +5, Int +3, Wis +2, Cha +0
  Skills Athletics +13, Engineering +18, Physical Science +13, Profession 
  chokorA
  dwArf, GrAVity
  chokoRa and Pcs
  Chokora provide the wealthy and the elite with 
  a potent protection against assassination and it 
  is possible the PCs might wish to obtain such a 
  valuable pet. Whether or not the PCs can acquire 
  such a pet should be left entirely in the hands of 
  the GM. The ability to sense danger can be ex-
  tended in a way that makes it difficult to control 
  a chokora. Angry family members or spouses can 
  easily wish harm upon even a loved one in a time 
  of anger. Many of those that do keep chokora as 
  bond mates for protection are very careful with 
  them around family and friends.
  
  10
  Tome of Aliens
  Dwarf, Liquid -Crystal
  (stevedore) +18, Piloting +18 
  Languages Common, Dwarven
  Noncombat Abilities lightening sphere
  Gear semi-auto-pistol, plasma axe, misc. tools
  ECOLOGY 
  Environment any 
  Organization solitary, crew (3–8)
  SPECIAL ABILITIES 
  Lightening Sphere (Su) As a standard action, a gravity dwarf can reduce 
  gravity in a 30-foot radius by up to 3g but cannot make it negative. He or 
  she can opt to affect the entire sphere or only a single object or creature 
  within it. If the gravity dwarf opts to affect a single creature, it receives 
  a DC 16 Will save to resist. Any creature within the full sphere instead 
  receives a DC 14 Will save to resist. The effect lasts for a single round, but 
  the gravity dwarf can continue the effect each round as a reaction.
  Visually akin to dwarves of yore, these compact, 
  muscular creatures tend to dress in tight fitting unitards 
  and have all their equipment tied, cabled, strapped, or 
  otherwise secured about their person. Whether through 
  a freak encounter with an alternative dimension, or a 
  boon granted by a wizard long lost to history, this sub-
  species of dwarf has developed the ability to alleviate 
  gravity within a 30 foot radius. They can choose whether 
  to include themselves in the lightening effect.
  Industrious like their ancestors, gravity dwarves have 
  become a staple on primitive planets with mining and other 
  forms of raw resource accumulation, as they can significantly 
  reduce the amount of energy required to gather 
  them. Working in concert, a large group can be 
  used to reduce to almost zero the amount of 
  fuel required for take-off. Unfortunately, the 
  amount of food they require means that any 
  long range ship using gravity dwarves for 
  take-off usually has little room left for cargo 
  after stowing adequate provisions. Gravity 
  dwarves are also often employed as soldiers 
  and guards as their anti-gravity effects can 
  have powerful defensive and offensive uses.
  DWARF, LIQUID-CRYSTAL 
  CR 8
  XP 4,800
  CN Medium monstrous humanoid (shapechanger)
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  EAC 20, KAC 22 (+4 in crystal form)
  HP 125 
  Fort +10, Ref +12, Will +9 
  Defensive Abilities refract light (crystal form only), regeneration 5 
  (in liquid form only; must be in contact with silicone-based material); 
  DR 20/— (liquid form only); Immune construct immunities (crystalline 
  form only) SR 19
  OFFENSE
  Speed 30 ft. (15 ft. in liquid form, but able to move through openings 
  as small as 1/2 in.)
  Melee 2 limb attacks +20 (3d4+14, B, P, or S, type chosen during 
  transformation to crystalline form)
  Ranged pistol +17 (3d6+8) (humanoid form only)
  Offensive Abilities crystal shot (+17, 3d6+8)
  STATISTICS
  Str +6, Dex +4 Con +2, Int +0, Wis +1, Cha +1
  Skills Acrobatics + 16, Athletics +21, Stealth +16 (in humanoid form; 
  +21 in liquid form, +11 in crystal form) 
  Languages Common, Dwarven
  Noncombat Abilities transform self
  Other Gear advanced armor, greater semi-auto pistol, with glass 
  projectiles
  ECOLOGY 
  Environment various
  Organization solitary, pair, gang (2–7), tribe (10–100)
  dwArf,  
  liquid-crystAl
  
  Tome of Aliens
  11
  Electric Boogaloo
  SPECIAL ABILITIES 
  Crystal Shot (Su) When in crystalline form, a liquid-crystal dwarf can 
  project a portion of itself as a ranged attack. This is a standard action 
  that does not provoke attacks of opportunity, and has a range of 30 
  ft. For each use of crystal shot, the liquid crystal dwarf suffers 5 HP 
  damage.
  Refract Light (Su) When in crystal form, the liquid-crystal dwarf 
  is immune to any light based attack (lasers, x-rays, etc), and, as a 
  reaction, can attempt to reflect attacks back on the attacker by 
  making an Acrobatics check with a DC equal to the attacker’s 
  original attack roll.
  Transform Self (Su) As a full action, a liquid-crystal 
  dwarf can transform from humanoid to liquid, liquid to 
  crystalline, crystalline to liquid, or liquid to humanoid. 
  The transformation does not restore any lost HP; any 
  non-silicone based items in the liquid-crystal dwarf’s 
  possession at the time of transformation — such as 
  leather armor, cotton clothing, etc. — do not meld 
  into the body, nor remain in place. Such items instead 
  fall to the ground. For this reason, liquid-crystal dwarves 
  prefer materials made from fiberized glass and other 
  silicone-based materials.
  While in liquid form, a liquid-crystal dwarf may 
  engulf a previously fired crystal shot and regain the lost 
  HP from that attack; likewise, at the GM’s discretion the 
  liquid-crystal dwarf may engulf quartz or similar materials and 
  regenerate lost Hit Points.
  Liquid-crystal dwarves are a strange amalgamation 
  of 
  humanoid 
  and 
  elemental. 
  Primarily 
  dwarven, 
  these mysterious creatures can turn their bodies into 
  crystalline constructs, passing through a mercury-like 
  liquid phase as they do.
  DYLORACH 
  CR 20
  XP 307,200
  N Gargantuan vermin
  Init +6; Senses darkvision 60 ft., blindsense 60 ft.; Perception +34
  EAC 35, KAC 37
  HP 465
  Fort +23, Ref +21, Will +17
  Immune mind-affecting
  OFFENSE
  Speed 50 ft., climb 50 ft.
  Melee +34 bite (11d10 +32 P)
  Space 20 ft., Reach 20 ft.
  Offensive Abilities poison cloud
  STATISTICS
  Str +12, Dex +6, Con +9, Int —, Wis +0, Cha –5
  Skills Athletics +34
  ECOLOGY
  Environment asteroid belts
  Organization solitary
  SPECIAL ABILITIES
  Poison Cloud (Ex) Once every 1d3 rounds, a dylorach can exhale a 
  cloud of poisonous gas.
   dylorAch GAs
  Type poison, inhaled; Save Fortitude DC 25
  Track Constitution (special); Frequency 1/round for 6 rounds
  Effect Healthy—Weakened—Unconscious; no end state
  Cure 2 consecutive saves
  The dreaded dylorach is feared among spacefarers for 
  its ability to capture entire ships, eventually devouring 
  those inside. Born in deep space, the dylorachs thrive in 
  cold vacuum. Their bodies feature no means of inhalation, 
  as they have developed a series of internal organs that 
  function almost like air-scrubbing machines. Carbon 
  dioxide and oxygen are pushed through an endless, 
  natural cycle, completely within the dylorach’s body. All 
  of a dylorach’s respiration takes place internally. Because 
  of its incredible size, the spider has room within itself 
  to accommodate a variety of giant organs that perform 
  as efficiently as components in a factory. Powering this 
  physiological process requires fuel in the form of the 
  spacefarers the dylorach consumes.
  A dyrolach propels itself across the rocky debris of 
  an asteroid belt, spinning webs as thick and resilient 
  as carbon-fiber cables. The largest of these webs is 
  sufficient to bring a huge-sized vessel to a sudden stop, 
  causing 10d10 points of structural damage upon impact 
  and sending unprotected passengers tumbling. Once 
  a ship is stopped, the dylorach bites into the hull, its 
  mandibles punching through the bulkheads and injecting 
  the area inside with a gas that fills approximately 30,000 
  cubic feet.
  Because their enormous, eight-limbed bodies have 
  evolved in space, dylorachs are susceptible to the rigors of 
  gravity and heat. Sudden shifts in pressure and any type of 
  heat-based attack can temporarily cripple their limbs for 
  2d4 rounds if dealing at least 20 points of damage.
  ELECTRIC BOOGALOO 
  CR 1/2
  XP 200
  N Small aberration
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  EAC 12, KAC 10
  HP 13
  Fort +2, Ref +2, Will +2
  Defensive Abilities electrical healing; Immune electricity; SR 12
  dylorAch
  electric booGAloo
  
  12
  Tome of Aliens
  Emperor Whale
  OFFENSE
  Speed 15 ft., fly 45 ft. (perfect)
  Ranged zap +6 (1d4 E; crit arc 1d3)
  STATISTICS
  Str +0, Dex +3, Con +1, Int +0, Wis +0, Cha +2
  Skills Acrobatics +9, Stealth +4
  ECOLOGY
  Environment areas of high electrical activity
  Organization solitary, pair, band (3–12), mass (50–300)
  SPECIAL ABILITIES
  Electrical Healing (Su) When an electric boogaloo is struck by 
  electricity, whether natural or magical, it heals one HP for every point 
  of damage the strike would normally inflict. An electric boogaloo 
  cannot heal above its normal maximum Hit Point total.
  Flight (Su) While an electric boogaloo can fly with perfect 
  maneuverability, it cannot gain more than 10 feet of altitude per round.
  Zap (Su) An electric boogaloo can discharge a small jolt of electricity 
  as a standard action that does not provoke an attack of opportunity. It 
  can target any creature within 20 feet.
  Electric boogaloos develop on planets with highly 
  active electrical storms. These blue flowing braids of 
  energy live communally, feeding on ambient lightning. 
  While it is difficult to distinguish one from another, each 
  is about three feet long and up to 3 inches in diameter. 
  They are attracted to metal and appear to delight 
  in burning out creatures that wear or carry it. Their 
  movement is erratic; twisting, spinning, and sudden 
  turns are the norm.
  EMPEROR WHALE 
  CR 22
  XP 614,400
  N Colossal animal
  Init –2; Senses blindsight 120 ft, low-light vision, Perception +37
  DEFENSE
  EAC 38, KAC 40
  HP 575
  Fort +24, Ref +16, Will +20 
  OFFENSE
  Speed swim 120 ft.
  Melee slam +36 (21d6+35 B)
  Space 30 ft., Reach 25 ft.
  Offensive Abilities breach, whelm
  STATISTICS
  Str +13, Dex –2, Con +12, Int –4, Wis +7, Cha +0
  Skills Swim +42
  Noncombat Abilities hold breath
  ECOLOGY 
  Environment ocean (Sassaria)
  Organization solitary
  Breach (Ex) As a full action, an emperor whale can make a charge 
  move against a target on the surface. At the end of the charge, the 
  whale leaps out of the water and slams down on its target. Any Huge 
  or smaller creatures must make a DC 26 Reflex save or take 9d10+35 
  points of Bludgeoning damage.
  Whelm (Ex) As a full action, an emperor whale can strike the surface 
  of the water with its titanic tail flukes, sending out waves that can 
  swamp ships and damage all surface targets in a 100-foot radius. Any 
  Huge or smaller creature in the radius must make a DC 24 Reflex save 
  or take 9d10+35 points of Bludgeoning damage.
  The largest-known life form on the ocean planet of 
  Sassaria, the emperor whale occupies the same niche as 
  emPeror whAle
  
  Tome of Aliens
  13
  Friendly Fish
  its more familiar namesake. While it is not a predator 
  and thankfully only consumes tiny plankton-like life 
  forms that swarm in Sassaria’s seas, the emperor whale is 
  nevertheless a territorial creature, seeing larger creatures 
  and vessels as intruders, and uses its devastating breach 
  and whelm attacks to defend its chosen hunting grounds. 
  Smaller creatures and boats are in less danger from the 
  mighty emperor, though it can swamp ships and injure 
  or kill simply by rising ponderously to the surface to 
  gulp air before diving again.
  Little is known of the emperor whale’s life cycle and 
  reproduction. All individuals encountered so far have 
  been solitary, fully-grown specimens, and scientists 
  are not even certain that the emperor whale is binary 
  gendered. So far dead specimens have been far too 
  degraded to learn more than the basics of the creatures’ 
  anatomy, but several expeditions are in the planning 
  stages to seek out and learn more of these mighty but 
  ultimately mysterious creatures.
  ESINSINA 
  CR 8
  XP 4,800
  N Small humanoid (esinsina)
  Init +2; Senses low-light vision; Perception +16
  DEFENSE
  EAC 20, KAC 21
  HP 115
  Fort +7, Ref +7, Will +13
  Immune mind-affecting magic; SR 18
  OFFENSE
  Speed 20 ft.
  Melee carbon knife +15 (3d4+7 P)
  Ranged light plasma pistol +17 (1d8+8 E and F)
  Spell-Like Abilities (CL 8th)
  1/day—clairaudience/clairvoyance, mind thrust (4th level, DC 15)
  STATISTICS
  Str –1, Dex +2, Con +1, Int +4, Wis +2, Cha +6
  Skills Bluff +21, Culture +16, Diplomacy +21, Mysticism +16, Sense 
  Motive +21
  Languages Common, Esinsina, Kasatha, Lashunta, Shirren, Vesk
  Noncombat Abilities learn language
  Gear healing serum Mk II (1) 
  Other Gear small carbon knife, light plasma pistol, ornate robes
  ECOLOGY
  Environment any
  Organization solitary, pair, family (2–8)
  SPECIAL ABILITIES
  Learn Language (Ex) An esinsina can easily learn languages above 
  and beyond what most intelligent creatures can. They have no limit to 
  the number of languages they can know and, with intensive study, can 
  learn a new language in 8d6 days.
  Known as expert negotiators and ambassadors, the 
  esinsina are a race of small, furry humanoids with 
  extremely large eyes and broad, expressive faces in an 
  over-sized head. Extremely thin, most esinsina wear 
  ornate robes to cloak their frail bodies. They prefer 
  colors that go along with the color of their fur, which 
  varies from a pale white to a light brown. Eye color 
  among esinsina does not vary; all have deep violet eyes 
  but some use various devices or technologies to alter 
  their eyes to a different color.
  Their small size often causes other races to 
  underestimate them, and esinsina use this to their 
  advantage. All members of the race have an innate ability 
  to empathize with other creatures and understand their 
  point of view in a discussion or negotiation. Some have 
  taken this ability and focused on it to become experts 
  at negotiating business deals or treaties. Bringing in an 
  esinsina ambassador often solves extremely difficult 
  negotiations.
  Esinsina enjoy travel and exploration, and prefer to do 
  it in the company of larger, sturdier races for their own 
  protection. They enjoy learning about other cultures and 
  races and are very easy to get along with. Esinsina have 
  a wide range of vocal abilities and find it very easy to 
  learn and speak new languages. Some more experienced 
  travelers have learned entire languages in only a few days.
  FRIENDLY FISH 
  CR 5
  XP 1600
  N Medium construct (magical)
  Init +3; Senses Darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  EAC 16, KAC 17
  HP 65
  Fort +2, Ref +2, Will +6
  Defensive Abilities self-heal; Immune construct immunities; Resist 
  acid 10, cold 10, electricity 10, fire 10
  OFFENSE
  Speed fly 30 ft. (good), swim 20 ft.
  Melee sting +9 (1d4+5 P)
  Ranged dart +9 (1d6+5 P)
  Spell-Like Abilities (CL 5th)
  1/day—create food and water, creation (4th level)
  3/day—tongues
  STATISTICS
  Str +0, Dex +2, Con —, Int +5, Wis +1, Cha +3
  Skills Mysticism +16, Physical Science +16, Sense Motive +11
  Languages Elven
  SQ major creation, unliving
  ECOLOGY
  Environment Any Air, Space, or Water
  Organization solitary
  SPECIAL ABILITIES
  Self-Heal (Su) 5 times per day as a standard action that does not 
  provoke an attack of opportunity, a friendly fish can heal 1d8 Hit Points 
  by releasing a wave of nanobots.
  Major Creation (Sp) Once per week the Friendly Fish can create can 
  create an object made from vegetable or mineral. This ability functions 
  as the spell creation cast at 5th level, and the friendly fish has a caster 
  level of 10 for purposes of this ability only.
  esinsinA
  friendly fish
  Racial TRaiTs
  Ability Buy Points: +2 Int, +2 Cha, –1 Str
  Hit Points: 4
   
  Size and Type: Esinsina are Small humanoids with 
  the esinsina subtype.
  Deft Negotiator: An esinsina gains a +2 racial bonus 
  on Diplomacy and Sense Motive.
  Low-Light Vision: Esinsinas can see twice as far as 
  humans in conditions of dim light.
  
  14
  Tome of Aliens
  Galaros
  These beautifully articulated beings were created with 
  an admixture of arcane magic and powerful technology 
  by star-faring elves to serve as assistants aboard their 
  ships. Called the friendly fish by space travelers, they 
  are known to construct items beneficial to the crew of 
  the elven starship, or to those that they befriend on their 
  sojourns across the space-ways.
  A friendly fish appears as a large silvery fishlike 
  construct roughly 3–4 feet long with a digitized 
  humanoid face resembling that of a beautiful elf. They 
  speak in elvish, though are capable of translating several 
  other languages.
  Friendly fish were designed to do no actual harm to 
  anyone, and to instead serve in a friendly and helpful 
  capacity. When asked they can provide sustenance or 
  craft temporary items for immediate use by sentients 
  whom they deem are worthy of help.
  The friendly fish’s only means of defense are darts it 
  can use as both melee and ranged weapons. When fired 
  as a ranged weapon, they fire forth from innocuous 
  holes hidden in the broadcast screen displaying their 
  elven face. If the friendly fish is faced with a foe that is 
  sure to destroy it, it flees as quickly as possible from its 
  attacker, unless somehow sacrificing itself would save 
  its friends by delaying a dangerous foe.
  GALAROS 
  CR 6
  XP 2,400
  N Large magical beast
  Init +3; Senses darkvision 60 ft., low-light vison; Perception +18
  DEFENSE
  EAC 18, KAC 20
  HP 96
  Fort +10, Ref +10, Will +5
  Defensive Abilities evasive flight
  OFFENSE
  Speed 20 ft., fly 90 ft. (good)
  Melee bite +17 (1d8+11 P plus toxic saliva) or claw +13 (1d8+11 S)
  Space 10 ft.; Reach 10 ft.
  Offensive Abilities grab, toxic saliva
  STATISTICS
  Str +5, Dex +3, Con +2, Int –4, Wis +1, Cha +0
  Skills Acrobatics +13, Stealth +13
  ECOLOGY 
  Environment forest (Silvarum)
  Organization solitary, pair, swarm (4–20)
  SPECIAL ABILITIES
  Evasive Flight (Ex) While flying, a galaros has evasion.
  Grab (Ex) If it attacks immediately after a move action, a galaros can 
  make a grapple check on its opponent. If the grapple succeeds, the 
  galaros can then fly off with an opponent of Medium size or smaller on 
  its following turn. If carrying an opponent, the galaros cannot attack 
  and has its fly speed reduced to 45 feet.
  Toxic Saliva (Ex) Any creature bitten by a galaros must make a DC 14 
  Fortitude save or be nauseated for one round.
  Galaros are a flying predator that dwells in the Middle 
  Realms of the forest planet Silvarum. Well-adapted to the 
  dimly lit and restricted space of the mid-forest, galaros 
  can present a serious hazard to travelers, especially in 
  wilder and less settled regions.
  Typically, a galaros lairs in the branches or cavities of 
  the towering Yggdrasil trees that cover Silvarum’s surface. 
  They pair during mating season and raise a litter of 1–6 
  young, which grow to maturity within six weeks. For 
  the rest of the year galaros are usually solitary, though 
  there is one terrifying exception. On rare occasions, 
  responding to some unknown stimulus, galaros will 
  gather in swarms of up to 20 individuals. This swarm 
  attacks all living creatures within a 6 mile radius. Once 
  all prey in this area has been exhausted, the surviving 
  galaros turn on each other in a fury of bloodshed that 
  only ends when one or two galaros survive. The frenzy 
  then ends and the survivors continue their life cycle as 
  normal. Some scientists believe that the galaros swarm 
  is a form of population control.
  GIANT SAND SERPENT 
  CR 15
  XP 51,200
  N Colossal magical beast
  Init +5; Senses blind, tremorsense 150 ft.; Perception +26
  DEFENSE
  EAC 29, KAC 31
  HP 275 
  Fort +19, Ref +19, Will +13 
  DR 10/— Immune acid, poison; SR 20
  OFFENSE
  Speed 30 ft., burrow 40 ft.
  Melee bite +28 (8d6+24 P) or slam +28 (8d6+24 B)
  Space 30 ft.; Reach 25 ft.
  Offensive Abilities breath weapon (60-ft. cone, 16d6 fire, Reflex DC 
  21 for half, usable every 1d4 rounds), swallow whole (4d6 acid, 30 HP)
  STATISTICS
  Str +9, Dex +5, Con +7, Int –5, Wis +0, Cha –3
  Skills Athletics +31 
  ECOLOGY 
  Environment sand desert 
  Organization solitary, pack (2–6)
  GAlAros
  GiAnt sAnd serPent
  
  Tome of Aliens
  15
  Gorakan
  These mighty serpents can grow upwards of 100 feet 
  long and 10 to 20 in diameter. Covered with a thick, 
  leathery skin, they are nearly invulnerable to bladed 
  weapons. Aside from being able and willing to swallow 
  most any creature whole, they have a tremendous breath 
  weapon in the form of a methane blast, which it ignites 
  with a spark with their ferrous lip tips. Sand serpents are 
  equally content ingesting poisoned, roasted, or living 
  creatures. Their insides are less well protected than 
  their exteriors, but a series of acid baths quickly digests 
  prey, producing the methane waste.
  GOORIAN MIND 
  CR 9
  XP 6,400
  N Medium aberration
  Init +2; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  EAC 22, KAC 23
  HP 135 
  Fort +8, Ref +8, Will +14
  DR 5/—; Resist cold 10, fire 10
  OFFENSE 
  Speed 30 ft.
  Melee 2 blade arms +19 (3d4+11 S)
  Ranged mounted heavy laser cannon +17 (2d6+9 F)
  Space 5 ft.; Reach 10 ft.
  Offensive Abilities extended reach (10 ft.)
  STATISTICS
  Str +2, Dex +2, Con +3, Int +6, Wis +4, Cha +0
  Skills Computers +22, Engineering +22, Life Science +17, Physical 
  Science +22, Piloting +17
  Languages Common, Kasath, Lashunta
  ECOLOGY 
  Environment any 
  Organization solitary, pair
  SPECIAL ABILITIES 
  Extended Reach (Ex) The blade arms of a goorian mind are designed 
  specifically to give it extended reach allowing it to attack opponents that 
  are farther away as well as those that are immediately adjacent to it.
  Goorian minds are members of a race that advanced 
  so far technologically they decided to do away with their 
  fragile bodies and transplant their brains into mechanical 
  bodies. While this allows them to use any shape or type 
  of body, most choose a mechanical form related to their 
  original shape, a four-legged, two armed mechanical 
  robot that shelters their brain deep inside the center of 
  the body to keep it well protected. A short projection 
  from the center of the body rises up to provide a higher 
  vantage point for various sensory devices, giving the 
  goorian mind a detailed view of their surroundings.
  Goorian minds have several mounted weapons built 
  into their mechanical bodies to insure they are always 
  armed and protected from attack. Most races find goorian 
  minds to be somewhat disturbing, although androids 
  get along well with them. They crave exploration and 
  adventure, in part due to their long-lasting mechanical 
  bodies but largely because they seek out further 
  challenges and additional ways to expand and enhance 
  their technology. Their personalities tend to drive away 
  companions; even other goorian minds have difficulty 
  putting up with each other. It is rare to find more than 
  two goorian minds working with each other.
  Magic is actively despised by goorian minds, and refuse 
  to use it. Some goorian minds attack magic users in a bid 
  to prove that technology is superior to magic. They have 
  such confidence in their armored bodies and technology 
  that they rarely back down from battle or flee.
  GORAKAN  
  CR 18
  XP 153,600
  N Gargantuan animal (aquatic)
  Init +6; Senses blindsense (scent, vibration) 60 ft., low-light vision; 
  Perception +36
  DEFENSE
  EAC 32, KAC 34
  HP 375 
  Fort +21, Ref +21, Will +16 
  DR 15/—; Immune poison; Resist electricity 25, fire 25
  OFFENSE 
  Speed 30 ft., Swim 80 ft.
  Melee bite +29 (8d6+31 P plus poison) or 2 claws +32 (5d8+29 S) or 
  tail slap +32 (5d8+32 B)
  Multiattack bite +29 (8d6+31 P plus poison), 4 claws +29 (5d8+29 S), 
  tail slap +32 (5d8+29 B)
  Space 30 ft.; Reach 20 ft.
  STATISTICS
  Str +11, Dex +6, Con +8, Int –4, Wis +2, Cha –1
  Skills Athletics +31, Intimdate +31, Stealth +31
  Noncombat Abilities amphibious
  ECOLOGY 
  Environment any river, deep water
  Organization solitary or mated pair
  SPECIAL ABILITIES
  Tail Slap (Ex) Any creature struck by the gorakan’s tail slap must 
  succeed at a Reflex save (DC 23) or be moved three squares away 
  from the gorakan and be knocked prone. A successful save allows one 
  to hold their position.
  Poison (Ex) Gorakan possess venomous fangs that inject a deadly 
  poison with each bite.
  GorAkAn Poison
  Type poison, injury; Save Fortitude DC 23
  Track Strength; Frequency 1/round for 8 rounds
  Cure 2 successive saves
  The gorakan are a threat to anyone and anything 
  traveling the rivers of Kifumsitu. A life spent almost 
  entirely in the water allows these creatures to grow to 
  frightening sizes in spite of the high gravity. Gorakan 
  look like massive eight-legged crocodiles, but their 
  mouths hold multiple rows of jagged teeth, including 
  repeating sets of venomous fangs. Heavily muscled legs 
  end in powerful webbed claws with razor sharp tips. 
  Gorakan have eight eyes spread across the sides and 
  front of their long, angular heads giving them a wide-
  ranging view of everything around them.
  Gorakan possess thick hides made of strange scales 
  as hard as industrial ceramics capable of absorbing 
  tremendous amounts of damage with little effect. What 
  these massive creatures lack in special or magical powers 
  is easily made up by their animal ferocity, strength, and 
  size. Gorakan are brutal predators, eating any living 
  creature that comes within range. Although they can’t 
  be tamed or controlled, over the years several wealthy 
  individuals and organizations have acquired gorakan 
  eggs and raised some of these deadly creatures for their 
  own purposes. Wherever they might be encountered, 
  gorakan are truly frightening beasts with no purpose 
  other than satiating their ongoing hunger for more food.
  Although the scales of their skin and their venom 
  possess great interest to some, gorakan are so extremely 
  GooriAn mind
  GorAkAn
  
  16
  Tome of Aliens
  Il’kir’aan
  dangerous that nobody has tried to really collect or hunt 
  them. Some claim their venom is among the deadliest 
  ever encountered, while others question what possible 
  reason a creature like this would have to evolve such a 
  deadly tool.
  IL’KIR’AAN 
  CR 1
  XP 400
  NG Medium humanoid (il’kir’aan)
  Init +4; Senses low-light vision; Perception +10
  DEFENSE
  EAC 12, KAC 14
  HP 18
  Fort +3, Ref +3, Will +2 
  OFFENSE
  Speed 30 ft.
  Melee ceramic knife +4 (1d4 S)
  Ranged holdout laser pistol +9 (1d4+1 F; crit burn 1d4)
  STATISTICS
  Str –1, Dex +4, Con +0, Int +1, Wis +2, Cha +0
  Skills Computers +10, Culture +5, Engineering +10, Life Science +5, 
  Physical Science +10 
  Languages Common, Il’kir’aan
  Noncombat Abilities knowledgeable, limited flight 
  Gear ceramic knife, holdout laser pistol
  ECOLOGY 
  Environment any
  Organization solitary, pair, flight (3–8), squadron (9–16) or 
  community (17+ plus 100% noncombatants, 1 leader of 5th–6th level)
  SPECIAL ABILITIES
  Knowledgeable (Ex) Il’kir’aan are highly knowledgeable and capable 
  of quick learning. When attempting any Computer, Engineering, Life 
  Science, or Physical Science check, an il’kir’aan rolls twice and takes the 
  higher result.
  Limited Flight (Ex) In gravity lighter than 0.75 standard, il’kir’aan gain 
  a fly speed of 30 feet (average). In gravity up to 1.25 standard, il’kir’aan 
  can glide 30 feet per round, losing one foot of altitude for every 5 feet 
  of forward movement. In gravities higher than 1.25, il’kir’aan cannot fly 
  or glide at all.
  The dominant culture on the forest world of Silvarum, 
  the il’kir’aan are an elegant, bird-like species, highly 
  intelligent and non-violent, though they are entirely 
  capable of defending themselves should the need arise.
  Physically the il’kir’aan are tall and slender, with beaked 
  faces and feathered crests. Their arms are covered in long 
  black-tipped grey feathers and end in delicate fingers. 
  Their legs are long and thin, ending in bird-like claws. 
  Clothing consists primarily of accessories such as belts, 
  backpacks, harnesses, and headgear such as goggles.
  In lower gravity, such as the .75 standard of the 
  Silvarum Canopy, the il’kir’aan are capable of flight over 
  short distances. In higher gravities, il’kir’aan are either 
  entirely flightless or capable of gliding short distances, 
  but are extremely quick and nimble regardless. In 
  combat the il’kir’aan prefer lighter weapons and mobility 
  to firepower and damage resistance, but have developed 
  exoskeletal armor units for mobility in high gravities 
  and in combat against especially well-armed foes.
  Highly intelligent and unemotional to the point of 
  coldness, the il’kir’aan have developed an advanced 
  culture, with an extensive neural network that allows 
  instantaneous communication with any part of the 
  canopy. The bird-people also maintain automated, 
  environmentally 
  neutral 
  manufacturing 
  facilities, 
  producing many of the planet’s needs — food, clothing, 
  vehicles, computers, and housing. Il’kir’aan desalination 
  plants turn sea water into fresh water, eliminating the 
  need to import water from the Surface Realms.
  The Il’kir’aan are not native to Silvarum, but arrived 
  here several centuries ago, colonizing the canopy and 
  creating the society and culture that continues to this 
  day. Their origins are shrouded in mystery, and the 
  il’kir’aan themselves do not share their earlier history 
  with outsiders. They will at least admit that the surface is 
  today the way they originally found it, and claim to have 
  il’kir’AAn
  Racial TRaiTs
  Ability Buy Points: +2 Dex, +2 Wis, –1 Str
  Hit Points: 2
  Size and Type: Il’kir’aan are Medium humanoids.
  Knowledgeable: See Special Abilities.
  Limited Flight: See Special Abilities.
  Low-Light Vision: Il’kir’aan can see twice as far as 
  humans in conditions of dim light.
  
  Tome of Aliens
  17
  Jager Eye
  no knowledge of where its warring species came from. 
  The il’kir’aan see themselves as wardens of a unique and 
  delicate world, and wish to maintain Silvarum’s balance 
  of forces while at the same time assuring peace and 
  prosperity for their own species.
  JADE WITCH 
  CR 6 
  XP 2,400
  N Medium monstrous humanoid
  Init +3; Senses low-light vision, see in darkness; Perception +13
  DEFENSE
  EAC 17, KAC 18
  HP 75 
  Fort +5, Ref +7, Will +11 
  SR 15
  OFFENSE
  Speed 30 ft.
  Melee combat knife +11 (2d4+7 S)
  Ranged light laser pistol +13 (2d4+6 F; crit burn 1d4)
  Spell-Like Abilities (CL 6th) 
  1/day—invisibility, mirror image
  3/day—disguise self, holographic image (3rd level, DC 16), magic missile
  At will—dancing lights, ghost sound (DC 16)
  STATISTICS
  Str +1, Dex +3, Con +1, Int +5, Wis +1, Cha +2 
  Skills Disguise +18, Mysticism +18, Sense Motive +13
  Languages Common, Jade Witch; telepathy (jade witches only, 30 ft.)
  Noncombat Abilities shape change
  Other Gear combat knife, light laser pistol
  ECOLOGY 
  Environment any 
  Organization solitary, group (2–6), coven (5–20)
  SPECIAL ABILITIES
  Shape Change (Su) Jade witches can shape change altering 
  themselves into another humanoid form. In one round they can 
  change into a general form with different hair and skin color than their 
  own, copying the general likeness and characteristics of another race. 
  This ability can be used to simply alter their coloration or form, or as a 
  means of escape from battle. If given 10 rounds of uninterrupted time, 
  they can change themselves into the exact copy of another humanoid 
  within 50 pounds of their size that they have seen and touched at 
  some time during their lifetime. They can hold a new form for as long 
  as they like and the new form cannot be altered or dispelled using 
  magic but magic spells designed to read or identify thoughts can be 
  used to reveal them.
  In their natural form, jade witches appear to be 
  feminine humanoids with shimmering skin mottled in 
  different shades of deep green. Although their bodies 
  are hairless, all jade witches have thick black hair on 
  their heads that they can alter in length, color, and style 
  using their inborn shape change ability. All jade witches 
  have deep purple eyes, but like their hair, they can alter 
  this using their natural abilities. Due to their lean figures 
  and soft features, jade witches are often thought of as 
  “female” by other humanoid races, but all of them are 
  fully functioning hermaphrodites.
  Unlike most races, jade witches emerged from the 
  Gap in a variety of isolated stations and colonies with 
  absolutely no knowledge or history from before the 
  Gap. While all races have the Gap as a missing part of 
  their history, jade witches, in spite of their technical 
  knowledge and magical abilities, have absolutely no 
  discoverable history from before the Gap. Jade witches 
  themselves have no knowledge of what their home planet 
  might be, or where it might be located, just that their 
  various outposts and colonies have been able to contact 
  each other only to find that none have any knowledge of 
  their racial history before the Gap. Outside races have 
  theorized that perhaps the jade witches are an artificial 
  race created sometime during the Gap but there is no 
  evidence to back up this possibility.
  Jade witches encountered throughout the galaxy are on 
  a search for their own history and possible home planet. 
  They use their magical abilities to blend in with other 
  societies and steal historical information, technology, 
  and magic in their constant quest to find their origins. 
  They prefer to manipulate and subvert rather than 
  directly attack an opponent and are extremely patient 
  when needed. A jade witch is not above killing someone 
  and using their shape change ability and spell-like 
  abilities to assume their identity. They avoid direct 
  combat and if caught in a bad situation do their best 
  to simply escape, using their abilities to change into 
  another form and avoid detection.
  JAGER EYE 
  CR 10
  XP 9,600
  N Large aberration
  Init +5; Senses blindsense (scent) 60 ft., darkvision 60 ft.; Perception +19
  DEFENSE
  EAC 23, KAC 25
  HP 165
  Fort +12, Ref +12, Will +11 
  SR 19
  OFFENSE
  Speed fly 20 ft. (poor)
  Melee 4 tentacle whips +22 (1d10+18 S plus poison)
  Space 10 ft.; Reach 15 ft. 
  Offensive Abilities poison
  Spell-Like Abilities (CL 10th) 
  At will— daze monster (DC 14), invisibility
  STATISTICS
  Str +8, Dex +5, Con +3, Int +3, Wis +1, Cha +2 
  Skills Acrobatics +24, Sense Motive +19, Stealth +19 
  Languages Jager Eye; telepathy (100 
  ft., other jager eyes only)
  ECOLOGY 
  Environment warm 
  forest, jungle 
  JAde witch
  JAGer eye
  
  18
  Tome of Aliens
  Joolian Worm
  Organization solitary, group (2–4)
  SPECIAL ABILITIES 
  Poison (Ex) The attack tentacles of a jager eye drip a deadly poison 
  designed to incapacitate a foe for subsequent consumption.
  Type injury; Save Fortitude DC17
  Track Constitution; Frequency 1/round for 6 rounds
  Cure 2 successive saves
  Jager eyes are strange flying hunters found in a variety 
  of forests and jungles. A massive eye in the center of 
  a jager eye’s brightly colored body attracts the most 
  attention as it floats gently through the air. The body of 
  a jager eye is made up of a variety of bladders designed 
  to hold the gasses that allow it to float and travel through 
  the air. A jager eye controls its movement through the 
  controlled release of these gasses through several small 
  openings along the side of its body. Although slow 
  moving and not very maneuverable, a jager eye can turn 
  itself invisible when needed and has particularly acute 
  senses allowing it to both find prey and avoid danger.
  Its disc-shaped body has several different types of 
  tentacles, all containing delicate sensory organs which, 
  along with the central eye, give a jager eye a perfect 
  sense of everything within 60 feet. Tentacles along the 
  outer edge of its disc-shaped body are used to attack a 
  target to poison or stun them so that the inner tentacles 
  can grab the prey and drag it up into the air to be slowly 
  consumed. Hollow tentacles penetrate the food and drain 
  it of all fluids before the dried remains are dropped to 
  the ground.
  Without the speed or grace of other predators, a 
  jager eye depends on stealth and surprise to obtain 
  its prey, usually floating down onto an unwary target 
  while invisible. It prefers to take advantage of the long 
  reach provided by its tentacles to stay out of range of 
  the attacks of its target. When floating high in the sky 
  a jager eye’s attractive coloration and distance cause 
  most creatures to ignore them allowing a jager eye to 
  maneuver itself over a target before turning invisible to 
  drop down onto its next meal.
  Many sentient races feel an inexplicable fear and 
  loathing when seeing a jager eye, as if their appearance 
  alone triggers some form of racial memory. Whether or 
  not this is due to encounters or descriptions of other 
  creatures or some other aspect of the jager eye is unclear. 
  Most sentient races give a jager eye a wide berth and, for 
  some reason, presume they are far more intelligent than 
  they really are. Jager eyes do possess a basic intelligence 
  and can communicate telepathically with others of their 
  kind for the purposes of coordinated hunting, but have 
  never communicated with any other creatures.
  JOOLIAN WORM 
  CR 17
  XP 102,400
  N Large magical beast 
  Init +5; Senses blindsense 60 ft., darkvision 60 ft., tremorsense 100 ft.; 
  Perception +34
  DEFENSE
  EAC 31, KAC 33
  HP 340
  Fast healing 10
  Fort +21, Ref +21, Will +15 
  Immune acid; Resist cold 25, fire 25
  OFFENSE
  Speed 60 ft., burrow 20 ft. 
  Melee bite +32 (6d12+28 P)
  Space 10 ft.; Reach 10 ft. 
  Offensive Abilities breath weapon (2/day, 20 ft. cone, 3d12, acid, DC 
  22), body slam (3d12+28 B, DC 22)
  Spell-Like Abilities (CL 17th) 
  3/day—confusion (DC 16)
  STATISTICS
  Str +11, Dex +5, Con +8, Int –1, Wis +5, Cha +5
  Skills Athletics +29, Stealth +29
  ECOLOGY 
  Environment any soft ground, prefers desert sands 
  Organization solitary, pack (3–6) 
  SPECIAL ABILITIES
  Body Slam (Ex) A joolian worm can use a full round action to throw 
  its body down and slam a 5 foot square that is within its reach. Any 
  targets in the square take 3d12+28 Bludgeoning damage and are 
  knocked prone. A successful DC 22 Reflex save halves this damage 
  and moves the target to a nearby unoccupied square.
  Joolian worms are feared predators that have somehow 
  spread to a number of planets. Although normally found 
  in dry, desert-like terrain, they have been discovered 
  in a variety of planetary settings. These segmented 
  worms have bony projections along each segment that 
  help propel them through the ground. Massive bony 
  mouthparts dominate their head along with sensory 
  tentacles and small eyestalks. Reaching 20 feet in length, 
  and several feet in diameter, these creatures engender a 
  fear that is far greater than their size.
  Frightening and foreign in appearance, these large 
  worms hunt in groups of 3 or more using their acidic 
  spit and innate ability to confuse prey to effectively 
  JooliAn worm
  
  Tome of Aliens
  19
  Jormungar, Ancient
  attack large prey or even groups of smaller individuals. 
  Fortunately, their slow metabolism keeps them in a 
  state of semi-hibernation beneath the ground for several 
  weeks after they feed. Generally, joolian worms stay 
  hidden beneath the ground until their tremorsense 
  detects large prey, or a group of smaller prey, nearby. 
  They then split up and burrow beneath the ground to 
  surround their target before rising out of the earth to 
  confuse and attack their next meal.
  Although normally a burrowing creature traveling 
  beneath the surface, joolian worms are very fast on the 
  ground and their bony mouth parts are exceptionally 
  sharp, jagged, and dangerous. Their acidic spit burns 
  through most armor, with only the rarest ceramics and 
  glasses able to withstand its caustic effects. Joolian 
  worms are used to quickly dominating a battle with their 
  innate ability to confuse opponents and are not used to 
  taking damage. If a joolian worm takes more damage 
  than half of its Hit Points, it retreats beneath the ground, 
  abandoning its fellow hunters.
  JORMUNGAR, YOUNG 
  CR 6
  XP 2,400
  N Medium aberration
  Init +2; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  EAC 18, KAC 20
  HP 90
  Fort +8, Ref +8, Will +7
  Immune acid, mind-affecting effects
  OFFENSE
  Speed 30 ft., swim 30 ft. 
  Melee 2 claws +16 (1d8+11 S)
  Ranged electrotrident beam +13 (1d10+6 E)
  Offensive Abilities breath weapon (15-ft. cone, 7d6 acid damage, 
  Reflex DC 14 half, usable every 1d4 rounds)
  STATISTICS
  Str +5, Dex +2, Con +3, Int +1, Wis +2, Cha +0
  Skills Athletics +13, Stealth +18
  Languages Jormungar; limited telepathy 30 ft.
  Gear electrotrident
  Noncombat Abilities hold breath
  ECOLOGY
  Environment any aquatic or acidic
  Organization solitary, pair, or flight (3–18)
  SPECIAL ABILITIES
  Hold Breathe (Ex) Jormungar can hold its breath for a number of 
  minutes equal to 6 times its Constitution score before it risks drowning.
  Limited Telepathy (Ex) Jormungar can mentally communicate 
  with any creatures within 30 feet with whom they share a language. 
  Communicating with multiple creatures simultaneously is just as 
  difficult as listening to multiple people speaking audibly.
  The jormungar are born in deep sea caves, but quickly 
  move to dwell in the shallows of island chains where they 
  fish and search for sea crystals to consume. They possess 
  a sharp intellect, but accompanying this is a massive 
  ego. They feel they are the pinnacle being and regard 
  other species and creatures as inferior. Young jormungar 
  are free to roam and explore their world, but soon after 
  their 200th birthday they begin to feel the pull towards 
  the deeper sea. Those that resist occasionally break free 
  from the desire at all and never return to their spawning 
  home, but those that succumb find themselves returning 
  to their birth chambers. Once there, they freely partake in 
  the defense and care of their elders as they mate and lay 
  eggs of future generations. Upon their 350th birthday, 
  jormungar begin a transformation process that increases 
  their size and strength, while simultaneously reverting 
  their mental capacity to a purely instinctual state, where 
  only the desire to mate and feed remain.
  Jormungar have no real view of the so called hunt, 
  that the surfacers compete in. The young see it as 
  a way to cull the elderly and make way for the new 
  generations to procreate. They enjoy the spectacle of 
  their elder jormungar destroying the odd sea craft and 
  devouring the surface creatures. If not for the fact that 
  each mated jormungar lays millions of eggs and so there 
  is no real danger of wiping out their species, perhaps 
  the jormungar would mount a more organized defense 
  against the hunt. Until the time comes where their 
  number begin to dwindle, no war preparations are being 
  contemplated.
  A young jormungar stands 7 feet tall and weighs 300 
  pounds.
  JORMUNGAR, ANCIENT 
  CR 20
  XP 307,200
  N Huge aberration
  Init +6; Senses darkvision 60 ft.; Perception +34
  DEFENSE
  EAC 35, KAC 37
  HP 465
  Fort +21, Ref +21, Will +19
  Immune acid, mind-affecting effects
  OFFENSE
  Speed 30 ft., swim 80 ft.; freedom of movement
  Melee 2 claws +34 (11d10+32 S) 
  Offensive Abilities breath weapon (60-ft. cone, 21d6 acid damage, 
  Reflex DC 25 half, usable every 1d4 rounds)
  Space 30 ft.; Reach 30 ft.
  STATISTICS
  JormunGAr, younG
  JormunGAr, Ancient
  
  20
  Tome of Aliens
  Jowl Dog
  Str +12, Dex +6, Con +9, Int –3, Wis +2, Cha –1
  Skills Athletics +39, Stealth +34 
  Languages Jormungar; limited telepathy 100 ft.
  Noncombat Abilities hold breath
  ECOLOGY
  Environment any aquatic or acidic
  Organization solitary, pair, or flight (3–18)
  SPECIAL ABILITIES
  Freedom of Movement (Ex) A jormungar has continuous freedom of 
  movement, as per the spell of the same name. This ability cannot be 
  dispelled.
  Hold Breathe (Ex) Jormungar can hold its breath for a number of 
  minutes equal to 6 times its Constitution score before it risks drowning.
  Limited Telepathy (Ex) Jormungar can mentally communicate 
  with any creatures within 30 feet with whom they share a language. 
  Communicating with multiple creatures simultaneously is just as 
  difficult as listening to multiple people speaking audibly.
  Although legends from the hunt speak of even more 
  larger and more powerful jormungar, it’s hard to believe 
  after witnessing the devastation an ancient jormungar 
  can wreak. An ancient jormungar can grow as large as 
  120 feet long and weigh 24,000 pounds.
  JOWL DOG 
  CR 5
  XP 1,600
  N Medium magical beast
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  EAC 17, KAC 19
  HP 70 
  Fort +9, Ref +9, Will +4
  Defensive Abilities soft landing
  Immune electricity. poison
  OFFENSE
  Speed 60 ft., climb 20 ft.
  Melee bite +15 (1d6+10 P plus venom)
  Offensive Abilities poison
  STATISTICS
  Str +5, Dex +3, Con +2, Int –4, Wis +0, Cha +0 
  Skills Acrobatics +11, Athletics +16
  ECOLOGY 
  Environment any jungle or forest 
  Organization solitary, pair, pack (3–8)
  SPECIAL ABILITIES
  Poison (Ex) Every successful bite of a jowl dog injects powerful venom 
  into the target. The venom attacks the target’s mind.
  Jowl doG Venom
  Type poison, injury; Save Fortitude DC 13
  Track Intelligence and Wisdom; Frequency 1/round for 6 rounds
  Cure 1 save
   
  Soft Landing (Ex) Jowl dogs can fall up to 20 feet without taking any 
  damage, and any fall greater than 20 feet is reduced by 20 feet when 
  calculating damage. A jowl dog always lands on its feet when moved or 
  falling, even if moved using special abilities or attacks.
  Jowl dogs look more like tailless six-legged lizards than 
  any type of dog. They do stand as tall as a very large dog 
  and their heads are large and vaguely doglike with cheeks 
  that can stretch to accommodate large chunks of food. They 
  have four dark eyes, two in the front of their heads and 
  one to each side giving them a wide range of vision. When 
  first witnessed, a hunter observed them eating, tearing up 
  a corpse and filling their mouths with huge chunks of flesh 
  and the name “jowl dogs” has remained ever since.
  Their skin is made up of overlapping scales that are 
  almost glasslike, reflecting and taking on the coloration 
  of their surroundings. These strange scales somehow 
  ground out electrical attacks leaving them unaffected. 
  They are also immune to all poisons and venoms, as well 
  as their own. This includes immunity to any tranquilizers 
  that have been attempted so far. The grounding ability 
  of jowl dog scales has been investigated, but so far 
  scientists have found no use for the scales.
  Hunting in packs, jowl dogs are ferocious predators, 
  able to take down larger prey with ease, particularly as 
  their venom takes effect. A pack of jowl dogs focuses 
  on a single target before moving on to others. They 
  surround and flank a target biting it as often as possible 
  until it can no longer move. Once all prey in an area is 
  dead, the jowl dogs will eat and then move on.
  They breed very quickly; when a pack grows beyond a 
  manageable size it splits into two and both packs move 
  on. If a breeding pair is found, or even a single creature, 
  they attempt to run back to their pack before returning 
  to attack in numbers. Jowl dogs seem to eat absolutely 
  anything in the wild, and have even been seen to attack 
  and eat certain plants but all attempts to raise them in 
  captivity have failed. The only thing jowl dogs do not 
  attack is other jowl dogs. Rival packs do not fight when 
  they meet in the wild; they simply turn in different 
  directions and move away from each other.
  Highly valued for both their venom and their meat, 
  jowl dogs are heavily hunted in the jungles of Kifumsitu. 
  Hunters need to be very cautious however, as these 
  creatures instinctively surround and attack targets in 
  concert, and it is dreadfully easy for the hunter to become 
  the prey. Explorers who are not properly equipped to 
  deal with jowl dogs should do their best to avoid them.
  KIÁSIAN 
  CR 5
  XP 1600
  LG Medium aberration
  Init +2; Senses blindsense (sound, vibration) 60 ft., low-light vision; 
  Perception +5 (+15 if sound)
  DEFENSE
  EAC 17, KAC 18
  HP 65 
  Fort +4, Ref +4, Will +8 
  Defensive Abilities all-around vision; Immune poison gas
  Weaknesses sonic
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee 2 kicks +12 (1d4+6 B) or dueling knife +12 (1d4+6 S)
  Ranged light zero pistol +10 (1d6+5 C; crit staggered)
  STATISTICS
  Str +1, Dex +2, Con +0, Int +3, Wis +0, Cha +5
  Skills Computers +16, Diplomacy +11, Piloting +11, Physical Science 
  +16, Profession (music) +16 
  Languages Common, Kiásian
  Gear dueling knife, light zero pistol
  ECOLOGY 
  Environment any (Kiás)
  Organization solitary, pair, gang (3–6), crew (11–20)
  The primary sentient race of Kiás are a quadruped species 
  with a two-part tufted body. The upper tuft contains six 
  Jowl doG
  kiásiAn
  
  Tome of Aliens
  21
  Koural
  light sensors spaced evenly around it and an acoustic 
  membrane on the top surface. The membrane can be used 
  to both produce and receive acoustic signals. Within the 
  tuft is a large signal processing and computing organ. 
  The lower tuft contains the primary ingestive, digestive, 
  and excretory organs, but also contains sensitive smell 
  receptors. Each of the four tripartite limbs ends in a four-
  fingered claw like appendage that can be used for both 
  delicate and major motor activities. The two tufts are 
  each about half a meter in height and close to a meter in 
  diameter. The limbs, thirty centimeters in circumference, 
  can extend to over a meter in length. Aboard the bubble 
  station, Kiásians breathe a mix of carbon-dioxide and 
  oxygen, but they can handle trace amounts of most other 
  common gasses as they have a complex filtration system 
  between their inner organs and the outer world. They eat 
  proteinaceous and fibrous foods blended into water. The 
  kiás reproduce through externally deposited eggs.
  KHORVAXX 
  CR 14
  XP 38,400
  N Huge magical beast
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +30
  DEFENSE
  EAC 28, KAC 30
  HP 250 
  Fort +18, Ref +14, Will +12 
  Resist acid 15, cold 15, electricity 15, fire 15
  OFFENSE
  Speed 60 ft.
  Melee gore +28 (8d6+22 P), tail +25 (8d6+22 B)
  Space 15 ft., Reach 10 ft.
  Offensive Abilities trample
  STATISTICS
  Str +8, Dex –1, Con +4, Int –4, Wis +4, Cha +0
  Skills Athletics +25, Intimidate +25
  ECOLOGY 
  Environment plains (Silvarum Surface Realms) 
  Organization solitary, herd (5–30)
  Trample A khorvaxx can automatically overrun creatures size large or 
  smaller as a full-round action. It automatically deals its gore damage to 
  each creature it runs over in this way (dealing damage only once per 
  round to any given creature). A creature being trampled can either 
  attempt an attack of opportunity at a –4 penalty or attempt a DC 20 
  Reflex save to take half damage.
  The khorvaxx is a big, armored herd creature native to 
  the Surface Realms of Silvarum. Moving in herds of up 
  to 30, khorvaxx aggressively defend their young against 
  predators, charging and goring any threatening creatures 
  that draw near.
  The dominant species of the Surface Realms, the 
  ankylos, capture, raise, and train the khorvaxx for battle, 
  mounting them with howdahs and platforms to hold 
  warriors, archers, and war machines. Even captive-bred 
  khorvaxx are still quite mercurial and wild, requiring 
  highly skilled mahouts to train and manage.
  KOURAL 
  CR 4
  XP 1,200
  N Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  EAC 16, KAC 17
  HP 45 
  Fort +3, Ref +5, Will +9
  DR 5/slashing or piercing; Resist electricity 10, fire 10
  OFFENSE
  Speed 30 ft.
  khorVAxx
  kourAl
  
  22
  Tome of Aliens
  Leviathan Shark
  Melee curved blade +11 (1d10+9 S)
  Ranged light zero rifle +9 (1d8+4 C; crit staggered)
  Spell-Like Abilities (CL 4th) 
  1/day—force blast (DC 13), inject nanobots (DC 13)
  STATISTICS
  Str +5, Dex +3, Con +2, Int +1, Wis +1, Cha +1 
  Skills Computers +15, Engineering +15, Life Science +15, Perception 
  +10, Piloting +10
  Languages Common, Koural
  Other Gear curved blade, light zero rifle, carbon skin armor
  ECOLOGY 
  Environment any 
  Organization solitary, group (2–5), shipmates (3–9), clan (10–90)
  Koural are rare silicon-based humanoids that have little 
  in common with most other races. Koural have brown 
  or black skin that is smooth and surprisingly soft for a 
  creature with such jagged, rock-like features. Rough, jagged 
  eyebrows shelter the five eyes spread evenly around the 
  outside of a koural’s head but they have no other facial 
  features as their large mouth is located in the center of 
  their torso and they have no visible ears. The three fingers 
  of a koural’s hands narrow down to delicate, pointed tips 
  that make them look almost pincer-like.
  Extremely 
  intelligent, 
  koural 
  have 
  advanced 
  technological abilities as well as a detailed knowledge 
  of magic. Unfortunately, as silicon based life forms, 
  most other creatures and planets hold little of interest 
  to koural making them very difficult to trade with or talk 
  to. Koural are interested in metals and metal ores, but 
  are just as happy to mine their own or steal some rather 
  than trading with lesser, carbon-based creatures.
  Koural are extremely tough physically and age very 
  slowly; rumor has it they can live for several thousand 
  years. Other races are considered inferior and are 
  usually ignored if they are not attacked. Koural space 
  ships possess advanced weaponry and all koural are 
  trained in all aspects of starship combat. Negotiations 
  and discussions with koural are generally short as most 
  races have a difficult time understanding their motives 
  and desires and the koural generally want nothing to do 
  with other races.
  LEVIATHAN SHARK 
  CR 16
  XP 76,800
  N Huge animal (aquatic)
  Init +5; Senses blindsense (scent) 120 ft., low-light vision, scent; 
  Perception +28
  DEFENSE
  EAC 30, KAC 32
  HP 330
  Fort +20, Ref +20, Will +14 
  OFFENSE
  Speed swim 90 ft.
  Melee bite +27 (13d10+28 P)
  Space 15 ft.; Reach 10 ft.
  Offensive Abilities rage
  STATISTICS
  Str +10, Dex +5, Con +7, Int –4, Wis +2, Cha +0
  Skills Perception +28
  Noncombat Abilities water breathing
  ECOLOGY 
  Environment oceans (Sassaria) 
  Organization solitary
  SPECIAL ABILITIES
  Rage (Ex) A leviathan shark will fly into a rage on the round after it 
  takes damage in combat. While raging, the leviathan shark gains an 
  additional 48 hit points, and deals 5 extra points of damage on its bite 
  attack. The shark also gains a +3 bonus on Will saves and takes a –2 
  penalty to KAC and EAC. The rage lasts until the end of the battle or 
  for 1 minute, whichever comes first.
  The oceans of Sassaria contain numerous species 
  with analogues on other worlds — fish, cetaceans, 
  pinnipeds, and others. The so-called leviathan shark is 
  the top predator of Sassaria’s oceans, preying on almost 
  any other life form it encounters. Only the largest of 
  creatures such as the titanic emperor whale are safe from 
  the leviathan shark’s predations. Like other Sassarian 
  species, the leviathan shark has difficulty distinguishing 
  sailing vessels from prey, and attacks on even the largest 
  ships by leviathan sharks are not unheard of.
  MULUUM 
  CR 15
  XP 51,200
  N Gargantuan aberration
  Init +4; Senses darkvision 120 ft., low-light vision; Perception +26 
  DEFENSE
  EAC 13 (body), 29 (tentacles), KAC 15 (body), 31 (tentacles)
  HP 275
  Fort +17, Ref +17, Will +15
  Defensive abilities camouflage
  OFFENSE
  Speed fly 45 ft. (poor)
  Melee 2 tentacles +28 (8d6+24 B)
  Multiattack 4 tentacles +28 (8d6+24 B)
  Space 20 ft.; Reach 40 ft.
  Offensive Abilities tenacious grapple, trample (3d6+5 bludgeoning, DC 21)
  leViAthAn shArk
  muluum
  
  Tome of Aliens
  23
  Ning Boar
  STATISTICS
  Str +9, Dex +0, Con +7, Int +4, Wis +5, Cha +3
  Skills Intimidate +31, Sense Motive +26, Stealth +36; Racial Modifiers 
  +10 Stealth
  ECOLOGY
  Environment skies of gas giants
  Organization solitary, pair
  SPECIAL ABILITIES
  Camouflage (Ex) Due to the transparent nature of their sacs, 
  muluums are difficult to notice; they receive a +10 racial bonus on 
  Stealth checks. In addition, as long as a muluum is flying within clouds, 
  steam, or similar vapor it can make a Stealth check as a reaction after 
  attacking in combat.
  Tenacious Grapple (Ex) A muluum does not gain the grappled 
  condition if it grapples a foe with its tentacles.
  Muluums are massive floating sacs that glide through 
  the skies of planets with thick atmospheres, extending 
  long tentacles to snatch prey from far away. They are 
  found in the skies of gas giants and planets with constant 
  cloud cover and high amounts of water vapor. They thrive 
  in environments rich with hydrogen and helium. They 
  float slowly and perpetually at altitudes of 100 to 300 
  feet above the surface. Because the skin of their bloated 
  sac bodies is almost transparent — much like the bodies 
  of jellyfish — they are difficult to see with the unaided 
  eye, often remaining invisible in the clouds. Muluums are 
  carnivores, capable of digesting several hundred pounds 
  of food at a time. When feeding, a muluum unrolls half a 
  dozen prehensile and rubbery appendages that trail along 
  beneath them like streamers. Many creatures are drawn to 
  these multi-colored tentacles, and when they get within 
  40 feet, rudimentary sense organs cause the tentacles to 
  whip out toward the prey, snatching it up and then quickly 
  furling itself back up to the muluum’s enormous gullet.
  Muluums are not adroit flyers. They have poor 
  maneuverability. Given their lack of a firm body, a 
  muluum is easily damaged — assuming an attacker can 
  fly several hundred feet into the air, and then locate the 
  muluum in the swirling clouds. More often, the muluum’s 
  tentacles will be the targets of incoming attacks, and they 
  are much more muscled and resilient than the body’s 
  soft membrane. Further, if a tentacle takes any damage, 
  it immediately retracts, disappearing into the clouds.
  NEO-GOKONG 
  CR 1
  XP 400
  N Small humanoid (neo-gokung)
  Init +6; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  EAC 11, KAC 13
  HP 20
  Fort +5, Ref +3, Will +1
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +8 (1d3+1 B) 
  Ranged laser rifle +5 (1d6+1 F; crit burn 1d6)
  STATISTICS
  Str +0, Dex +2, Con +2, Int +1, Wis –1, Cha +0
  Skills Acrobatics +10, Athletics +5, Engineering +5
  Languages Common, Neo-Gokong
  ECOLOGY
  Environment jungle, savannah, and various space-farers stations and 
  facilities
  Organization solitary, pair, pack (3–11)
  Intelligent and nimble, the neo-gokong are a young space 
  faring species of humanzee hybrid, descended from the first 
  of the monkeyfolk who were shot into space and warped 
  through the Drift. The neo-gokong found themselves upon 
  the small arboreal planet of Jreak 13, where they were 
  educated by their starship’s AI, which instructed them 
  in technology and travel through the space-ways. They 
  resemble an admixture of monkey, chimpanzee, and human 
  possessing the dominant traits of all three. They have broad 
  brows, inquisitive eyes, long arms, a prehensile tail, and 
  are roughly three and half feet tall. The fur on their heads 
  and bodies ranges in colors from black to blond with every 
  common human hair color in between.
  Neo-gokongs are now fairly common in certain galaxies 
  where they explore the systems, conducting trade, 
  exploration, and colonization of planets fitting their 
  needs. Neo-gokongs are natural spacers, with their deft 
  dexterity providing for an advantage in zero and low 
  gravity environments. Though their gear and equipment 
  are hand crafted with great skill and care, though look 
  quite old fashioned as they are based on the designs 
  provided by their one time human masters.
  They have positive relations with most of the races 
  plying the space-ways but tend to have a love hate 
  relationship with humans, who they see as unkind role 
  models who abused and gene spliced their ancestors, 
  but without whom they would not exist as a species.
  They have little interest in magic, and have minds 
  that lend themselves more towards antiquated forms 
  of science than ecclesiastical pursuits. They prefer 
  the constant development and enhancement of the 
  antiquated technology that launched them to the stars. 
  Combat: Neo-Gokongs arm themselves with man sized 
  weapons that look ridiculous when held in their short, 
  but long armed frames. They are average to good shots 
  with these large weapons though they tend to blast 
  targets somewhat indiscriminately.
  NINGBOAR 
  CR 1
  XP 12,800
  N Large animal
  Init +5; Senses blindsense (scent) 60 ft., low-light vision; Perception 
  +20
  DR 5/—
  DEFENSE
  EAC 24, KAC 26
  HP 180
  Fort +15, Ref +15, Will +10
  OFFENSE
  Speed 50 ft.
  neo-GokonG
  ninGboAr
  Racial TRaiTs
  Ability Buy Points: +2 Dex, +2 Int, –1 Wis
  Hit Points: 4
   
  Size and Type: Neo-gokung are Small humanoids 
  with the neo-gokung subtype.
  Darkvision: Neo-gokung can see up to 60 feet in 
  the dark.
  Nimble: Neo-gokung receive a +4 racial bonus on 
  Acrobatics checks.
  
  24
  Tome of Aliens
  Oqret
  Melee bite +23 (4d6+19 P)
  Space 10 ft., Reach 5 ft.
  Offensive Abilities trample (2d6+8 B, DC 18)
  STATISTICS
  Str +8, Dex +5, Con +3, Int –5, Wis +2, Cha –1
  Skills Athletics +25, Acrobatics +20, Survival +20
  ECOLOGY
  Environment arenas of Triaxus
  Organization solitary, pair
  Ningboars are animals that are trained for combat 
  by the ukara celebrity fighters of Ning, on the planet 
  Triaxus. The breeding of ningboars is highly regulated, 
  the bloodlines controlled by a board of wealthy patrons 
  who hold financial stakes in the ukara fights. Each 
  ningboar’s parentage is documented with DNA records, 
  and prized males command high prices when put to stud 
  after their careers in the arena have ended. Those that 
  survive a life in the gladiatorial pits have demonstrated 
  valuable genetics, and dealing in those genetic strands 
  is lucrative business.
  A ningboar’s main attack form is a bite with its powerful 
  tusks; in the arena, the tusks are often brightly painted. 
  The thick frontal plate of bone on their forehead delivers 
  a devastating battering attack.
  Like the animals themselves, talented ningboar 
  trainers with proven track records are in high demand. 
  They teach the ningboars to fight in tandem with an 
  ukara warrior. A well-trained animal responds to subtle 
  gestures from its combat partner and demonstrates a 
  deadly cleverness in the arena.
  OQRET 
  CR 3
  XP 800
  N Diminutive construct (swarm, technological)
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  EAC 14, KAC 16
  HP 40
  Fort +3, Ref +3, Will +0
  Defensive Abilities construct traits, swarm traits; Immune mind-
  affecting effects, weapon damage
  OFFENSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (2d6 plus disruption)
  Space 10 ft., Reach 0 ft.
  Offensive Abilities disrupt telepathy
  STATISTICS
  Str –5, Dex +4, Con —, Int —, Wis +2, Cha –1
  Noncombat Abilities mindless
  ECOLOGY
  Environment any
  Organization solitary, pair, fury (3–6 swarms), maelstrom (7–12 
  swarms)
  SPECIAL ABILITIES
  Disrupt Telepathy (Ex) Each round in lieu of their standard swarm 
  attack the oqrets may instead inflict only 1 point of damage, but the 
  target’s telepathy is disrupted for 2 rounds; if the oqrets manage to 
  engage their target for a full minute, the disruption lasts for 1 hour 
  instead, after which the target must make a DC 12 Will save. If the save 
  fails, the target loses its telepathy ability until treated with the Medicine 
  skill (DC 24), or treated with a psychic surgery spell.
  Oqrets are tiny hive-minded drones that feed on 
  the invisible wavelengths generated by telepathically 
  capable creatures. The oqrets were created by the shirren 
  long ago for one purpose: to disrupt the communication 
  lines of their enemies, the lashunta. Though that racial 
  conflict is over, thousands of oqrets remain in the wild, 
  once the instruments of war and now random dangers 
  when accidentally encountered by those with telepathic 
  traits. Oqrets can sense the use of telepathy from a 
  distance of about 100 yards. As constructs, they require 
  no sustenance, so they do not hunt for either food or 
  sport. They exist only to attack the antennae of the 
  lashunta and any other similar being they meet.
  The swarm attacks as a single entity. A successful hit 
  means they’ve managed to lock their hooked appendages 
  onto the target’s antennae or similar appendage; 
  immediately they begin sawing away with microscopic 
  razors. This instantly negates the target’s telepathic 
  powers.
  Removing a determined swarm from the antennae 
  isn’t easy, at least not without harming the victim. Any 
  damage the oqrets sustain is also delivered to the victim. 
  The safest means of eradicating an embedded swarm is 
  with remove affliction or its equivalent, as determined 
  by the GM.
  Oqrets are fueled by solar radiation, capable of storing 
  enough energy to power them throughout the nighttime 
  hours. If kept out the sun for 48 hours, as in times of 
  heavily overcast skies, the oqrets land on a conveniently 
  high perch and fall dormant until they’re able to recharge.
  PARAMICEOR 
  CR 6
  XP 2400
  CN Large outsider
  Init +1; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  EAC 17, KAC 18
  HP 75
  Fort +7, Ref +5, Will +9
  SR 17
  OFFENSE
  Speed 30 ft., swim 20 ft.
  Melee 2 slams +13 (1d6+6 B plus grab) 
  Space 10 ft.; Reach 10 ft.
  oqret
  PArAmiceor
  
  Tome of Aliens
  25
  Spell-Like Abilities (CL 6th)
  1/day—hold person (DC 16), mind thrust (2nd level, DC 16)
  3/day—charm person (DC 16), detect thoughts (DC 16), holographic 
  image (1st level, DC 16)
  At will—detect magic, ghost sound (DC 16)
  STATISTICS
  Str +0, Dex +1, Con +3, Int +2, Wis +1, Cha +5
  Skills Bluff +18, Diplomacy +13, Sense Motive +18
  Languages Aklo, Common
  ECOLOGY
  Environment any
  Organization solitary or pair
  The paramiceors are large single celled creatures 
  arising from worlds filled with shallow seas teeming with 
  primordial ooze. They appear as a larger than man sized 
  paramecium or amoeba like creatures whose organelles are 
  vaguely exposed by their thick membranous outer cell wall. 
  Paramiceors are highly intelligent and innately magical 
  creatures, who like most races of the cosmos, have 
  recently discovered interstellar travel, through the visits 
  of strangers to their home-world. Curious and charming, 
  the Paramiceors have charmed their way, or stowed away 
  on spacecraft, quickly dividing and repopulating planets 
  that strike their fancy.
  Paramiceor culture is simple as they only replicate 
  enough of their numbers to remain in balance with their 
  environment. When an environment becomes full, the 
  paramiceor finds a way to venture off planet, locating a 
  new world to further spread their race. For this reason 
  paramiceors sometimes find themselves the victim of 
  racial prejudices as other sentient space travelers worry 
  that the paramiceors, who tend to reproduce rapidly, 
  would immediately fill all available colony spaces and 
  spoil the waters as it were. In most cases this is nothing 
  more than pure nonsense, however, the paramiceors 
  slick talk, slick hide, and enchanting ways have given 
  more than a few spacefarers their share of issues.
  The paramiceor are innate spellcasters, who prefer 
  charms, enchantments, and illusions to avoid combat 
  that may damage their membranes.
  PAWAN 
  CR 3
  XP 800
  NE Large aberration
  Init +6; Senses blind, blindsense (sound) 60 ft., tremorsense 60 ft.; 
  Perception +13
  DEFENSE
  EAC 14, KAC 16
  HP 40 
  Fort +5, Ref +5, Will +4
  Defensive Abilities all-around vision
  OFFENSE
  Speed 30 ft. climb 30 ft.
  Melee 2 pincer +11 (1d6+7 P)
  STATISTICS
  Str +4, Dex +2, Con +0, Int –2, Wis +1, Cha +0
  Skills Athletics +8, Stealth +8
  Languages Kiásian (broken), Pawan; subsonic (Pawan only) 5,000 ft.
  ECOLOGY 
  Environment deep mines 
  Organization solitary, pair, pack (5–20)
  Evolved from the kiásians, and similar in form, the 
  pawan live in one of the deep iron and nickel mines 
  on the shady side of Kiás nearly in line with the ghost 
  city of Hévíz. They have lost all sense of sight and 
  have developed precision echolocation in response. In 
  addition, using acoustic energies in the far subsonic 
  range, they can communicate with each other over long 
  distances with a modulated frequency-based signal. 
  Their upper tuft has grown to almost two meters in 
  diameter and has nearly absorbed the lower. Their four 
  legs have strengthened and claws densified to enable 
  them to grasp onto the vertical surfaces of their home. 
  The pawan have become exclusively protein eaters in 
  their evolution, occasionally even eating each other’s 
  eggs if other sources of food dwindle compared to their 
  own numbers.
  PLASMA PASTE 
  CR 3
  XP 500
  N Medium ooze
  Init –5; Senses blind, blindsight 60 ft.; Perception –5
  DEFENSE
  EAC 14, KAC 16
  HP 40
  Fort +7, Ref +3, Will +0
  Immune mind-affecting effects, ooze immunities
  OFFENSE
  Speed 10 ft.
  Offensive Abilities system disruption
  STATISTICS
  Str +1, Dex –5, Con +4, Int —, Wis –5, Cha –5
  Noncombat Abilities mindless
  ECOLOGY
  Environment deep space
  Organization solitary
  SPECIAL ABILITIES
  System Disruption (Ex) A plasma paste releases a constant stream of 
  electrons. Passing into a ship’s structure, this steady electron bombardment 
  affects a ship in any number of ways, determined randomly:
  PAwAn
  PlAsmA PAste
  Plasma Paste
  
  26
  Tome of Aliens
  second monster name
  system Affected
  d4
  Ship System Affected
  1
  Electronics — lighting
  2
  Electronics — navigation
  3
  Gravity
  4
  Thermal regulation (heating/cooling)
  The non-sentient plasma paste poses little threat 
  to individual space travelers, as the creatures are not 
  encountered inside of vessels or on the surface of 
  planets. Plasma pastes are generated inside of the sun’s 
  “coronal mass ejections” and carried through space in 
  clouds of ions and charged particles. Vessels passing 
  through these clouds are normally protected from the 
  flares by their shielding, but no amount of armor plating 
  can prevent a blob of plasma paste from sticking to the 
  ship’s hull.
  Once stuck to the side of a ship, a plasma paste is very 
  difficult to detect by any means other than direct physical 
  observation. Sensors cannot pinpoint the problem when 
  shipboard electronics begin to go haywire, and no 
  amount of interior troubleshooting can account for the 
  problem. The plasma paste must be removed from the 
  hull, which usually means scraping it away, either when 
  the ship is docked or by a daring technician in an EVA 
  suit while the ship is in space. Fully removing a plasma 
  paste and cleaning any remaining sticky residue requires 
  2 hours of labor or only a single hour if two workers 
  cooperate in the task. Once the ship is rid of the plasma 
  paste, a DC 18 Engineering check can repair the damage 
  in 1d3 hours, assuming spare parts are on hand.
  RIONNA 
  CR 6 
  XP 2,400
  NE Medium Aberration (aquatic)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +13
  DEFENSE
  EAC 18, KAC 19
  HP 80 
  Fort +5, Ref +9, Will +7 
  Defensive Abilities all-around vision, decentralized nervous system
  Immune critical hits
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee slam +14 (1d6+8 B) [+2 str]
  Ranged light sonic pistol (1d8+6 So; crit defeaned) 
  Spell-Like Abilities (CL 6th)
  1/day—inflict pain (DC 14), mind thrust (1st level, DC 14)
  STATISTICS
  Str +2, Dex +5, Con +2, Int +3, Wis +2, Cha +1 
  Skills Computers +18, Engineering +13, Life Science +18, Mysticism 
  +18, Piloting +18
  Languages Common; telepathy (Rionna Star only, range 500 ft.)
  Noncombat Abilities amphibious, expert pilot 
  Gear tanglefoot grenade II (1), light sonic pistol
  ECOLOGY 
  Environment any, prefer water or ocean planets 
  Organization solitary, ship crew (2–8), battle party (2–5 ships)
  SPECIAL ABILITIES
  Decentralized Nervous System (Ex) A rionna has a decentralized 
  nervous system and sensory input from all over its body. It is immune 
  to critical hits because there is no specific location that is critical to the 
  function of a rionna’s body.
  Expert Pilot (Ex) All rionna learn to move and act in 3 dimensions 
  and all that are encountered are expert pilots able to plot safe routes 
  through even the most difficult areas. When making a Piloting check, a 
  rionna rolls two dice and uses the better result.
  Few aquatic races make the leap in technology level 
  required to achieve space travel. These creatures appear 
  to be human-sized, six-armed starfish that vary in color 
  from deep purple to brick red, and in rare instances, a 
  luminescent pink. Each arm ends in a tough disc containing 
  thin, nimble tentacles the rionna can retract for protection 
  or extended to control various devices. Several sets of 
  eyes run along each limb with a large central eye near the 
  mouth located in its body. Rionna communicate with each 
  other telepathically and are capable of making or creating 
  the sounds of other languages if they so desire.
  While they prefer to be in water, rionna can survive in 
  a variety of atmospheres for at least a short period of 
  time. When moving on a surface rather than swimming, 
  they spin from arm to arm as if they are rolling along the 
  ground. Raised in the waters of their ocean planet, rionna 
  have little use for the concepts of “up” and “down” and 
  easily think of movement in three dimensions (or more), 
  which makes them excellent starship pilots.
  Rionna travel through space in water-filled spacecraft 
  created with a meld of biotechnology and magic. The 
  majority of their craft and equipment is “grown” under 
  the guidance of specialized technicians and is quite 
  specifically matched to their race making their ships and 
  technology virtually worthless to other races. For the 
  same reason, the magic and technology of other races is 
  of little value to the rionna. Their knowledge of physics 
  and biotechnology would easily be marketable to other 
  races but they are xenophobic and do not trust or even 
  want to communicate with other races.
  Rionna believe it is their duty to protect the few other 
  rarely occurring ocean planets from other races. Their ships 
  are known to attack colonies and ships on such planets in an 
  effort to preserve the water planets from the “predation” of 
  other races. When rionna attack, they do so without warning. 
  Rionna retreat if a battle does not go in their favor.
  ROBOT, CLEANER 
  CR 1
  XP 400
  N Tiny construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision, blindsense (life) 30 
  ft.; Perception +5
  DEFENSE
  EAC 11, KAC 12
  HP 17 
  Fort –1, Ref –1, Will +2
  Immune construct immunities
  OFFENSE
  Speed fly 30 ft. (good)
  Ranged laser +6 (1d4+1 F, 90 ft.) or acid spray +4 (1d4+1 A, 20 ft.; crit 
  DC 12 Ref save or blind for 1d3 rounds)
  Offensive Abilities self-destruct
  STATISTICS
  Str +0, Dex +4, Con —, Int +2, Wis +1, Cha –2
  Skills +Acrobatics +5, Computers +10, Engineering +10, Life Science 
  +10, Stealth +5
  Languages Common (understand only)
  Noncombat Abilities sterilize, unliving
  ECOLOGY 
  Environment urban, laboratory 
  rionnA
  robot, cleAner
  
  Tome of Aliens
  27
  Squero
  Organization pack (5+)
  SPECIAL ABILITIES 
  Self-destruct (Ex) A cleaner robot that is hit with a touch attack 
  or gets biological fluids on it explodes as a reaction causing 1d6 fire 
  damage to creatures within 5 feet. A DC 12 Ref save halves the 
  damage.
  Sterilize (Ex) A cleaner robot can sterilize a 5 foot square in 1 round, 
  removing all microscopic life.
  ROBOT, MAKER 
  CR 1/2
  XP 200
  N Tiny construct (technological)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  EAC 11, KAC 11
  HP 12 
  Fort –2, Ref –2, Will +1
  Defensive Abilities repair
  Immune construct immunities
  Weaknesses electrical
  OFFENSE
  Speed fly 30 ft. (good)
  Ranged spark +3 (1d4 E, 20 ft.)
  STATISTICS
  Str –1, Dex +4, Con —, Int +2, Wis +1, Cha –2
  Skills Computers +10, Engineering +10 
  Languages Common (understand only)
  Noncombat Abilities build bot
  ECOLOGY 
  Environment urban, laboratory
  Organization pack (1–3)
  SPECIAL ABILITIES 
  Build Bot (Ex) Given an adequate lab, a maker robot can build up to 
  five cleaner robots per minute.
  Repair (Ex) As a standard action that provokes attacks of opportunity, 
  a maker robot can repair 1d6+5 HP to any robot.
  Artificial intelligence gone awry, cleaner robots have 
  as their mission scrubbing away all traces of organic 
  life from the bacterial up to the truly massive forms. 
  Small, impeccably shiny silver anti-grav spheres, cleaner 
  robots dart about sporadically decontaminating their 
  areas with a combination of acid sprays and precision 
  lasers. Indiscriminate in the extreme, any cleaner robot 
  contaminated with residue from a biological organism 
  will self-destruct in a 3-foot-radius ball of fire. Cleaner 
  robots are typically found in small groups, and almost 
  always in conjunction with maker robots. Given an 
  adequate workshop of parts, a maker robot can produce 
  up to five cleaner robots per minute, and will do so if the 
  cleaner robots believe themselves not up to cleansing 
  the latest intrusion of life.
  SAQUERO 
  CR 4
  XP 1,200
  LN Medium plant
  Init +3; Senses deaf, low-light vision; Perception +10
  DEFENSE
  EAC 16, KAC 17
  HP 45 
  Fort +5, Ref +3, Will +7
  Defensive Abilities all-around vision, light shield
  Immune plant immunities
  robot, mAker
  sAquero
  
  28
  Tome of Aliens
  Sea Fang
  OFFENSE
  Speed 40 ft.
  Melee slam +8 (1d4+5 B and P)
  Ranged light sonic pistol +10 (1d8+4 So; crit deafened) 
  STATISTICS
  Str +1, Dex +3, Con +0, Int +5, Wis +1, Cha –1
  Skills Engineering +15, Life Science +15, Profession (rancher) +15, 
  Stealth +10, Survival +10
  Languages Saquero, Semisole (both visual languages)
  Noncombat Abilities produce light 
  Gear light sonic pistol
  ECOLOGY 
  Environment arid grassland 
  Organization family (3–5), town (10–500)
  SPECIAL ABILITIES 
  Light Shield (Ex) as a reaction, a saquero can shut down most or all 
  of its light sensors to avoid bright light or other visual effects. They are 
  blind while light shield is active. The light shield can be released as a 
  swift action.
  Produce Light (Ex) as a swift action, a saquero can produce light of 
  any color in any direction acting as a candle, lantern, or dimmer. This 
  light does not produce heat.
  Semisole ranchers, the saqueros have bodies roughly 
  5 feet long by 1 foot in diameter. They sport four to 
  six long, agile limbs that extend from the ridges along 
  their torsos. The limbs can be used to walk upright or 
  horizontally, and can be used as arms with equal facility. 
  Their spikes are prehensile and as such saqueros are 
  capable of performing tasks that require significant 
  manual dexterity.
  The saqueros have neither top nor bottom nor side, 
  as they can stand easily in any orientation. Around the 
  center of their torso each saquero has a ring of combined 
  light-emitting cells and highly adapted optical sensors. 
  These are used in combination for communication and 
  navigation. They can vary the colors and intensity of 
  the light quickly, creating complex messages. Although 
  they are covered throughout with hard, woody spikes, 
  the area around this light band is particularly well-
  protected by the sharp spines. In case of excess light or 
  other hostile environmental factors, the spines around 
  the light band snap down over the light ring forming a 
  nearly impenetrable wall.
  Saqueros absorb liquefied plant-beast through the 
  ends of their limbs for the bulk of their energy. In areas 
  and moments of particularly bright light, they can still 
  garner limited solar energy but they have lost most of 
  their useful pigment, it having been replaced with spikes.
  SEA FANG 
  CR 5
  XP 1,600
  N Large animal
  Init +2; Senses low-light vision; Perception +14
  DEFENSE
  EAC 17, KAC 19
  HP 76
  Fort +10, Ref +8, Will +4 
  OFFENSE
  Speed 20 ft., swim 50 ft.
  Melee bite +14 (1d6+10 P)
  Space 10 ft.; Reach 5 ft.
  Offensive Abilities aquatic mobile attack, pack tactics
  STATISTICS
  Str +5, Dex +2, Con +3, Int –4, Wis +1, Cha –2
  Skills Athletics +14, Stealth +11 (+15 in water); Racial Modifiers +4 
  Stealth in water
  ECOLOGY 
  Environment ocean (Sassaria)
  Organization solitary, pair, or pack (3–8)
  SPECIAL ABILITIES
  Aquatic Mobile Attack (Ex) The sea fang can move its swim speed 
  and make a bite attack at any point during its movement as a full 
  action. The sea fang cannot use this attack on land.
  Pack Tactics (Ex) A sea fang receives a +2 bonus on its attack rolls if it 
  is adjacent to another sea fang.
  The predatory pinniped-analog dubbed the sea fang inhabits the vast 
  oceans of the water-world Sassaria. Sea fangs hunt in packs of up to 
  eight, pursuing smaller creatures and using surprisingly sophisticated 
  tactics to herd entire schools of their prey into cunning traps and 
  ambushes.
  Though they are almost entirely aquatic, sea fangs are 
  capable of movement on land. Each year the females 
  give birth to pups on small islands or on mats of debris 
  seA fAnG
  
  Tome of Aliens
  29
  Sinjin
  and plant matter the males build during the spring. Once 
  the pups have learned to swim and hunt, the mats are 
  abandoned and eventually disintegrate.
  Highly aggressive, sea fangs are unfamiliar with sentient 
  outsiders and vehicles, and have been known to attack 
  boats and even small ships, thinking them to be prey 
  animals. While larger vessels are generally safe from such 
  assaults, researchers and explorers in smaller craft should 
  be wary, for sea fangs have been known to swarm over 
  such vessels, tearing apart equipment, damaging the hull, 
  and killing any living creature they find.
  SILVARAN DRAGON 
  CR 12
  XP 19,200
  N Huge magical beast
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +22
  DEFENSE
  EAC 26, KAC 28
  HP 220
  Fort +16, Ref +16, Will +11 
  DR 10/bludgeoning; Resist acid 10; SR 24
  OFFENSE
  Speed 45 ft., fly 60 ft. (average)
  Melee bite +26 (6d4+20 P), claw +23 (6d4+20 S)
  Space 15 ft., Reach 10 ft.
  Offensive Abilities breath weapon (45-ft. cone, 13d6 acid damage, 
  Reflex DC 18 half, usable every 1d4 round)
  STATISTICS
  Str +8, Dex –1, Con +5, Int –4, Wis +4, Cha +0
  Skills Athletics +25, Sense Motive +22
  ECOLOGY 
  Environment mountains, swamps (Silvarum surface layer) 
  Organization solitary, pair, rutting group (2–4)
  The Surface Realm of the forest world Silvarum is full 
  of unusual creatures, some of which may provide clues 
  to this strange planet’s origins. The silvaran dragon is 
  a great reptilian creature that resembles the dragons of 
  other worlds — flight, a tendency to horde wealth, and 
  a corrosive breath weapon — save that they are entirely 
  unintelligent creatures that divide their time between 
  sleeping and hunting large animals and occasionally the 
  world’s sentients such as the tribes of orcs, gnolls and 
  ankylos that make their home in the Surface Realm.
  Scientists have advanced many hypotheses about the 
  origin of silvaran dragons, but direct study of the creatures 
  is difficult due to the restrictions that the il’kir’aan have 
  put on contact with the Surface Realms. Some claim they 
  are a sort of ur-dragon — the descendants of an ancestral 
  species that eventually evolved into modern dragons. This 
  could mean either that Silvarum is the true place of origin 
  for all modern dragon species, or more interestingly, that 
  the world was “seeded” with primitive dragons countless 
  ages ago, possibly by the same species that brought the 
  other non-native species to the world. Other researchers 
  believe that the silvaran dragons aren’t related to true 
  dragons at all, but that they represent a fascinating 
  example of parallel evolution.
  Dangerous when awake, silvaran dragons attack any 
  living creature of size Medium or greater that they 
  encounter. Fortunately they are normally only encountered 
  as individuals, but during their biannual mating season, 
  male and female pairs can be found, as well as groups of 
  up to four males engaged in ritual combat. During these 
  battles the dragons generally focus on each other, but 
  have been known to wreck villages or even damage stone 
  buildings in their single-minded fury.
  SINJIN 
  CR 4
  XP 1,200
  N Medium monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  EAC 16, KAC 18
  HP 50
  Fort +6, Ref +8, Will +5
  DR 5/piercing; Resist fire 10
  OFFENSE
  Speed 30 ft. 
  Melee spear +13 (1d6+9 P) or slam +18 (1d6+9 B)
  Ranged spear +10 (1d6+4)
  Offensive Abilities crush
  STATISTICS
  Str +5, Dex +0, Con +3, Int +0, Wis +1, Cha +0 
  Skills Athletics +15, Stealth +10 
  Languages Sinjin 
  Gear spear
  ECOLOGY
  Environment any 
  Organization solitary, pair, or band (6–12)
  SPECIAL ABILITIES
  Crush (Ex) A sinjin that makes a successful grapple check against a 
  Medium or smaller opponent pulls the opponent against its body and 
  squeezes it with both arms, dealing 2d6+9 points of damage each round.
  silVArAn drAGon
  sinJin
  
  30
  Tome of Aliens
  Sonic Eel
  The sinjin were the earliest sentient life forms that 
  evolved upon the surface of Kallio Prime. Although not 
  the dominate species on Kallio Prime, they are one of 
  the oldest. Sinjin civilization was old when the kallion 
  races split from a divergence in its gene pool. The sinjin, 
  having survived the catastrophes that periodically 
  cleanse planets, survived by their ability to adapt and 
  thrive in harsh environments. Ancient sinjin scrolls 
  and cave paintings tell of a time when Kallio Prime was 
  covered in jungle and giant reptiles stomped across the 
  continents. Perhaps because of this pedigree, modern 
  sinjin still seem a bit out of place in the modern world. 
  With the Lio’s expansion, the sinjin were a surface race 
  that chose to stay on the surface and not retreat into the 
  Below-World. This decision altered their development 
  again and changed their physical nature to a point 
  where most non-scholars would not think sinjin and 
  kallions have a shared ancestor. Unlike their kallion 
  cousins, the sinjin have not evolved with the need to 
  advance technologically. In the hands of a sinjin, a stick 
  is as lethal as a sword and the hide of the salamander is 
  effective armor.
  Native to the planet of Kallio Prime, the primitive 
  sinjin maintain a reputation as stoic, strong, and 
  vicious warriors. The typical sinjin is stubborn, stoic, 
  and resolute. They are pragmatic in approach, with a 
  willingness to accept the inevitable — sometimes and 
  unfairly labeling them as defeatists. Most sinjin are 
  solitary creatures, although small bands occasionally 
  gather in isolated villages. Sinjin usually follow a path 
  of neutrality, not having the patience for laws or the 
  motivation towards chaos. They are good more often 
  than evil, as their society typically frowns on any action 
  that might draw negative attention to oneself.
  Sinjin are robustly built and powerful. Their bodies 
  are generally heavy and solid with a strong musculature. 
  Sinjin mature slightly faster than humans and typically 
  live shorter lives. Their forehead is sloping with large 
  brow ridges. Their faces are short and wide with 
  prominent chins. A sinjin’s shoulders are stooped and 
  gait slightly hunched. Their arms are longer and their 
  legs shorter in proportion to a kallions. Their fingers 
  are stubby, while their feet are large and flat. They also 
  have thick hide of scarred flesh, which is blistered and 
  charred. Their faces seem primitive and almost simian. 
  Their ears are large and round. Their eye color is usually 
  pure white with pinpoint pupils of black or grey. Sinjin 
  typically dress in salamander skins, and prefer primitive 
  weapons and attire.
  Most sinjin stand upward of 6-1/2 feet tall and weigh 
  250 pounds.
  SONIC EEL 
  CR 10
  XP 9,600
  N Huge animal (aquatic)
  Init +7; Senses low-light vision; Perception +19
  DEFENSE
  EAC 23, KAC 25
  HP 165 
  Fort +14, Ref +14, Will +9 
  DR 10/piercing or slashing; Immune sonic
  OFFENSE
  Speed Swim 50 ft.
  Melee bite +22 (2d10+18 P plus grab) or tail slam +19 (3d4+18 B)
  Offensive Abilities swallow whole (2d6 acid, 20 HP), sonic driver
  STATISTICS
  Str +8, Dex +3, Con +5, Int –5, Wis –2, Cha +0
  Skills Athletics +24 
  Noncombat Abilities water breathing
  ECOLOGY 
  Environment salt water, fresh water (juvenile only) 
  Organization solitary, pair, pod (5–18)
  SPECIAL ABILITIES 
  Sonic Driver (Ex) A sonic eel can open seams on metal objects, 
  including ships. It does 5 HP damage to a vehicle’s hull per round when 
  within 30 feet, bypassing the ship’s hardness (if any).
  This fifteen to twenty foot long aquatic snake can 
  produce a wide variety of vibrations. It uses them 
  to vibrate open seams and loosen bolts on marine 
  vessels. The sonic eel then eats the fleshy bits found 
  inside these hardened containers. The eel is covered in 
  smooth circles ranging in diameter from 5 to 24 inches. 
  These sites produce sonic attacks ranging from 15 hertz 
  to 30,000 hertz at amplitudes up to 150 decibels. The 
  sonic eel’s body is covered with a malleable, sound 
  deadening grey skin. It has a cross-shaped mouth filled 
  with sharp teeth. In some languages, the creature is 
  referred to as a sonic screwdriver.
  Sonic eels can live in a variety of marine environments. 
  As adults, most species prefer saline waters to fresh, but 
  they do travel upriver to spawn. During their spawning 
  voyage, which occurs at the end of their 30-year life span, 
  sonic eels are voracious eaters. A group of them traveling 
  upstream together can eradicate the fish life like a plague 
  of locusts. During this stage, however, they do tend to 
  avoid boats as they do not like to expend energy on 
  opening them up. Sonic elvers are about 8 inches long, 
  growing to a yard before they begin their downstream 
  journey. They do not develop full acoustic range until 
  their second year at which point they aggressively seek 
  out nautical vessels for the treats within.
  SPIKED MINER 
  CR 3
  XP 800
  CN Medium plant 
  Init +0; Senses deaf, low-light vision, tremorsense 10 ft.; Perception +8
  DEFENSE
  EAC 14, KAC 15
  HP 35
  Fort +4, Ref +2, Will +6
  Defensive Abilities all-around vision; Immune plant immunities
  OFFENSE
  Speed 30 ft., climb 10 ft.
  sonic eel
  sPiked miner
  
  Tome of Aliens
  31
  Stalactitan
  Melee 2 spiked arms +9 (1d4+4 P)
  STATISTICS
  Str +1, Dex +0, Con +4, Int +2, Wis –1, Cha +1
  Skills Engineering +13, Profession (mining) +13, Stealth +8, Survival +8
  Languages Spiked Miner, Semisole (both visual languages) 
  Noncombat Abilities produce light
  ECOLOGY
  Environment underground (Semisole)
  Organization family (2–5), work group (4–20+)
  SPECIAL ABILITIES
  Produce Light (Ex) as a swift action, a spiked minor can produce light 
  of any color acting as either a hooded lantern, bullseye lantern, or 
  dimmer.
  Spiked miners are a race of sentient plants from the 
  planet Semisole. They look like large barrel cacti with a 
  ring of light emitters and sensors surrounding their top. 
  They communicate using these lights and also use them 
  to get around underground. A spiked miner tends to 
  have two or three elongated arms, each with a hardened 
  tip covered in vibrating spikes. It is with these that they 
  burrow through the dirt and rock beneath the surface 
  of Semisole. The miners live in roving groups, each 
  claiming their own stake. Each group has its specialty 
  in terms of what types of ores they tend to find and 
  recover, but they can all work to some extent with any 
  rock type and ore. 
  The miners have a great culture of visual music, having 
  both work songs and longer, narrative tunes they share 
  in the off hours. The songs are created using their light 
  rings combining color, intensity, and rhythm to convey 
  both story and mood. For some alien species, these 
  patterns may be entrancing while in others they may 
  cause confusion or even mental anguish.
  Spiked miners have been subterranean for so long 
  that they have almost completely lost the ability to 
  process sunlight for energy. They eat small animals 
  they crush in their arms before absorbing the purée 
  through their roots.
  STALACTITAN 
  CR 5
  XP 1,600
  CG Medium aberration
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  EAC 17, KAC 19
  HP 70 
  Fort +7, Ref +7, Will +6 
  DR 5/—; Immune bleed, bludgeoning, death effects, mind-affecting 
  effects, paralysis, poison, sleep, sonic, stun; Resist cold 10, electricity 
  10, fire 10 
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee 2 slams +14 (1d6+8 B)
  Offensive Abilities drop, sonic blast
  STATISTICS
  Str +3, Dex +1, Con +5, Int +2, Wis +0, Cha +1 
  Skills Athletics +16, Acrobatics +11, Stealth +11
  Languages Stalactitan; ultrasonic language 60 ft.
  Noncombat Abilities vertical leap
  ECOLOGY 
  Environment caverns 
  Organization solitary, pair, pack (10–15)
  SPECIAL ABILITIES 
  Drop (Ex) A stalactitan may drop up to 40 feet onto a creature 
  below as a ranged attack (+14;  1d6/10 ft.) without taking any damage. 
  Stalactitans take 1d6 damage for every 10 feet beyond 40 feet. 
  Creatures hit by this attack must succeed on a DC 16 Reflex save or 
  be prone and grappled.
  Sonic Blast (Ex) three or more stalactitans working together can, as 
  a standard action, produce a sonic blast over a 100 foot radius. Any 
  individual can only participate in this action once per hour. Creatures 
  within the blast take 1d6 sonic damage per participating stalactitan, but 
  may attempt a DC 13 Fortitude save for half damage. 
  stAlActitAn
  
  32
  Tome of Aliens
  Sun Kite
  Vertical Leap (Ex) for each round absorbing ambient energy prior to 
  leaping, a stalactitian can leap vertically as a move action up to 15 feet. 
  At the end of this movement, it can automatically grab hold of any 
  rocky surface.
  The stalactitan is a silicon-based life form found 
  primarily in nitrogen-rich underground caverns. These 
  social creatures spend most of their time clinging to 
  the cavern ceilings and have the ability to adjust their 
  surface crystal structure to mimic most types of rock. 
  Stalactitans often develop strong empathy for other 
  long-term residents of their cavern structures and 
  appoint themselves as guardians over large areas. They 
  are primarily interested in energy sources including 
  biological, chemical, and nuclear. Using harmonic 
  resonances, a stalactitan can transfer energy from these 
  sources to itself from a distance of up to 15 feet. If one 
  pulls enough energy quickly, it can use the energy to 
  propel itself upward to regain its cave-top perch. In 
  addition to pulling energy, stalactitans often drop on 
  presumed invaders, using their great mass to pin the 
  creature to the ground.
  Stalactitans communicate with each other using 
  ultrasonics. They both create and receive the sound 
  waves with their highly tunable crystalline structure. 
  SUN KITE 
  CR 3
  XP 800
  N Large animal
  Init +4; Senses low-light vision; Perception +13
  DEFENSE
  EAC 14, KAC 16
  HP 40
  Fort +7, Ref +7, Will +2 
  Defensive Abilities camouflage
  OFFENSE
  Speed 10 ft., fly 60 ft. (average)
  Melee bite +8 (1d4+5 P), or claws +11 (1d6+5 S)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str +2, Dex +4, Con +1, Int –4, Wis +1, Cha –2
  Skills Acrobatics +8, Athletics +8, Stealth +8
  ECOLOGY 
  Environment any (Silvarum Canopy level) 
  Organization solitary, pair
  SPECIAL ABILITIES
  Camouflage (Ex) A sun kite’s colors change from near-transparency 
  to sky blue and fiery orange depending upon the sunlight’s intensity 
  and weather conditions. As such, a sun kite can attempt a Stealth 
  check a part of its move action, even if it is being observed and does 
  not have cover or concealment.
  Hunting among the upper reaches of the Yggdrasil 
  forest on Sassaria, sun kites feed on smaller avians, tree-
  dwellers, and insects, but have been known to take an 
  interest in larger prey if they’re particularly ambitious 
  or hungry. While most of the canopy is well developed, 
  there are still areas where sun kites might be a problem, 
  so those who are exploring the wild regions of Silvarum 
  are advised to do so with caution.
  Most notable for their camouflage and highly reactive 
  feathers, sun kites can change color instantly, granting 
  them some degree of concealment while flying and 
  stalking prey. Their cells also have photosynthetic 
  qualities, providing energy and nourishment directly to 
  sun kite’s bodies.
  During the breeding season sun kites soar all over 
  Silvarum, flashing wild and exotic colors and patterns in 
  order to attract mates. They reproduce once a year, with 
  females producing a single live offspring that is raised 
  in a nest or den among the high Yggdrasil branches. The 
  young sun kite matures quickly and is able to fend for 
  itself within six weeks.
  TASRYN 
  CR 1
  XP 400
  N Medium magical beast
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  EAC 11, KAC 13
  HP 20 
  Fort +5, Ref +5, Will +1 
  Resist cold 5
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee claw +9 (1d6+2 S), bite +6 (1d8+2 P)
  Offensive Abilities aquatic mobility
  STATISTICS
  Str +1, Dex +4, Con +1, Int +0, Wis +2, Cha +0
  Skills Athletics +10
  Languages Tasryn; telepathy 120 ft.
  ECOLOGY 
  Environment arctic ocean (Sassaria)
  Organization pair, family (3–6), raft (7–12)
  SPECIAL ABILITIES
  Aquatic Mobility (Ex) Tasryn are extremely nimble and highly mobile 
  when in water. When swimming, they gain a +2 bonus to both KAC 
  sun kite
  tAsryn
  
  Tome of Aliens
  33
  Terras Quake
  and EAC, and can interrupt their move to attack, then complete the 
  remainder of their move.
  Tasryn are a six-limbed otter-like species who dwell 
  in the northern latitudes on the planet Sassaria. They 
  live in family groups or in larger packs called rafts. 
  Curious and highly intelligent, they often investigate 
  strangers and seem fascinated with sea vessels and 
  other modern modes of transportation. They hunt local 
  sea life, including the Sassarian equivalents of fish and 
  crustaceans, sometimes using tools such as rocks or 
  sharpened sticks to aid in fishing. Though they do not 
  appear to present any danger to investigators, tasryn 
  have been known to gather together in larger groups to 
  exterminate dangerous creatures such as sea fangs that 
  prey on their groups.
  These gentle creatures are at the center of a storm of 
  controversy on Sassaria, with some researchers claiming 
  they are true sentients with language, culture, and tool-use. 
  As the presence of sentients would put Sassaria off-limits to 
  commercial exploitation and development, this hypothesis 
  is hotly disputed by some governments and corporate 
  entities, which have dispatched their own researchers to 
  disprove the sentience hypothesis. There are also rumors 
  that some less scrupulous entities have actually dispatched 
  hunters and mercenaries to Sassaria to eliminate the tasryn 
  altogether. Scientists in the cold northern climes of Sassaria 
  are now caught in the middle of a vast tug-of-war, desperate 
  to prove or disprove tasryn sentience before outsiders 
  engage in a full-scale act of genocide.
  TERRAS QUAKE 
  CR 20
  XP 307,200
  N Colossal animal
  Init +5; Senses blindsense (scent) 120 ft., low-light vision; Perception 
  +34
  DEFENSE
  EAC 35, KAC 37
  HP 465 
  Fort +23, Ref +23, Will +17 
  Defensive Abilities all-around vision; DR 10/—
  OFFENSE
  Speed 40 ft.
  Melee bite +34 (11d10+32 P plus grab) or tail slap +31 (6d12+32 plus 
  DC 25 Fortitude save or fall prone and stunned)
  Offensive Abilities quake, swallow whole (5d6 acid, 60 HP), trample 
  (4d8+12)
  STATISTICS
  Str +12, Dex +5, Con +9, Int –4, Wis +0, Cha –2
  Skills Athletics +39 
  ECOLOGY 
  Environment forest, grassland 
  Organization solitary
  SPECIAL ABILITIES
  Quake (Ex) As a standard action that does not provoke an attack of 
  opportunity, the terras quake can raise either its front or rear set of 
  legs and slam them into the ground. All creatures within a 100 foot 
  radius of the strike point that are touching the ground must attempt 
  a DC 25 Reflex save. Those that fail the safe take 12d6+20 points of 
  sonic damage, fall prone, and are stunned for 1d6+2 rounds. Those 
  who succeed on their save take half damage and fall prone, but are not 
  stunned; those who succeed by 10 or more, or who rolled a natural 20, 
  do not fall prone and take one-quarter damage.
  A gargantuan beast that once dominated its home 
  world of Ranska, the terras quake has been dwindling in 
  numbers due to the recent advent of large game hunting 
  safaris coming to the planet. Over 100 feet in length and 
  having a mass of over 500 tons, the terras quake evolved 
  on a small, highly vegetated planet. Its place at the apex 
  of the food pyramid was unchallenged for millennia, 
  and no large intelligent life developed on Ranska due in 
  part to its influence. Eventually, the neighboring planet 
  of Entorno developed not only intelligent life but also 
  space travel, tourism, and recreational hunting. Unable 
  to hide due to their great size and ground-shattering 
  footsteps, the terras quake was in decline. More recently, 
  as intergalactic travel has become common, various 
  races have moved the giant beasts to other planets. They 
  can only survive on fairly small planets, as they are not 
  adapted to high gravity, and need a continuous supply 
  of protein-based food to survive.
  The terras quake is a six-legged creature with 7 foot 
  wide jaw filled with cylindrical teeth. It grabs prey whole 
  and throws back its mighty head to let it fall down into its 
  digestive tract. The first several yards of the interior are 
  coated with thick armored skin pierced with holes for acid 
  jets. Once the horns, bones, and other durables have been 
  dissolved, the remnants pass into the softer lower belly.
  The entire body is protected with roughened bony 
  plates and the head is completely lacking in external soft 
  tissue. Even the terras quake’s eyes are protected with 
  tough crystalline lenses. The last 30 feet of the body is 
  a tail that helps balance the weighty head. The tail is 
  independently controlled and has both scent and sound 
  sensors between the bony scales. The tip of the tail is 
  three feet of solid bone.
  The terras quake does not sneak up on its prey and 
  until recently had never known a foe. If unable to grab 
  terrAs quAke
  
  34
  Tome of Aliens
  Tikka
  with its jaw or sweep with its tail, it uses its quake ability 
  to try and gain the upper hand in combat.
  TIKKA 
  CR 1/2
  XP 200
  CG Small humanoid (tikka)
  Init +3; Senses blindsense (sound) 30 ft., low light vision, Perception 
  +11
  DEFENSE
  EAC 10, KAC 11
  HP 12
  Fort +0, Ref +3, Will +2
  Defensive Abilities chaotic mind
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee claws +2 (1d4–1 S)
  Ranged slug pistol +4 (1d4 B and P) 
  STATISTICS
  Str –1, Dex +3, Con +0, Int +0, Wis +2, Cha +1 
  Skills Acrobatics +9, Bluff +9, Profession (any one) +4, Sense Motive 
  +4, Stealth +9
  Languages Common, Tikka
  Noncombat Abilities chaotic mind
  Gear slug pistol
  ECOLOGY 
  Environment any (Silvarum) 
  Organization solitary, pair, family (3–5), troop (6–20), village (21+, 1–6 
  leaders of level 1d6)
  SPECIAL ABILITIES
  Chaotic Mind (Ex) A tikka’s thought patterns are highly changeable 
  and can be difficult for other species to understand. Tikka can make 
  two saving throws against any mind-affecting spells or effects and take 
  the higher of the two results.
  Resembling arboreal mammals like the lemur, the 
  tikka dwell in the Middle Realms of the forest world 
  of Silvarum. Maintaining a wary friendship with the 
  avian il’kir’aan, the tikka are a far more emotional and 
  friendly species, though they are also far more capable 
  of violence and treachery than their bird-like allies, and 
  apart from extremely mature individuals, tikka behavior 
  is almost entirely unpredictable.
  Adult tikka range from 4 to 5 feet in height and are 
  covered in grey fur, with striped prehensile tails and 
  elongated fingers. Their faces are somewhat vulpine, 
  with large eyes and ears, capable of seeing in the shadowy 
  environment of the Middle Realms and hearing in the 
  close confines of the forest. Agile and dexterous, the 
  tikka are descended from brachiating arboreal ancestors 
  and can still maneuver extremely well in close quarters 
  and among thick tree branches.
  Intelligent and curious, tikka are highly inquisitive, 
  and can produce a wide range of sounds, allowing them 
  to learn foreign and even alien languages with relative 
  ease. Though generally friendly, tikka are also mercurial 
  and highly unpredictable, often flying into rages at 
  minor frustrations or unexpected events. They also tend 
  to have a short memory for both their own misdeeds 
  and those of others, making the Middle Realms a fairly 
  lawless and often chaotic place, though less anarchic 
  and dangerous than the blood-soaked Surface Realms.
  Tikka live in large family groups, with both males and 
  females sharing parenting duties. As pregnancy is short 
  and not debilitating, there is little if any difference in 
  sex roles, and young tikka simply refer to all the adults 
  in their family groups as “parents,” undistinguished by 
  gender.
  As adults, tikka display what many other species might 
  call an unfocused approach to life, moving from role to 
  role as it suits them. One day a tikka might be working 
  in a shop, selling local goods to offworld visitors in 
  exchange for labor, goods or the relatively new concept 
  of currency, then the next day decide to go to a learning 
  center to take music lessons, or work as a scribe or 
  computer programmer. While outsiders might find this 
  approach incomprehensible, it appears to work for the 
  tikka, as they have almost perfect knowledge retention, 
  and carry skills from one job over to another with ease. 
  They also gravitate toward tasks that are needed — if a 
  position is empty, it is almost always filled within days 
  or even hours.
  After a few years, most tikka settle into the half-dozen 
  or so jobs they prefer, often performing several on the 
  tikkA
  Racial TRaiTs
  Ability Buy Points: +2 Dex, +2 Wis, –1 Str
  Hit Points: 2
  Size and Type: Tikka are Small humanoids with the 
  tikka subtype.
  Chaotic Mind: See Special Abilities.
  Keen Senses: Tikka have powerful hearing, and gain 
  a +4 racial bonus on Perception checks.
  Low-Light Vision: Tikka can see twice as far as 
  humans in dim lighting.
  
  Tome of Aliens
  35
  Troll, Cathode-Ray
  same day. This characteristic has made it difficult for 
  tikka to live off-world, but a few have succeeded, and 
  some actually serve on starships, acting as virtual jacks 
  of all trades, filling in for missing crew or assisting in 
  several different departments.
  As tikka grow older their nature settles somewhat, 
  and after years of flitting restlessly from role to role in 
  society at large, their pace begins to slow. Older Tikka 
  are more likely to stick with tasks for longer than a 
  few days — some even remain in a chosen profession 
  for years, applying the experience and knowledge they 
  gained during their wild early years. Truly skilled tikka 
  leaders, diplomats, artisans, and others tend to be from 
  this older demographic, sometimes displaying levels of 
  patience and wisdom unheard of in society at large.
  THYTH  
  CR 7
  XP 3,200
  LN Medium dragon (earth)
  Init +0; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; 
  Perception +19
  DEFENSE
  EAC 19, KAC 21
  HP 105 
  Fort +11, Ref +11, Will +8
  Immune paralysis, sleep, sonic
  OFFENSE
  Speed 40 ft., burrow 30 ft.
  Melee bite +18 (1d8+11 P) or claw +17 1d6+11 S) 
  Multiattack bite +17 (1d8+11) and 2 claws +17 (1d4+11)  
  Spell-Like Abilities (CL 7th) 
  3/day—mind thrust (1st level, DC 13)
  STATISTICS
  Str +4, Dex +0, Con +5, Int +2, Wis +0, Cha +2 
  Skills Athletics +14, Mysticism +19, Stealth +14 
  Languages Aklo, Common, Draconic
  Noncombat Abilities quadruped run
  ECOLOGY
  Environment underground 
  Organization solitary, pair, or set (6–12)
  SPECIAL ABILITIES
  Quadruped Run (Ex) A thyth can drop to all four limbs as a free 
  action and move twice their normal speed. Returning to a standing 
  position is still a move action.
  Thyth are a mysterious and reclusive race, that all 
  other species living upon Kallio Prime whisper about. 
  Said to be the first sentient creatures to develop in the 
  entire system, they are rarely spotted and even more 
  rarely interacted with. The thyth are humanoid in shape, 
  but their bodies are more akin to half-dragons made of a 
  malleable crystal-like skin. Thought to hail from the Plane 
  of Earth, the thyth stand tall with a regal appearance, 
  but move in a crouched posture, springing and leaping 
  down the deep tunnels of the Below-World. Their face 
  have a dragon cast, with a maw filled with crystal shard 
  teeth, large eyes and ridged brows, topped with rows of 
  crystalline scales. They have muscular limbs, and elder 
  thyth have short, disproportionate membranous wings, 
  though this wings do not allow for flight.
  Those that have encountered the thyth state they felt 
  uncomfortable around them, the same way they feel 
  around any large predator. For their part, thyth are 
  accustomed to distrust and don’t expect better treatment 
  from members of the other races, although some thyth 
  may even try to earn respect and companionship of 
  other races through acts and deeds. The thyth typically 
  only make contact with others if they have an individual 
  desire or curiosity.
  Most thyth stand upward of 7 feet tall and weigh 300 
  pounds.
  TRENCH TERROR 
  CR 8
  XP 4,800
  NE Huge aberration (earth)
  Init +2; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; 
  Perception +16
  DEFENSE
  EAC 20, KAC 22
  HP 125
  Fort +10, Ref +10, Will +9
  DR 5/—; Immune acid
  OFFENSE
  Speed 30 ft., burrow 30 ft.
  Melee bite +19 (3d4+14 P plus grab)
  Space 15 ft., Reach 10 ft.
  Offensive Abilities fluid drain
  STATISTICS
  Str +6, Dex +2, Con +4, Int –1, Wis +0, Cha –2
  Skills Athletics +21, Sense Motive +16, Stealth +16
  ECOLOGY
  Environment underground
  Organization solitary, pair
  SPECIAL ABILITIES
  Fluid Drain (Ex) A trench terror sucks blood, ichor, or other bodily 
  fluid from any grappled opponent. After maintaining a pin, the trench 
  terror deals 1d6 points of Constitution damage per round.
  A trench terror is a deep subterranean predator 
  typically found in mine shafts. Over the years, they have 
  found a taste for the hydraulic fluids and liquid coolants 
  found in mining machinery as well as in robot miners. 
  They have learned to seek out these targets, attack by 
  surprise, and use their tubular tongues to drink the 
  “blood” of their victims. Extremely vicious, trench terrors 
  are not afraid to attack even the most well-armored 
  enemy. Though they are most often encountered 
  individually, occasionally a mated pair travels together, 
  attacking a victim from two directions at once.
  TROLL, CATHODE-RAY 
  CR 6
  XP 2,400
  CN Large humanoid (giant)
  Init +0; Senses blindsense (scent) 60 ft., darkvision 60 ft., low-light 
  vision; Perception +13
  DEFENSE
  EAC 18, KAC 20
  HP 90 
  Fort +10, Ref +8, Will +5 
  Defensive Abilities cathode ray-emitter, regeneration 10 (when within 
  60 ft. of its cathode-ray emitter); Immune disease and poison (if within 
  60 ft. of CRE)
  OFFENSE
  Speed 25 ft.
  Melee slam +16 (1d8+11 B) and bite +13 (1d6+11 P)
  thyth
  trench terror
  troll, cAthode-rAy
  
  36
  Tome of Aliens
  Veoble
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str +5, Dex +0, Con +3, Int –2, Wis +2, Cha –4
  Skills Athletics +18, Intimidate +13, Stealth +13 
  Languages Giant
  Other Gear cathode ray-emitter
  ECOLOGY 
  Environment subterranean
  Organization solitary
  Thin, seven-foot tall, and incredibly ugly, cathode-
  ray trolls are a throwback to an ancient time. Ungainly 
  with oversized head, hands, and feet, they move with 
  a stumbling gait — arms outstretched and shoulders 
  rolled forward. Generally solitary creatures, cathode-ray 
  trolls live in remote cave systems, deep underground. 
  They feed on the small vermin and the various species of 
  blind fish found in their subterranean lairs. They try to 
  avoid traveling far from the homes, as they hate to leave 
  behind their most important treasure.
  Each cathode-ray troll has its own cathode ray emitter 
  (CRE). This cumbersome device sits as the central focus 
  of its lair, usually raised on a stone pedestal so that its 
  rays can fully bathe the space within the cave as they 
  dance about at high speed. Each troll is attuned to its own 
  frequency of electro-magnetic radiation. Most of them 
  have devices that emit x-rays, but a few enjoy the benefits 
  of ultraviolet or even visible light rays. While within 60 
  feet of their own CRE, a cathode-ray troll regenerates 
  10 HP per round and is immune to disease and poison. 
  If only within 90 feet, it regenerates 5 HP per round 
  but loses its immunities. Barring violence, cathode-ray 
  trolls living near their emitters are practically immortal, 
  able to live for thousands of years before the emitter’s 
  radioactive power source dies out.
  Beings that are not protected from the rays suffer 
  effects dependent on the ray type. Those starting a round 
  or moving within 60 feet of a visible light emitting tube 
  must make a DC 14 Reflex saving throw at the beginning 
  of their turn or when they first enter the range, or be 
  blinded for that round. An unprotected creature must 
  make a DC 14 Fortitude saving throw if it ends its turn 
  within 60 feet of an ultraviolet emitting tube or take 
  2d4 HP of untyped damage. Creatures are unable to cast 
  spells if within 90 feet of an x-ray emitting source.
  A troll’s CRE typically has a KAC and EAC of 17 and 
  35 HP. Trolls that have seen intruders before will often 
  conceal their emitters under a piece of coarse fabric. A 
  troll will typically attempt to stand between any foe and 
  its device. Smarter ones will also fill the entrances to 
  their lairs with traps, false paths, and concealing covers 
  so as to avoid direct confrontations.
  VEOBLE 
  CR 3
  XP 800
  CN Small aberration
  Init +8; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  EAC 14, KAC 16,
  HP 40
  Fort +5, Ref +5, Will +4
  OFFENSE
  Speed fly 50 ft. (perfect)
  Offensive Abilities asphyxiate
  STATISTICS
  Str —, Dex +4, Con +2, Int –2, Wis –2, Cha +1
  Skills Fly +12, Perception +8, Stealth +11
  Noncombat Abilities shape change
  ECOLOGY
  Environment ship interiors
  Organization solitary
  SPECIAL ABILITIES
  Asphyxiate (Ex) A veoble has the ability to enter into a creature’s 
  lungs through its mouth or nose (or equivalent) as a standard action 
  that does not provoke an attack of opportunity. The target creature 
  can attempt a DC 12 Fortitude save; if successful, the veoble is 
  immediately expelled without any harm to the target. If the save fails, 
  the veoble settles into the target’s lungs, preventing it from breathing. 
  The target creature may hold its breath for a number of rounds equal 
  to twice its Constitution score. If the creature takes a standard or full 
  action, the remaining duration that the creature can hold its breath is 
  reduced further by 1 round. After this period of time, the character 
  must make a DC 10 Constitution check to continue holding its breath. 
  The check must be repeated each round, with the DC increasing by 
  +1 each time. When the creature fails a Constitution check, it begins 
  to suffocate. In the first round, it falls unconscious; in the following 
  round it is dying; in the third round the creature is dead. Each minute 
  after the initial save, the creature can attempt a new Fortitude save to 
  expel the veoble. The DC increases by +1 each time — 13 after the 1st 
  Veoble
  
  Tome of Aliens
  37
  Waj
  minute, 14 after the 2nd, and so on.
  Shape Change (Su) Veobles can take the form of small, simple, 
  mundane objects, subject to the GM’s discretion. Changing into and 
  out of the new form requires a move action, but the veoble can remain 
  in the shape indefinitely.
  Veobles are sentient gasses. Appearing as small fog-
  colored clouds that are ever-changing in form, veobles 
  float through ducts, hoses, and vents, eating carbon 
  dioxide. Because of their natural ability to remove 
  carbon dioxide from the local atmosphere, veobles can 
  be a welcome and helpful stowaway. However, their 
  usefulness is often countered by their tendency to cause 
  havoc to the ships they inhabit. A veoble is a creature 
  of caprice, sometimes acting to the benefit of those on 
  board the ship it has chosen to inhabit, while other times 
  proving to be a nuisance, or worse. Because of this, they 
  are referred to as “gas gremlins.”
  A veoble is a shape-shifter. It sometimes changes its 
  form in order to aid the passengers of the ship it occupies. 
  To shift from its natural gaseous state to a temporary 
  solid, the veoble uses a type of phase transition known 
  as “deposition.” A veoble can transform into any small, 
  rudimentary physical object it has observed, such as 
  common tools or shipboard furniture (wrench, hammer, 
  stool, rock, etc.). It allows itself to be used in various, 
  helpful ways, until it decides to revert to its original 
  gaseous state — often at the most inconvenient moment.
  VESUVIAN FLY TRAP 
  CR 2
  XP 600
  N Large plant 
  Init +1; Senses blindsense 30 ft.; Perception +7
  DEFENSE
  EAC 13, KAC 15
  HP 25 
  Fort +6, Ref +4, Will +1
  Defensive Abilities all-around vision, regeneration 5 (fire); Immune 
  plant immunities
  OFFENSE
  Speed 5 ft. climb 5 ft.
  Melee 2 bites +10 (1d6+6 P, reach up to 30 ft., grab)
  Offensive Abilities swallow whole (1 acid, 5 HP)
  STATISTICS
  Str +4, Dex +1, Con +2, Int –5, Wis –3, Cha +0
  Skills Stealth +7, Survival +12
  ECOLOGY 
  Environment tropical
  Organization solitary
  With a slow base mobility, the semi-ambulatory 
  creature has a rapid strike capability reaching up to 30 
  feet. The vesuvian fly trap evolved in dense tropical 
  areas and feeds primarily on small fauna that it grabs as 
  they race by. The plant is multi-hued, causing it to look 
  like several smaller plants rather than the huge creature 
  it is. The vesuvian fly trap achieves its base mobility 
  by setting down temporary pods and throwing itself 
  forward. The maw is generally concealed as a benign 
  appearing long yellow fruit, but its fourfold flower opens 
  to reveal an opening lined with barbs. Digestion is a 
  slow and painful process, often taking hours to kill even 
  small, rodent-like creatures. The leaves of the vesuvian 
  fly trap are often harvested for their high nutritional 
  value. They are particularly high in iron.
  In some particularly fecund climes, either by nature 
  or through the intervention of intelligent species, giant 
  versions of the vesuvian fly trap have evolved. These 
  creatures have a reach of 60 feet and can trap a Medium-
  sized creature. The most popular method for releasing 
  a trapped creature is to cut off the entire flower and 
  carefully pry open the barbed leaves. The digestive juices 
  continue to dissolve flesh for several minutes after the 
  flower is separated even without being replenished from 
  the main plant. The edible leaves from this giant version 
  of the plant regularly grow to 15 feet in length and can 
  generally feed any surviving members of a collection 
  party for several days.
  WAJ 
  CR 1
  XP 400
  CE M aberration
  Init +4; Senses, blind, blindsense 30 ft.; Perception +5
  DEFENSE
  EAC 11, KAC 13
  HP 20 
  Fort +3, Ref +3, Will +3 
  Defensive Abilities all-around vision; DR 5/bludgeoning; Immune 
  poison, sonic
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee 2 pincer +8 (1d6+1 P and S)
  Offensive Abilities sonic blast
  STATISTICS
  Str +0, Dex +4, Con +2, Int +1, Wis +1, Cha +0
  Skills Athletics +10, Stealth +5 
  Languages Aklo
  Noncombat Abilities excavate rock
  ECOLOGY 
  VesuViAn fly trAP
  wAJ
  
  38
  Tome of Aliens
  Warp Gatherer
  Environment underground 
  Organization solitary
  SPECIAL ABILITIES 
  Sonic Blast (Ex) Once every 1d4 rounds a waj can emit a sonic blast. 
  All creatures within a 20 ft. radius must make a DC 10 Fortitude save 
  or take 1d4+1 sonic damage.
  Excavate Rock (Ex) A waj can use their sonic blast to dig through 
  rock. It takes on average one minute to tunnel through 45 feet.
  The waj were inhabitants of the towns around Tab, 
  on the planet of Kiás. While similar in form (four-legged 
  arachnid-looking beasts) to the rest of the Kiásians, 
  most had been removed from the tribal circles due to 
  an abnormality in their acoustic membrane that left 
  them without the ability to harmonize with the rest of 
  the Kiásians. After being abandoned on the dying planet, 
  they found naturally occurring crevices that allowed 
  them to drop deep below the carved out structures of 
  the ghost cities. As time passed and they interbred, the 
  acoustic membranes on their upper tufts toughened. 
  They eventually lost the ability to communicate aurally 
  at all, but developed a powerful sonic blast. The waj 
  are able to control the blast to some extent, and have 
  disintegrated portions of their underground vaults to 
  create larger living areas and have even worked out 
  methods to trap certain gases as they are released from 
  the surrounding rock. They also use their blasts to turn 
  proteinates into digestible jellies. Waj typically live 
  alone, only meeting occasionally for mating or defense.
  WARP GATHERER 
  CR 10
  XP 9,600
  N Large outsider (extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  EAC 23, KAC 24
  HP 165
  Fort +11, Ref +9, Will +13
  Defensive Abilities all-around vision; DR 5/magic Resist acid 10, cold 
  10 
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee claw +21 (2d10+18 S) or bite +21 (3d4+18 P)
  Multiattack 6 claws +21 (2d10+18 S), bite +21 (3d4+18 P)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 10th)
  1/day—mind thrust (4th level, DC 16), overload system (DC 16)
  3/day—charm monster (DC 16), dispel magic, explosive blast (DC 16), 
  holographic image (3rd level, DC 16)
  At Will—daze monster (DC 16), see invisibility
  STATISTICS
  Str +8, Dex +5, Con +5, Int +2, Wis +3, Cha +3
  Skills Acrobatics +19, Diplomacy +19, Intimidate +24, Mysticism +24, 
  Sense Motive +24
  Languages Common
  Noncombat Abilities warp jaunt
  SPECIAL ABILITIES
  Warp Jaunt (Su) As a free action, a warp gatherer can move from 
  hyperspace to the Material Plane and shift back as a move action. This 
  ability otherwise mimics the effects of the ethereal jaunt spell. 
  ECOLOGY
  Environment Ethereal Plane, spaceways
  Organization solitary
  Warp gatherers resemble a large mer-creature with six 
  long spindly arms, a fishlike head, and a long tail covered 
  in silvery scales. They average 10 feet long and can 
  naturally pass freely between the vacuum of space and 
  the warp of hyperspace. Gatherers travel the spaceways 
  gathering misplaced items and creatures trapped in a 
  hyperspace loop and returning them to their own space-
  time.
  Warp gatherers are decidedly neutral in nature seeking 
  to maintain their own brand of esoteric balance in the 
  universe. Being natives of hyperspace, their thoughts 
  and motivations are unique and foreign to creatures 
  dwelling within the standard space-time known by most 
  sentient beings. Warp gatherers’ mysterious nature is 
  sometimes cause for fear and alarm to those travelers 
  who have come into contact with them.
  Gatherers search hyperspace for things they feel “don’t 
  belong,” and quickly attempt to re-deposit those items 
  back to their plane of origin. This can lead to conflict 
  with some who don’t feel a need for the Gatherer’s help, 
  such as hyperspace travelers who find themselves re-
  deposited by the gatherer millions of light years away 
  from their destination. This is especially irksome when 
  the hyperspace traveler finds themselves grappled by 
  an alien gatherer, and then suddenly find themselves 
  floating in the vacuum of space without the proper 
  magical or technological protections.
  When trapped in combat the warp gatherer uses its 
  innate magical abilities to defend itself to the best of its 
  powers and abilities.
  WARP WRAITH 
  CR 10
  XP 9,600
  CE Medium undead (incorporeal)
  Init +5; Senses blindsense (life) 60 ft., darkvision 60 ft.; Perception +19
  Aura frightful presence (30 ft., DC 17)
  DEFENSE
  EAC 23, KAC 25
  HP 145
  Fort +12, Ref +12, Will +11
  Defensive Abilities evasion, incorporeal; Immune undead immunities
  OFFENSE
  Speed 60 ft. fly (perfect)
  Melee incorporeal touch +22 (3d4+10 negative energy; crit 1d4 Con 
  damage)
  Combat Abilities leech life
  Spell-Like Abilities (CL 10th)
  1/day—plane shift (DC 14)
  3/day—entropic grasp (DC 14)
  STATISTICS
  Str —, Dex +5, Con —, Int +3, Wis +3, Cha +8
  Skills Intimidate +19, Sense Motive +19, Stealth +24
  Languages Common, Eoxian, Sarcesian
  Noncombat Abilities unliving
  ECOLOGY
  Environment the Drift, abandoned ships and stations
  Organization solitary
  SPECIAL ABILITIES
  Leech Life (Su) Whenever a warp wraith successful hits a living 
  creature with its incorporeal touch attack, it gains a number of 
  temporary Hit Points equal to the damage dealt divided by 5 (rounded 
  down). Temporary Hit Points gained in this fashion stack, and they last 
  for one hour from the last time any such temporary HP were gained. 
  For example, if a warp wraith gains 2 temporary HP by attacking a rat 
  aboard an abandoned space station, and then successfully attacks an 
  wArP GAtherer
  wArP wrAith
  
  Tome of Aliens
  39
  Ythri
  explorer 45 minutes later, gaining 3 temporary HP, the warp wraith now 
  has a total of 5 temporary HP which will last for one hour.
  Warp wraiths are the wretched spirits of those who 
  have traveled into the beyond and been destroyed. Warp 
  wraiths are adorned in tattered space-travel garments, 
  flickering in and out of standard space-time, trapped 
  in the throes of terror and pain at being blasted in the 
  cauldron of oblivion.
  Warp wraiths are tied permanently to the Drift, and 
  as such flicker in and out of standard space, haunting 
  the areas where their craft was lost, attempting to leech 
  life from those creatures found within proximity to their 
  haunt. They are most often encountered on ghost hulks, 
  haunted space stations, or appearing on the deck of a 
  ship crossing through the Drift.
  They seek only to drag the living with them into the 
  horrible loss of their pitiful existence. Warp wraiths 
  despise the living, and attack relentlessly. Their jealousy-
  fueled hate, however, does not tinge their mind to the 
  point of preventing sound tactics; a warp wraith will use 
  its very nature to plan an ambush, for example. But once 
  the trap is sprung, it fights until death. 
  YTHRI 
  CR 12
  XP 19,200
  CN Large aberration (aquatic)
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +22
  DEFENSE
  EAC 26, KAC 28
  HP 190, Resolve 5
  Fort +14, Ref +14, Will +13
  Defensive Abilities decentralized nervous system, fast healing 5; DR 
  5/—; Immune critical hits, mind-affecting effects; Resist electricity 10; 
  SR 21
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee tentacle +25 (3d4+20 B), beak +22 (6d4+20 P)
  Multiattack 3 tentacles +25 (3d4+20 B), beak +22 (6d4+20 P)
  Ranged electrical discharge +22 (6d4+12 E [see below])
  Space 10 ft.; Reach 5 ft. (15 feet with tentacle)
  Offensive Abilities alien presence
  STATISTICS
  Str +8, Dex +0, Con +4, Int +5, Wis +0, Cha +0
  Skills Athletics +27, Intimidate +20, Stealth +20
  Languages Aklo, Common; telepathy 120 ft.
  Noncombat Abilities amphibious, water breathing
  ECOLOGY
  Environment deep ocean (Sassaria)
  Organization solitary, circle (2–8), pod (6-24)
  SPECIAL ABILITIES
  Alien Presence (Su) Any creature within 30 feet of a ythri, whether it 
  is visible or not, must make a DC 19 Will save or be confused for 2d6 
  rounds. This ability otherwise functions as the confusion spell. After the 
  confusion ends, the creature is immune to the alien presence effect of 
  that particular ythri for 24 hours. A creature that successfully saves is 
  also immune from that ythri’s alien presence effect for 24 hours.
  Decentralized Nervous System (Ex) Ythri do not have a brain or 
  other centralized organ for thought, allowing them to function and 
  heal even after horrific injuries. This trait grants ythri immunity to 
  critical hits and fast healing 5, as well as immunity to mind-affecting 
  effects. If reduced to 0 HP, a ythri can spend 1 RP instead of 3 to 
  stabilize. At the beginning of its next turn the ythri can then act 
  normally after gaining 5 HP from its fast healing ability.
  Electrical Discharge (Ex) While in water, a ythri can make a ranged 
  attack, discharging electrical energy into the surrounding water, 
  inflicting 6d4+12 electricity damage on one target within 20 feet. This 
  attack can’t be used when out of the water, even to attack those who 
  are in water.
  ythri
  
  40
  Tome of Aliens
  The End
  Millions of years ago, the planet Sassaria was home to 
  a highly advanced aquatic alien race known as the ythri. 
  Preferring planar exploration to space travel, the ythri 
  sought out alternate realities for colonization, making 
  contact with many exotic intelligences, including some 
  entities so utterly alien they shattered the ythri’s 
  collective sanity, destroying their once-great civilization 
  and driving the survivors into the deep abyss. Aeons 
  later the outsiders have arrived to explore and exploit the 
  planet, and now threaten to disturb the surviving ythri, 
  who have grown still more hostile and incomprehensible.
  Physically ythri are radially symmetrical and resemble 
  enormous sea anemones, with elongated trunks nearly 
  eight feet high and four to five feet in diameter. A ythri’s 
  flesh is thick, leathery and highly resistant to damage. 
  A cluster of sensory tentacles crowns the creature’s 
  anterior (or “head”) terminating in either black eyespots 
  or lighter patches that can detect minute vibrations in 
  surrounding water. A ythri possesses about a dozen of 
  each, and those that are lost are replaced within a matter 
  of days. In addition to the sensory tentacles, a ythri has 
  10 to 20 manipulative tentacles that can extend up to 
  15 feet, allowing the creature to grip and manipulate 
  even tiny objects with ease. At the posterior (“tail”) end 
  are shorter, tougher locomotion tentacles mixed in with 
  cylindrical tube-feet tipped with suction cups, allowing 
  the ythri to move over rough surfaces, up sheer inclines, 
  or even move entirely upside-down.
  A ythri does not have a “brain” as it is understood in 
  other species, but instead possesses a sophisticated, 
  decentralized neural net that spreads across its entire 
  body. Ythri possess several large clusters of these 
  nerves that can act independently and keep the creature 
  functional even after taking significant injuries.
  The surface world and the stars beyond held little 
  interest for the ocean-dwelling ythri. Instead they sought 
  expansion and conquest on other realms of existence, 
  using their highly advanced arcane technology to open 
  planar gates, exploring adjacent demiplanes and other 
  realties with an eye toward expansion and, if necessary, 
  conquest. As the millennia passed ythrian technology 
  created a network of gateways between water-based 
  worlds, providing them with a dimension-spanning 
  empire. Ythrian colonies thrived in worlds where 
  sentient creatures were unknown while elsewhere the 
  ythrian’s armies overwhelmed and enslaved ill-prepared 
  and technologically inferior sentients.
  The ythri’s explorations were not without hazard, 
  for strange entities dwell on distant worlds and in the 
  spaces between them. Contact with such entities, and 
  the sheer strain of venturing into utterly alien, inimical 
  regions, began to have an effect on the ythri. Always a 
  cruel and selfish race, the Ythri’s planar explorations 
  planted seeds of their own destruction in their cold and 
  calculating intellect. The vastly powerful elder creatures 
  of the distant planes and the black void were at best 
  indifferent and at worst openly hostile — as generations 
  passed some ythri actually turned to the worship of 
  these strange entities, slowly driving their once-great 
  civilization deeper into irrationality and madness.
  In the end, it took only a matter of days for the eons-old 
  ythrian society to collapse into anarchy and destruction. 
  Gateways malfunctioned, cutting off colonies. The 
  horrific entities of the dark places were drawn to Sassaria 
  — some reveled in wanton destruction, others sought to 
  fulfill ancient and incomprehensible schemes and gain 
  power, while still others shattered ythrian minds and 
  culture simply by their proximity and utter alienness.
  The destruction was complete. Those ythrian cities and 
  artifacts that remain are so infinitely ancient that they 
  appear as nothing more than weathered geographical 
  features, though some are so durable that their interiors 
  remain intact, though Sassaria’s new inhabitants have 
  been lucky enough to never discover this.
  The few surviving ythri retreated into the depths, 
  crawling through the slime at the bottom of the darkest 
  ocean trenches, dragging what remained of their 
  miraculous technology along with them. There they 
  dwell to this day — mad, vengeful, and unbelievably 
  ancient. They have seen the coming of the world’s 
  newest masters, and in the depths of their madness-
  ravaged minds, the ythri feel only resentment and 
  murderous rage.
  The technology they brought with them still functions. 
  Some of the old gates lie dormant in the depths, awaiting 
  activation, and these may still allow communication 
  with the alien entities that helped destroy Ythrian 
  society. Some of the creatures who once served the ythri 
  still dwell in the abyss alongside their masters, equally 
  insane and utterly devoted. Though they are but a mere 
  shadow of their ancient greatness, the ythri are still 
  powerful and terribly dangerous, capable of unleashing 
  all-powerful and all-destructive forces on those they 
  hate. Should they emerge from their places of hiding, 
  their campaign of destruction and vengeance may not 
  end at Sassaria — with the right technology and their 
  irrational, reckless hatred of other sentients, the Ythri 
  may be able to overcome their ambivalence regarding 
  space travel, rising up from Sassaria to threaten an 
  entire galaxy.
  
  Tome of Aliens
  41
  second monster name
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Modern System Reference. Document Copyright 2002-2004, Wizards of the 
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, 
  Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, 
  and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip 
  Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, 
  Andy Collins, and JD Wiker.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publish-
  ing, LLC; Author: Paizo Publishing, LLC.
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  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Au-
  thor: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, 
  Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James 
  Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik 
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  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publish-
  ing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, 
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  Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich 
  Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, 
  Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Pub-
  lishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason 
  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, 
  and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, 
  Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFar-
  land, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  
  42
  Tome of Aliens
  second monster name
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Pub-
  lishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, 
  Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publish-
  ing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, 
  Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reyn-
  olds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Pub-
  lishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross 
  Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Psionics Unleashed. Copyright 2010, Dreamscarred Press.
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Inc.; Au-
  thors: James Jacobs and Russ Taylor.
  Future Player’s Companion: Tomorrows’ Foundation, Copyright 2005 The 
  Game Mechanics, Inc.; Authors: Gary Astleford, Rodney Thompson, & JD 
  Wiker
  Future Player’s Companion: Tomorrows’ Hero, Copyright 2005 The Game 
  Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, 
  & JD Wiker
  Future Player’s Companion: Tomorrows’ Evolution, Copyright 2005 The 
  Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, & Rodney 
  Thompson
  StarfinderRPG © 2014 Jason Stroh
  Planetarium © 2017 Frog God Games, LLC Authors:  Anthony Pryor, Jeff 
  Swank, Lance Hawvermale, Patrick Lawinger, and Edwin Nagy
  Tome of Aliens © 2017 Frog God Games, LLC Authors:  Anthony Pryor, 
  Jeff Swank, Lance Hawvermale, Patrick Lawinger, and Edwin Nagy
  
  Tome of Aliens
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