TEXT:  
   
   
   
  TM 
  SHGA-CU01 
  
   
   
  1 
   
   
   
   
   
   
   
  AETHER WRAITH - - - - - - - - - - - - - - - - - - - - - 2 
   
  BIOREPLICA, CMPN-3  - - - - - - - - - - - - - - - - -  7 
   
  CNIDUSA   - - - - - - - - - - - - - - - - - - - - - - - - - - 8 
   
  CNIDUSA, SWARM   - - - - - - - - - - - - - - - - - - -  9 
   
  DRALYSS, PHOTON    - - - - - - - - - - - - - - - - - -  10 
   
  FUNGUS, BUBBLEGUM    - - - - - - - - - - - - - - - 
  11 
  FUNGUS, TESLA   - - - - - - - - - - - - - - - - - - - - -  12 
  FUNGUS, SOPORIFIC - - - - - - - - - - - - - - - - - - 
  13 
  FUNGUS, VIOLET  - - - - - - - - - - - - - - - - - - - -  
  14 
  KLANKER, G-2D   - - - - - - - - - - - - - - - - - - - - - 
  15 
  KLANKER, HG-12A - - - - - - - - - - - - - - - - - - - - 16 
  KULUNA - - - - - - - - - - - - - - - - - - - - - - - - - - -  17 
  MECHANOID, LBR-2  - - - - - - - - - - - - - - - - - -  18 
  MECHANOID, LAW-SU8 - - - - - - - - - - - - - - - - 19 
  ROBOT, B1G-R3D - - - - - - - - - - - - - - - - - - - - -  20 
  ROBOT, SKORP-10-N - - - - - - - - - - - - - - - - - -  21 
  THE SWARM, GAMMA QUEEN - - - - - - - - - -  
  22 
  WIGHT, NOVA - - - - - - - - - - - - - - - - - - - - - - - 23 
  ZOMBIE, NANO- - - - - - - - - - - - - - - - - - - - - -  24 
  ZURBLE - - - - - - - - - - - - - - - - - - - - - - - - - - - - 26 
  CREATURE BY CR  - - - - -  - - - - - - - - - - - - - - - 31 
  OGL  - - - - - - - - - - - - - - - - - - - - - - - - - - - - -     32
  Lead Designer: Jason Stroh 
  Author: Jason Stroh 
  Cover Artist: Innovari 
  Interior Artists: Innovari, Leo Blanchette, Anton_Lunkov, 
  Digitalstorm, TsuneoMP, Lilu330 
  Special Thanks: My awesome kids! 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are 
  Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission. 
  Stroh Hammer, Gravity Age, and Gravity Age: Creature Update 01 are trademarks of Stroh Hammer and Jason Stroh. 
  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 
  compatibility, and does not endorse this product. 
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Inc., and are used under the Starfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/starfinder/compatibility for more information on the compatibility license. 
  Gravity Age: Creature Update 01 is published by Stroh Hammer under the Open Game License version 1.0a Copyright 2000 
  Wizards of the Coast, Inc.  
  Permission granted to photocopy or print for personal use. 
  © 2017 Stroh Hammer
  
   
   
  2 
   
  RED AETHER WRAITH  
   
   
   CR 1/2   
  XP 200 
  N small aberration (elemental, incorporeal) 
  Init +3; Senses darkvision 60 ft.; Perception +5 
  DEFENSE   
   
   
   
  HP 11 
  EAC 12; KAC 10 
  Fort +2; Ref +2; Will +3 
  Defensive Abilities incorporeal; Immunities elemental 
  immunities, Resist acid 2, cold 2, electricity 2, fire 2,  
  sonic 2 
  OFFENSE 
  Speed 30 ft., Fly 60 ft. (average) 
  Melee slam +3  (1d6 force) 
  Ranged energy ray +6 (1d3 A, C, E, or F) 
  Spell-Like Abilities (CL 1st)  
  At will – energy ray 
  STATISTICS 
  Str +0; Dex +3; Con +2; Int -5; Wis +0; Cha +0 
  Skills Acrobatics +5, Athletics +5, Stealth + 8  
  Languages none 
  Noncombat Abilities minor empathy, item drain 
  Gear none 
  ECOLOGY 
  Environment any 
  Organization solitary 
  SPECIAL ABILITIES 
  Minor Empathy (Su) Red aether wraiths don’t truly 
  communicate by they to have a minor telepathic ability 
  which allows them to communicate hunger, fear, 
  happiness, anger and some other base emotions. 
  Item Drain (Su) As a full action a red aether wraith can drain 
  1 charge from an item per round of contact.  Each charge 
  drained restores 1d6 Hit Points of damage. It will not 
  attempt to feed of items while in combat. 
  Red aether wraiths are the most common species of 
  aether wraith and represent very simple plants and 
  animals in their ecology.  They tend to be docile unless 
  attacked or provoked.  Given the opportunity they will 
  feed on charged items.  It’s not clear whether feeding 
  is necessitated by hunger or if it’s pleasurable to the 
  aether wraith. 
   
   
  Aether wraiths are beings of pure energy and their 
  evolution and origin are a mystery.  For centuries, they were 
  miscataloged by science officers as energy anomalies found 
  in or near gravity wells.   Only recently have their unique 
  energy signatures been identified as living structures.  It is 
  widely believed they are from a dimension in space time 
  only nanoseconds after the Big Bang, before energy 
  coalesced into matter.  How or why they are entering the 
  material of existence is a topic of much debate. 
  Since their discovery, aether wraiths have either become 
  more common or explorers know where to look.  They are 
  found in or near gravitation anomalies, wrinkles in 
  spacetime, supernova remnants, and other epicenters of 
  stellar events.  Although communication with more 
  advanced forms of aether wraiths has only recently been 
  established, they seem equally confused as to how they 
  have been drawn into the physical universe.   
  Sentient aether wraiths are extremely rare but they seem 
  to willingly join up with whomever discovers them.  They 
  don’t seem to take any issue with being studied or 
  experimented on.  All should be cautioned though aether 
  wraiths represented by the lower wave lengths of light 
  seem to have more sinister intent than those of high 
  frequencies. 
  
   
   
  3 
   
  ORANGE AETHER WRAITH   
   
   CR 1   
  XP 400 
  N small aberration (elemental, incorporeal) 
  Init +4; Senses darkvision 60 ft.; Perception +6 
  DEFENSE   
   
   
   
  HP 18 
  EAC 13; KAC 11 
  Fort +3; Ref +3; Will +4 
  Defensive Abilities incorporeal; Immunities elemental 
  immunities; Resist acid 3, cold 3, electricity 3, fire 3,  
  sonic 3 
  OFFENSE 
  Speed 30 ft., Fly 60 ft. (average) 
  Melee slam +5 (1d6+1 force) 
  Ranged energy ray +8 (1d3 A, C, E, or F) 
  Spell-Like Abilities (CL 1st)  
  At will – energy ray 
  STATISTICS 
  Str +0; Dex +4; Con +0; Int -4; Wis +0; Cha +2 
  Skills Acrobatics +6, Athletics +6, Stealth + 9  
  Languages none 
  Noncombat Abilities minor empathy, item drain 
  Gear none 
  ECOLOGY 
  Environment any 
  Organization solitary 
  SPECIAL ABILITIES 
  Minor Empathy (Su) Orange aether wraiths don’t truly 
  communicate by they to have a minor telepathic ability 
  which allows them to communicate hunger, fear, 
  happiness, anger and some other base emotions. 
  Item Drain (Su) As a full round action an orange aether 
  wraith can drain 1 charge from an item per round of 
  contact.  Each charge drained restores 1d6 Hit Points of 
  damage. It will not attempt to feed of items while in 
  combat. 
  Orange aether wraiths have animal intelligence.  
  They occasionally feed off red aether wraiths, but like 
  their lesser cousins, seem more interested in draining 
  undefended batteries and feeding off power conduits 
  rather than engaging in conflict. Orange aether 
  wraiths can be trained to perform simple tasks and 
  tricks in exchange for energy treats. 
   
   
   
   
   
   
   
  YELLOW AETHER WRAITH 
   
   
  CR 2 
  XP 600 
  N medium aberration (elemental, incorporeal) 
  Init +4; Senses darkvision 60 ft.; Perception +7 
  DEFENSE   
   
   
   
  HP 23 
  EAC 15; KAC 13 
  Fort +4; Ref +4; Will +4 
  Defensive Abilities incorporeal; Immunities elemental 
  immunities; Resist acid 5, cold 5, electricity 5, fire 5,  
  sonic 5 
  OFFENSE 
  Speed 30 ft., Fly 60 ft. (average) 
  Melee slam +7 (1d6+2 force) 
  Ranged energy ray +10 (1d3 A, C, E, or F) 
  Spell-Like Abilities (CL 2nd)  
  1/day – holographic image (1st, DC 13), mind thrust (1st, DC 13) 
  At will – energy ray (2 rays), transfer charge 
  STATISTICS 
  Str +0; Dex +4; Con +0; Int -2; Wis +0; Cha +2 
  Skills Acrobatics +7, Athletics +7, Survival +10 
  Languages aether wraith, common 
  Noncombat Abilities item drain, limited telepathy 
  Gear none 
  ECOLOGY 
  Environment any 
  Organization solitary 
  SPECIAL ABILITIES 
  Item Drain (Su) As a full action a yellow aether wraith can 
  drain 1 charge from an item per round of contact.  Each 
  charge drained restores 1d6 Hit Points of damage. It will 
  not attempt to feed of items while in combat. 
  Item Recharge (Su) As a full round action a yellow aether 
  wraith can recharge a power source.  It can recharge a 
  power source 1 charge/round up to 5 charges per day. 
  Limited Telepathy (Su) Yellow aether wraiths can 
  communicate telepathically with any creatures within 30 
  feet with whom they share a language. In addition to 
  telepathy they have an empathic ability which allows 
  them to communicate hunger, fear, happiness, anger and 
  some other base emotions with any creature.  
  Yellow aether wraiths possess true but limited 
  intelligence and are comparable to young children.  
  They can communicate telepathically, although it is 
  rare for one to know more than a few words in 
  common.  They tend to have rather poor memories 
  and problems following complicated instructions.  
  They are trust worthy, but like most children they are 
  easily distracted and boredom often leads to mischief. 
     
  
   
   
  4 
   
  GREEN AETHER WRAITH 
   
   
  CR 4 
  XP 1,200 
  N Medium aberration (elemental, incorporeal) 
  Init +5; Senses darkvision 60 ft.; Perception +10 
  DEFENSE   
   
   
   
  HP 48 
  EAC 18; KAC 16 
  Fort +6; Ref +6; Will +6 
  Defensive Abilities incorporeal; Immunities elemental 
  immunities; Resist acid 7, cold 7, electricity 7, fire 7,  
  sonic 7 
  OFFENSE 
  Speed 30 ft., Fly 60 ft. (average) 
  Melee slam +9 (1d6+4 force) 
  Ranged energy ray +12 (1d3+1 A, C, E, or F) 
  Spell-Like Abilities (CL 4th)  
  1/day – mind thrust (2nd, DC 15) 
  3/day –holographic image (1st, DC 14) 
  At will – daze, energy ray (3 rays), transfer charge 
  STATISTICS 
  Str +0; Dex +5; Con +0; Int +0; Wis +0; Cha +3 
  Skills Acrobatics +10, Athletics +10, Life Science +13, 
  Mysticism +13, Physical Science +13 
  Languages aether wraith and common 
  Noncombat Abilities item drain, limited telepathy 
  Gear none 
  ECOLOGY 
  Environment any 
  Organization solitary 
  SPECIAL ABILITIES 
  Item Drain (Su) As a full action a green aether wraith will 
  drain 1 charge from an item per round of contact. Each 
  charge drained restores 1d8 Hit Points of damage.  It will 
  not attempt to feed of items while in combat. 
  Item Recharge (Su) As a full round action a green aether 
  wraith can recharge a power source.  It can recharge a 
  power source, 1 charge/round, up to 10 charges per day. 
  Limited Telepathy (Su) Green aether wraiths can 
  communicate telepathically with any creatures within 30 
  feet with whom they share a language.  
  Green aether wraiths are just as intelligent as most 
  humanoid species and every bit as curious.  Once 
  integrated into society they take up professions like 
  most sentient creatures do.  Most are strongly interest 
  in Mysticism, Life Science, and Physical Science.  Unlike 
  many sentient species who separate science and 
  religion, green aether wraiths approach both as one 
  and the same.  Over time they become great critical 
  thinkers and philosophers.  Their incorporeal existence 
  gives them a unique perspective of the universe. 
  BLUE AETHER WRAITH 
   
   
  CR 8 
  XP 4,800 
  NE Large aberration (elemental, incorporeal) 
  Init +6; Senses darkvision 60 ft.; Perception +16 
  DEFENSE   
   
   
   
  HP 123 
  EAC 22; KAC 20 
  Fort +10; Ref +10; Will +10 
  Defensive Abilities incorporeal; Immunities elemental 
  immunities; Resist acid 10, cold 10, electricity 10, fire 10, 
  sonic 10 
  OFFENSE 
  Speed 30 ft., Fly 60 ft. (average) 
  Melee slam +16 (2d6+8 force plus item drain) 
  Ranged energy ray +19 (1d3+2 A, C, E, or F) 
  Spell-Like Abilities (CL 6th)  
  1/day – mind thrust (2nd, DC 17) 
  3/day – charm person (DC 16), fear (DC 16), holographic 
  image (1st, DC 16) 
  At will – daze, energy ray (4 rays), telekinetic projectile, 
  transfer charge 
  STATISTICS 
  Str +0; Dex +6; Con +0; Int +2; Wis +0; Cha +4 
  Skills Acrobatics +16, Athletics +16, Life Science +21, 
  Mysticism +21, Physical Science +21 
  Languages aether wraith, common (+2 additional) 
  Noncombat Abilities item drain, limited telepathy 
  Gear none 
  ECOLOGY 
  Environment any 
  Organization solitary 
  SPECIAL ABILITIES 
  Item Drain Restoration (Su) When a blue aether wraith 
  succeeds on a slam attack it drains 1 charge from a 
  random item with a charge available. Each charge 
  drained restores 1d8 Hit Points of damage.   
  Item Recharge (Su) As a full round action a blue aether 
  wraith can recharge a power source.  It can recharge a 
  power source, 1 charge/round, up to 20 charges per day. 
  Limited Telepathy (Su) 
  Blue 
  aether wraiths can 
  communicate telepathically with any creatures within 30 
  feet with whom they share a language.  
  Although blue aether wraiths have greatly varying 
  opinions of “corporeals”, most seem to take a sadistic 
  pleasure in causing them pain.  The “blues” can’t be 
  trusted, often twisting one’s wishes like a monkey’s 
  paw with a tendency for treachery rather than 
  following the spirit of any negotiation.  Blues have 
  excellent memory and are known for their ability to 
  reason and make rational decisions without emotional 
  attachment.  
  
   
   
  5 
   
   
  VIOLET AETHER WRAITH 
   
   
  CR 16 
  XP 76,800 
  NE Huge aberration (elemental, incorporeal) 
  Init +10; Senses darkvision 60 ft.; Perception +28 
  DEFENSE   
   
   
   
  HP 296 
  EAC 32; KAC 30 
  Fort +9; Ref +9; Will +11 
  Defensive Abilities incorporeal; Immunities elemental 
  immunities; Resist acid 20, cold 20, electricity 20, fire 20, 
  sonic 20 
  OFFENSE 
  Speed 30 ft., Fly 60 ft. (average) 
  Melee slam +27 (6d10+16 force) 
  Ranged energy ray +30 (1d3+11 A, C, E, or F) 
  Spell-Like Abilities (CL 12th)  
  3/day – mind thrust (3rd, DC 23) 
  4/day – inflict pain (DC 22), zone of truth (DC 22) 
  5/day – charm person (DC 21), fear (DC 21), holographic 
  image (1st, DC 21) 
  At will – daze, energy ray (5 rays), telekinetic projectile, 
  transfer charge 
  STATISTICS 
  Str +0; Dex +10; Con +0; Int +5; Wis +0; Cha +7 
  Skills Acrobatics +28, Athletics +28, Life Science +31, 
  Mysticism +31, Physical Science +31 
  Languages aether wraith, common (+5 additional) 
  Noncombat Abilities item drain, telepathy 
  ECOLOGY 
  Environment any 
  Organization solitary 
  SPECIAL ABILITIES 
  Item Drain Restoration (Su) When a violet aether wraith 
  succeeds on a slam attack it will drain 2 charges from a 
  random item with charges available. Each charge drained 
  restores 1d8 Hit Points of damage.   
  Item Recharge (Su) As a full round action a violet aether 
  wraith can recharge a power source.  It can recharge a 
  power source, 1 charge/round, up to 50 charges per day. 
  Telepathy (Su) Yellow aether wraiths can communicate 
  telepathically with any creatures within 1 mile with 
  whom they share a language.  
  Violet aether wraiths are extremely rare, and that is 
  a good thing for the corporeal universe.  They blame 
  the sentient races of the universe for their blight and 
  believe the use of hyper-drive is what continues to 
  draw more aether wraiths into the physical material 
  plain.  Their actions can only be described as sinister 
  with malevolent intent.  They actively work towards 
  drawing the physical universe back into a purely 
  energetic state. 
  Ability Adjustments: +2 Dex, -2 Con 
  Hit Points: 4 
  Size and Type: Aether wraiths are Medium aberrations with 
  the elemental and incorporeal subtype. 
  Dark Vision: Aether wraiths have Darkvision. They can see 
  with no light source at all to a range of 60 feet in black and 
  white only.  
  Item Drain Restoration (Su) As a full action, an aether wraith 
  can drain 1 charge from an item per round of contact.  Each 
  charge drained restores 1d6 Hit Points of damage.  Once 
  an aether wraith has used this ability, it must rest to regain 
  Stamina before they can use it again, or they can spend a 
  Resolve Point to use it immediately. 
  Item Recharge (Su) As a full round action, an aether wraith 
  can recharge a power source at the expense of Hit Points.  
  It can recharge 1 charge/round/Hit Point, up to 10 charges 
  per day. 
  Limited Telepathy (Su) Aether wraiths can communicate 
  telepathically with any creatures within 30 feet with whom 
  they share a language.  
  Energy Avoidance (Ex) Aether wraiths gain a +4 racial bonus 
  to their EAC when not wearing armor. 
  Energy Resistance (Ex) Aether wraiths gain 1 point of energy 
  resistance A, C, E, and F per level. 
  Non-Augmentable (Ex) Due to their unique lack of physical 
  anatomy aether wraiths cannot take advantage of 
  augmentations. 
   
  
   
   
  6 
   
  Being incorporeal isn’t always an advantage.  In order to 
  interact with the rest of the physical galaxy aether wraiths 
  need a few pieces of specialized equipment.   
  AETHER WRAITH DISCOMBOBULATOR  
  This armor upgrade surrounds the armor and its 
  inhabitant with an improbability field.   The field allows the 
  wearer and all their equipment to become incorporeal for a 
  limited time.   In addition to being incorporeal the wearer 
  gains darkvision.     
  The upgrade requires a full action to activate.  Each round 
  the upgrade is active it uses 5 charges to maintain the highly 
  energetic discombobulated state.  The charge capacity 
  varies according to the upgrades type as noted below. 
  • 
  Mk 1: 10 charge capacity 
  • 
  Mk 2: 20 charge capacity 
  • 
  Mk 3: 40 charge capacity 
  AETHER WRAITH FORCE MODULE 
  This armor upgrade allows an aether wraith to equip 
  armor designed for a humanoid.  Wearing armor allows the 
  aether wraith to use other equipment like weapons, 
  professional kits, communicators, etc., and perform a 
  variety of other activities they wouldn’t normally be able to 
  handle while incorporeal. 
  Wearing armor has a drawback.  Although aether wraiths 
  are still immune to non-magical kinetic attacks they lose the 
  50% miss chance for being incorporeal.   
  The same force effect which allows an aether wraith to 
  don armor provides bonus to EAC and KAC.  Because of the 
  improved AC this upgrade has become popular with non-
  incorporeal beings as well.  The AC bonus granted depends 
  on the upgrade’s type as noted below. 
  • 
  Mk 1: +1 force bonus to EAC and KAC. 
  • 
  Mk 2: +2 force bonus to EAC and KAC. 
  • 
  Mk 3: +3 force bonus to EAC and KAC. 
   
  Study of aether wraiths has led to a few new weapon 
  fusions based on their unique anatomy.  Aether wraith 
  weapon fusions are described below.  For additional 
  information on weapon fusions, see the "Weapon Fusions" 
  section in Chapter 7 of the Starfinder Core Rulebook. 
  AETHER WRAITH GENERATOR 
        LEVEL (varies) 
  The aether wraith battery is a result of fringe science and 
  a lack of ethics.  Scientist have managed to bind lesser 
  aether wraiths into a weapon fusion which recharges the 
  weapon’s battery.  Each class of aether wraith generator 
  recharges a battery at 1 charge per minute.  The total 
  number of charges an aether wraith generator can produce 
  in a day is determined by its class and level as noted below. 
  • 
  Red: 5 charges per day, level 3 
  • 
  Orange: 10 charges per day, level 5 
  • 
  Yellow: 20 charges per day, level 11 
  AETHER WRAITH SONIC SMASHER 
   
  LEVEL 7 
  A melee weapon equipped with the aether wraith 
  quantum smasher weapon fusion converts the weapons 
  kinetic energy to sonic damage.  All attack rolls must will be 
  made against the opponent’s KAC. 
  AETHER WRAITH QUANTOM BREACHER 
  LEVEL 2 
  A weapon with the aether wraith quantum breacher has 
  two functions.  First it grants the weapon a 50% chance to 
  damage an incorporeal creature with a non-magical kinetic 
  weapon.  Second, it grants the weapon a 50% to bypass any 
  force field which grants temporary Hit Points. 
   
   
   
   
   
   
   
  TABLE 1: AETHER WRAITH ARMOR UPGRADES 
  Upgrade 
  Level 
  Price 
  Slots 
  Armor Type 
  Bulk 
  Aether wraith force module, Mk 1 
  2 
  1,000 
  1 
  Any 
  L 
  Aether wraith discombobulator, Mk1 
  7 
  7,950 
  1 
  Any 
  1 
  Aether wraith force module, Mk  2 
  9 
  13,450 
  1 
  Any 
  L 
  Aether wraith discombobulator, Mk 2 
  12 
  39,995 
  1 
  Any 
  1 
  Aether wraith force module, Mk 3 
  17 
  270,000 
  1 
  Any 
  L 
  Aether wraith discombobulator, Mk 3 
  17 
  290,000 
  1 
  Any 
  1 
  
   
   
  7 
   
  XP 800 
  N Medium construct (biodroid, technological) 
  Init +2; Senses darkvision 60 ft., low-light vision;  
  Perception +11 
  DEFENSE   
   
   
   
  HP 35 
  EAC 14; KAC 15 
  Fort +0; Ref +0; Will +4 
  Defensive Abilities construct immunities; nanite repair 
  Weaknesses vulnerable to critical hits, vulnerable to 
  electricity  
  OFFENSE 
  Speed 30 ft. 
  Melee slam +10 (1d4+3 B)  
  Ranged see below [none, or static arc pistol +8 (1d6 E; 50 
  ft.; arc 2; stun) 
  STATISTICS 
  Str +0; Dex +2; Con —; Int +0; Wis +1; Cha +4 
  Skills Acrobatics +13, Bluff +8, Computers +8, Diplomacy 
  +13, Disguise +13 
  Languages Common 
  Noncombat Abilities principal directive (see below); 
  unliving 
  Gear see below 
  Robot Accessories standard AV recorder/transmitter, quick 
  draw hideaway system 
  ECOLOGY 
  Environment any urban 
  Organization solitary or pair 
  SPECIAL ABILITIES 
  Nanite Repair (Ex) A CMPN-3 biodroid’s nanites heal it, 
  restoring a number of Hit Points per hour equal to its CR 
  (3 Hit Points per hour for most security robots). Once per 
  day as a full action, a CMPN-3 bioreplica can restore 2d8 
  Hit Points to itself or any touched construct with the 
  technological subtype.  
  Principal Directive (Ex) the CMPPN-3 biodroid has a 
  principal 
  directive 
  contained 
  within 
  its 
  core 
  programming.  Choose one of the principal directives 
  below. The skills and equipment presented below are in 
  addition to those presented above.  Additional principal 
  directives are available in the Gravity Age: Autonomous 
  Artificial Intelligence accessory in Section 4, “Principal 
  Directives”. 
  • 
  Caretaker the CMPN-3 is a personal assistant 
  dedicated to providing for the mental and physical 
  needs of their master.  This biodroid will enter 
  combat in self-defense or in defense of their master. 
  Skills Medicine +13, Profession (any) +13. 
  • 
  Entertainment the CMPN-3 is versed in both the 
  fine arts and erotic entertainment.  This biodroid 
  will enter combat in self-defense or if commanded 
  to do so by its master.  Skills Athletics +13, 
  Profession (any entertainment) +16; Gear static arc 
  pistol 
  The CMPN-3 “companion” is an anthropomorphic 
  biodroid designed to be physically appealing to the 
  race which it resembles.  Original designs focused on 
  caretakers for persons incapable of taking care of 
  themselves.  This design evolved more into a personal 
  assistant with the capacity to act as a chauffeur, 
  masseuse, personal chef, or even an administrative 
  assistant.  Although all the previous versions were 
  anatomically correct and there were more than a few 
  biologicals who attempted to marry their biodroids, the 
  CMPN-3 is the first of the series with design choices 
  focused on making them more mentally and physically 
  appealing.  They have recently become somewhat of a 
  status symbol in certain communities and a commodity 
  in underworld clubs and brothels. 
  
   
   
  8 
   
  XP 1,200 
  N Medium animal  
  Init +5; Senses blindsense (electrostatic) 120 ft., blindsight 
  (electrostatic) 20 ft.; Perception +10 
  DEFENSE   
   
   
   
  HP 50 
  EAC 16; KAC 18 
  Fort +8; Ref +8; Will +3 
  Defensive Abilities hydrogen combustion 
  Resist electricity 10 
  OFFENSE 
  Speed 5 ft., Fly 30 ft. (good) 
  Melee Tentacles +12 (1d6+7 plus grab) 
  Ranged none 
  Space: 5 ft., Reach 20 ft. 
  Offensive Abilities pulsating electrical current 
  STATISTICS 
  Str +3; Dex +5; Con +1; Int -4; Wis +0; Cha +0 
  Skills Acrobatics +15, Perception +10, Survival +10 
  Languages none 
  Gear none 
  ECOLOGY 
  Environment any 
  Organization solitary, or pod (2d6) 
  SPECIAL ABILITIES 
  Grab (Ex) If the cnidusa hits with its tentacle attack, it deals 
  the normal damage. If the cnidusa’s attack roll 
  successfully hits the target’s KAC + 4, the cnidusa also 
  automatically grapples its foe as a free action. (If it hits 
  the target’s KAC + 13, it instead pins the target.) The 
  cnidusa can maintain the grab either with another 
  successful grab attack or by performing the grapple 
  combat maneuver normally. 
  Pulsating Electrical Current (Ex) Any round a cnidusa begins 
  a round with a foe grappled it uses its pulsating electrical 
  current as a move action.  Any grappled foe takes 1d8 
  points of electrical damage and must make a Fortitude 
  save (DC 13), or gain the stunned condition for 1d4 
  rounds in addition to the electrical damage.  The cnidusa 
  will continue using its standard action to attack and grab 
  its foe to maintain its grapple. 
  Hydrogen Combustion (Ex) If a cnidusa is slain with fire 
  damage, the kill shot causes the hydrogen in its 
  gelatinous hood to explode.  Anyone caught within its 10 
  ft. radius burst must make a Reflex save (DC 13), or take 
  2d6 fire damage. 
  Cnidusas resemble areal jellyfish.  Each is crowned 
  by a hood like membrane that is inflated with 
  hydrogen and methane.  These gases give a cnidusa 
  the lift it needs to glide through the skies at relatively 
  low altitude.  Their gelatinous flesh is constantly 
  swirling in violet and green bioluminescence.    Just 
  below the hood a writhing mass of tentacles is 
  constantly scanning its surroundings for electrical 
  anomalies.  (A cnidusa can “see” the electrical impulses 
  created by a living creature’s nerve impulses.) 
   
   
   
   
   
  
   
   
  9 
   
  XP 1,200 
  N Large animal  
  Init +6; Senses blindsense (electrostatic) 60 ft.; Perception 
  +10 
  DEFENSE   
   
   
   
  HP 50 
  EAC 16; KAC 18 
  Fort +8; Ref +8; Will +3 
  Defensive Abilities fascinating dance, swarm defenses 
  Immunities electricity, swarm immunities 
  OFFENSE 
  Speed 0 ft., Fly 30 ft. (good) 
  Melee swarm attack (1d6+1 E) 
  Ranged none 
  Space: 10 ft., Reach 0 ft. 
  Offensive Abilities distraction (DC 13), swarm attack 
  STATISTICS 
  Str +0; Dex +6; Con +1; Int -4; Wis +0; Cha +0 
  Skills Acrobatics +15, Perception +10, Survival +10 
  Languages none 
  Gear none 
  ECOLOGY 
  Environment any 
  Organization solitary, or flight (3d4) 
  SPECIAL ABILITIES 
  Fascinating Dance (Su) A cnidusa larval swarm constantly 
  performs a bewildering dance which causes one or more 
  creatures to gain the fascinated condition. Each creature 
  to be fascinated must be within 60 feet, able to see the 
  swarms bioluminescent display, and capable of paying 
  attention to it.  Each creature can make a Will save DC 13 
  to avoid the fascinated condition.  The distraction of a 
  nearby combat or other dangers prevents this ability 
  from working.  
  Distraction (Ex) The cnidusa larval swarm can nauseate 
  targets that it damages. A living creature that takes 
  damage from a cnidusa larval swarm is nauseated for 1 
  round; the target can negate the effect with a successful 
  Fortitude save (DC 13).  
  Never has there been a more beautiful sight, a 
  thousand points of bioluminescent light drifting and 
  dancing through the darkness.  This ballet of light 
  blinds onlookers to its potential dangers.  Despite their 
  unearthly beauty, cnidusa larval swarms are best 
  avoided and often pose a more dangerous threat than 
  fully developed members of their species. 
   
   
   
  
   
   
  10 
   
  XP 2,400 
  N Medium magical beast  
  Init +5; Senses darkvision 60 ft., low-light vision; Perception 
  +18 
  DEFENSE   
   
   
   
  HP 75 
  EAC 18; KAC 19 
  Fort +7; Ref +7; Will +9 
  Resistance fire 10 
  OFFENSE 
  Speed 30 ft., fly 40 ft. (good) 
  Melee bite +13 (2d6+6 P) 
  Ranged none 
  Offensive Abilities plasma bite, supernova 
  STATISTICS 
  Str +0; Dex +5; Con +2; Int -3; Wis +0; Cha +3 
  Skills Acrobatics +18, Athletics +13, Perception +18 
  Languages dralyss 
  Gear none 
  ECOLOGY 
  Environment temperate forest 
  Organization solitary or pair  
  SPECIAL ABILITIES 
  Glow of Life (Su) As a move action, a photon dralyss can 
  heal 24 points of damage once per day. 
  Halo of Light (Su) As a move action, the photon dralyss can 
  surround itself in a halo of light causing a distortion of 
  light waves.  This grants it concealment (20% miss 
  chance).  This is a visual effect. 
  Plasma Bite (Ex) As a move action, the photon dralyss can 
  cause its bite attack to do fire damage rather than 
  piercing.  However, its attack is still against the target’s 
  KAC.  This benefit lasts for one round. 
  Supernova (Su) A photon dralyss can give off an intense 
  burst of fiery light dealing 6d6 fire damage to all 
  creatures within 10 feet of it.  Any creature in range can 
  make a Reflex save DC 16 for half damage.  A photon 
  dralyss can use its supernova in the first round of combat 
  and every 1d4 rounds thereafter.  
   
  Photon Dralyss 
  Each photon dralyss is a beautiful sight to behold;  an 
  aura of stellar plasma shimmers about their body, 
  enhancing the vivid teal and purple colorations of their 
  fur. The photon dralyss is an example of convergent 
  evolution. Although they look like dragons, they are in 
  fact mammals native to the lashunta homeworld. 
   Many attempts have been made to domesticate the 
  photon dralyss but all have failed.  They are smarter 
  than a typical animal and communicate in their own 
  primitive language. Despite being an apex predator, 
  they are not particularly aggressive to humanoids 
  unless they are protecting young. 
   The photon dralyss gets its name from its ability to 
  manipulate stellar power.  However, they can only 
  control photons and have no affinity for manipulating 
  gravity. 
   
   
   
   
   
   
  
   
   
  11 
   
  XP 25,600 
  N Huge plant 
  Init -1; Senses low-light vision; Perception +23 
  DEFENSE   
   
   
   
  HP 250 
  EAC 27; KAC 29 
  Fort +17; Ref +15; Will +12 
  Defensive Abilities plant traits 
  OFFENSE 
  Speed 10 ft. 
  Melee sticky tendril +26 (3d12+12 B plus grab plus sticky 
  gum) 
  Space 15 ft.; Reach 20 ft.  
  Offensive Abilities digestion, sticky gum 
  STATISTICS 
  Str +6; Dex -1; Con +8; Int --; Wis +0; Cha +0 
  Languages none 
  Gear none 
  ECOLOGY 
  Environment any underground or permanent twilight 
  Organization solitary, pair, or grove (3–12) 
  SPECIAL ABILITIES 
  Digestion (Ex) Digestion begins the round after a creature 
  is grappled by the bubblegum fungus.  Corrosive enzymes 
  begin dissolving biological tissues causing 4d6 Hit Points 
  of acid damage per round. Note the fungus has an 
  unlimited number of sticky tendrils and can feed on 
  multiple creatures.   
  Fragrance (Ex) Any potential prey coming within 60 ft. of 
  the bubblegum fungus must make a Will save (DC 19), or 
  be compelled to approach the fungus.  Treat the prey as 
  though they are under the influence of the command 
  spell using the “approach” command.  Once a creature 
  has made their saving throw against the fragrance it 
  cannot be affected by the same bubblegum fungus for 4-
  hours. 
  Sticky Gum (Ex) When a bubblegum fungus successfully 
  grabs its prey it no longer needs to spend an action to 
  maintain its grapple.  However, any creature stuck in its 
  sticky gum can still make a normal grapple combat 
  maneuver or Acrobatics to escape. 
  Growing up to 25 ft. tall the twisted truck of the 
  bubblegum fungus is made up of a series of “S” curves.  
  The trunk of the fungus has the consistency of cork.  
  Near the top of each bend a small blue cap emerges 
  emitting the sweet bubblegum aroma, which draws in 
  its prey.  Hanging from tendrils attached to the trunk 
  are head sized gumball fruit.     
  One strange behavioral anomaly of note, zurbles 
  seem to be unaffected by the bubblegum fungus’s 
  fragrance.  The fungus doesn’t defend itself against 
  zurbles which come to them regularly to munch on 
  gumball fruit. 
  Gumball fruit is edible and improves a creature’s 
  resistance against mental attacks. 
  GUMBALL FRUIT 
  Any creature eating a gumball fruit gains a +4 
  circumstance bonus to Will saves against mind effecting 
  attacks for 3d6 minutes.  For additional information on 
  gumball fruit see the Table: Fungus Gear.
  
   
   
  12 
   
  XP 2,400 
  N Medium plant 
  Init -1; Senses blindsense (electrostatic) 30 ft., low-light 
  vision; Perception +13 
  DEFENSE   
   
   
  THP 10 
  HP 80 
  EAC 18; KAC 20 
  Fort +10; Ref +8; Will +5 
  Defensive Abilities force field, plant traits, Immunity 
  electricity 
  OFFENSE 
  Speed 5 ft. 
  Melee none 
  Ranged electrical arc +16 (1d10+6 plus stun); range 60 ft. 
  Space 5 ft.; Reach 10 ft. (feeding tendril) 
  Offensive Abilities digestion, stun, too much power 
  STATISTICS 
  Str +3; Dex -1; Con +5; Int --; Wis +0; Cha +0 
  Languages none 
  Gear none 
  ECOLOGY 
  Environment any underground or permanent twilight 
  Organization solitary, pair, or grove (3–12) 
  SPECIAL ABILITIES 
  Digestion (Ex) A Tesla fungus will extend a feeding tendril 
  to any stunned creature within 10 ft.   The feeding tendril 
  drains electrical energy from the victim’s nervous system 
  causing 1d6 Hit Points of damage per round. Note the 
  fungus has an unlimited number of tendrils and can feed 
  on multiple creatures.  Damage dealt through digestion 
  is added to the fungus’s force shield in the form of 
  temporary Hit Points.  This form of digestion works 
  against constructs with the technological subtype. 
  Force Field (Ex) The Tesla fungus produces a natural force 
  field and begins combat with 10 temporary hit points.   
  Stun (Ex) Any creature stuck by an electrical arc from the 
  fungus must make a Fortitude save (DC 14), or gain the 
  stunned condition for 1d6 rounds.  Once a creature is 
  stunned the fungus stops using its electrical arc attack in 
  favor of digestion.  It will begin using its electrical arc 
  attack again once the stunned condition ends.  This stun 
  works against constructs with the technological subtype. 
  Too Much Power (Ex) If the Tesla fungus’s temporary Hit 
  Points exceed 40, due to those gained from digestion, the 
  it explodes in a 30-ft. radius burst of electrical energy 
  causing 6d6 points of damage.  Any creature making a 
  Reflex save (DC 14) only takes half damage.  This 
  explosion destroys the Tesla sphere fungus. 
  The Tesla fungus resembles a plasma sphere on a 
  rubber lamppost.  Six filaments inside a clear 
  membrane produce dancing electrical currents that 
  attract potential prey. The Tesla sphere fungus is 
  bazaar even by fungi standards.  It feeds off electrical 
  current and once it absorbs enough current it explodes 
  in an electrical discharge to disperse its spores.  In 
  addition to predatory tactics, this fungus is an 
  opportunist.  It often found on power conduits and 
  feeding off generators.  
   
  
   
   
  13 
   
  XP 135 
  N Small plant 
  Init -1; Senses low-light vision; Perception +3 
  DEFENSE   
   
   
   
  HP 6 
  EAC 10; KAC 12 
  Fort +3; Ref +1; Will +0 
  Defensive Abilities plant traits 
  OFFENSE 
  Speed 0 ft. 
  Melee tentacle +4 (1d6+1 B plus rot) 
  Space 5 ft.; Reach 10 ft. 
  Offensive Abilities digestion, intoxicating spores, soporific 
  spores 
  STATISTICS 
  Str +1; Dex -1; Con +3; Int --; Wis +0; Cha +0 
  Languages none 
  Gear none 
  ECOLOGY 
  Environment any underground or permanent twilight 
  Organization solitary, pair, or grove (3–12) 
  SPECIAL ABILITIES 
  Digestion (Ex) A soporific fungus will extend a feeding 
  tendril to any creature sleeping within 10 ft. of it.  The 
  feeding tendril is coated in an anesthetic which allows 
  the fungus to drain 1 Hit Point per round from the victim 
  without waking it up. Note the fungus tendrils are 
  unlimited and are separate organs from the defensive 
  tentacle. 
  Intoxicating Spores (Ex) All creatures unprotected from 
  poisonous gas passing within 30 ft. of a soporific fungus 
  must make a Will save (DC 8), or be drawn towards the 
  fungus for 1d2 rounds. 
  Soporific Spores (Ex) Once a potential victim is within 10 ft. 
  of the soporific fungus they must make a Fortitude save 
  (DC 8), or fall asleep.  
  Soporific fungus is a common menace on newly 
  terraformed worlds.  Terraforming stock animals and 
  children seem to be particularly susceptible to their 
  spores.  Crews usually attempt to eradicate patches of 
  soporific fungus with flamethrowers to prevent its 
  spread.  However, the fungus usually seems to die off 
  on its own after the environmental conditions of the 
  terraformed world stabilize. 
   
  Over time soporific spores have found many uses in 
  medicine and military applications. 
  ANTI-FATIGUE SERUM 
  Ironically, the same spores the soporific fungus uses to 
  put its prey to sleep can be used to prevent fatigue.  This 
  serum protects its user for 1 hour.  Any time a creature 
  under its effects would become fatigued they can spend 1 
  Resolve Point as a reaction to prevent the fatigued 
  condition.  The number of times this serum can prevent the 
  fatigued condition is limited to the number of Resolve 
  Points the user possesses.  
  SOPORIFIC SERUM  
   
  This serum was originally created for persons with severe 
  insomnia, but it’s now widely available and often used in 
  needler gun applications.  Anyone injected with soporific 
  serum must make a Fortitude save (DC 8), or succumb to 
  the urge to sleep.  Persons left undisturbed will sleep 2d6 
  hours. 
  TABLE: FUNGUS GEAR 
  SERUMS 
  LEVEL 
  PRICE 
  BULK 
  Anti-fatigue serum 
  3 
  350 
  -- 
  Gumball Fruit 
  3 
  320 
  L 
  Soporific serum 
  1 
  50 
  -- 
  
   
   
  14 
   
   
   
  XP 800 
  N Medium plant 
  Init -1; Senses low-light vision; Perception +8 
  DEFENSE   
   
   
   
  HP 40 
  EAC 14; KAC 16 
  Fort +7; Ref +5; Will +2 
  Defensive Abilities plant traits 
  OFFENSE 
  Speed 10 ft. 
  Melee tentacle +11 (1d4+5 B plus rot) 
  Multiattack 4 tentacles +5 (1d4+5 plus rot) 
  Space 5 ft.; Reach 10 ft. 
  STATISTICS 
  Str +1; Dex -1; Con +4; Int --; Wis +0; Cha +0 
  Languages none 
  Gear none 
  ECOLOGY 
  Environment any underground or permanent twilight 
  Organization solitary, pair, or grove (3–12) 
  SPECIAL ABILITIES 
  Rot (Ex) A creature struck by a violet fungus’s tentacle must 
  succeed on a Fortitude save (DC 12) or the flesh around 
  the point of contact swiftly begins to rot away, exposing 
  raw bone with shocking swiftness.  See listing below for 
  Violet Fungus Rot and its variant. 
   
  VIOLET FUNGUS ROT 
  Type poison (injury); Save Fortitude DC 12  
  Track Constitution; Frequency 1/round for 6 rounds;  
  Cure 1 save 
   
  VIOLET FUNGUS ROT, VARIANT 
  Type poison (injury); Save Fortitude DC 12  
  Track Dexterity; Frequency 1/round for 6 rounds;  
  Cure 1 save 
   
   
   
   
  Variations of violet fungus can be found across the 
  galaxy.  Their spores have travelled far and wide 
  hitching rides on asteroid and spacecraft.  On many 
  worlds they are limited to cavern systems, but on 
  moons and planets with regions bathed in perpetual 
  twilight violet fungi grow in groves. 
   A violet fungus feeds on the rot and decay of 
  organic matter, but unlike most fungi, they are not 
  passive consumers of corruption. A violet fungi’s 
  tendrils can strike with unexpected swiftness, and are 
  coated with a virulent venom that causes flesh to rot 
  and decay with nauseating speed. This potent poison, 
  if left untreated, can cause the flesh of an entire arm or 
  leg to drop away in no time at all, leaving behind only 
  warm bones that soon rot into corruption as well. 
  Although violet fungi are mobile, they only move to 
  attack or to hunt for prey. A violet fungus that has a 
  steady supply of rot to sup upon is generally content to 
  remain in one place. 
  
   
   
  15 
   
  XP 200 
  N Medium construct (technological) 
  Init +2; Senses darkvision 60 ft., low-light vision;  
  Perception +7 
  DEFENSE   
   
   
   
  HP 28 
  EAC 13; KAC 15 
  Fort +2; Ref +2; Will -1 
  Defensive Abilities construct immunities; integrated 
  weapons, minor fortification (25%) 
  Weaknesses vulnerable to critical hits  
  OFFENSE 
  Speed 25 ft. 
  Melee slam +11(1d6+4 B)  
  Space 5 ft.; Reach 10 ft. 
  Ranged integrated azimuth artillery laser +8 (1d10 F; 
  penetrating)  
  Offensive Abilities egg beater 
   STATISTICS 
  Str +4; Dex +2; Con —; Int -1; Wis +0; Cha +0 
  Skills Athletics +7, Intimidate +7 
  Languages Common 
  Noncombat Abilities unliving 
  Gear integrated azimuth artillery laser (2 batteries 20 
  rounds each) 
  ECOLOGY 
  Environment any military 
  Organization solitary, pair, patrol (3–7), brigade (100-400) 
  SPECIAL ABILITIES 
  Integrated Weapons (Ex) See above.  
  Egg Beater (Ex) As a full action, the KLANKER G-2D can spin 
  its upper torso at roughly 600 RPMs allowing it to make 
  a slam attack against all foes within its reach.  It makes 
  one slam attack roll against each foe with its base attack 
  modifier and damage. 
  The KLANKER G-2D “Grunt” is one of the most 
  common heavy infantry robots.  Designed by Klanker 
  Galactic to appease the military needs of societies 
  lacking the man power or the willingness to lose 
  citizens in combat.  Like other Klanker Galactic robots, 
  what they lack in AI is made up for with reliability and 
  cost effectiveness.  
   
   
   
  KLANKER TEMPLATE GRAFT 
  Robots manufactured by Klanker Galactic have 
  several features which differentiate them from other 
  robot manufacturers. 
  Required Creature Type: Construct.  
  Required Subtype: Technological. 
  Required Array: Combatant.  
  Traits: Has 10% more Hit Points for its CR; fortification 
  (25% chance to ignore a critical hit, increase to 50% 
  at CR 8 and 75% at CR 14); speed 25 ft.; unliving; 
  Big Guns: KLANKERS use heavy weapons for their 
  ranged attacks which can be up to +2 levels higher 
  than their CR. 
  Egg Beater: KLANKER robots can spin their upper 
  torso at 600 RPMs allowing the robot to make a 
  single slam attack against all targets within its 
  reach.  Each attack is treated like a single slam 
  attack. 
  Unskilled: Klankers only receive two good skills and no 
  master skills. 
  Suggested 
  Ability 
  Score 
  Modifiers: 
  Strength, 
  Dexterity.  Klanker possess a -1 Int modifier 
  For additional information on using arrays and grafts, 
  see the "Creating Monsters And Other NPCs" 
  section in Appendix 1 of the Starfinder Alien 
  Archive. 
   
   
  
   
   
  16 
   
  XP 19,200 
  N Huge construct (technological) 
  Init +5; Senses darkvision 60 ft., low-light vision;  
  Perception +22 
  DEFENSE   
   
   
   
  HP 220 
  EAC 26; KAC 28 
  Fort +12; Ref +12; Will +9 
  Defensive Abilities construct immunities; integrated 
  weapons, minor fortification (50%) 
  Weaknesses vulnerable to critical hits  
  OFFENSE 
  Speed 25 ft. 
  Melee slam +26(2d12+20 B)  
  Space 15 ft.; Reach 20 ft. 
  Ranged integrated yellow star plasma cannon +23 (4d10 
  E&F; burn 2d8; explode (5 ft.), unwieldy)  
  Offensive Abilities egg beater 
   STATISTICS 
  Str +8; Dex +5; Con —; Int -1; Wis +0; Cha +0 
  Skills Athletics +22, Intimidate +22 
  Languages Common 
  Noncombat Abilities unliving 
  Gear integrated yellow star plasma cannon (2 batteries 100 
  charges each) 
  ECOLOGY 
  Environment any military 
  Organization solitary or pair 
  SPECIAL ABILITIES 
  Integrated Weapons (Ex) See above.  
  Egg Beater (Ex) As a full action, the KLANKER HG-12A can 
  spin its upper torso at roughly 600 RPMs allowing it to 
  make a slam attack against all foes within its reach.  It 
  makes one slam attack roll against each foe with its base 
  attack modifier and damage. 
  The KLANKER HG-12A “Heavy Grunt” is a battlefield 
  favorite for armies favoring robot combat units.  
  Usually each battalion has one or two heavy grunts 
  assigned to it.   
  The heavy grunt is a towing technological construct 
  of simple heavy-duty construction. Although they are 
  not very pretty to look at; mechanics love their 
  simplicity.  Between their titanium-starmetal alloy claws 
  and yellow star plasma cannon, heavy grunts are best 
  avoided on the battle field without heavy armor and 
  guns.   
  
   
   
  17 
   
  XP 1,600 
  NE Small monstrous humanoid (kuluna) 
  Init +2; Senses darkvision 60ft., low-light vision;  
  Perception +11 
  DEFENSE   
   
   
   
  HP 60 
  EAC 16; KAC 17 
  Fort +4; Ref +6; Will +10 
  OFFENSE 
  Speed 30 ft., climb 30 ft. 
  Melee gore +11 (1d8+4 P) 
  Ranged none 
  Offensive Abilities evil thoughts 
  Spell-Like Abilities (CL 5th)  
  1/day – charm monster (DC 18) 
  At will – daze, fatigue (DC 15), telepathic message 
  STATISTICS 
  Str +3; Dex +2; Con +0; Int +0; Wis +5; Cha +0 
  Skills Bluff +16, Sense Motive +11, Stealth +16 
  Languages common, kuluna 
  Other Abilities limited telepathy 
  Gear none 
  ECOLOGY 
  Environment any temperate forest 
  Organization solitary, pair, or brood (10–100) 
  SPECIAL ABILITIES 
  Evil Thoughts (Su) As a standard action, a kuluna can stair 
  into an opponent’s eyes and force it to perform a horrific 
  act against another creature.  The target must make a 
  Will save (DC 15), or fall under an effect similar to the 
  dominate person spell with the following exceptions; the 
  effect works against a living creature with an Intelligence 
  modifier equal to or greater than -4, the effect only lasts 
  1d2 rounds or until the target commits a horrific act 
  (attack harm to an ally or innocent).  Once a creature has 
  saved against evil thoughts it cannot be affected again for 
  24-hours.   This is a mind-effecting effect. 
  Foolish space explorers have often mistaken kuluna 
  for a type of zurble.  Although, a zurble could 
  theoretically look like a zuluna, a zuluna always looks 
  like a zulnuna.  Characteristic blue fur with some 
  lavender markings, antlers (male and female), and 
  circular large black eyes which almost absorb light are 
  all common to kuluna as a species.  Kulunas evolved on 
  a moon orbiting the same gas giant as zurbles, but do 
  not share any genetic traits. Any similarity in 
  appearance can be attributed to convergent evolution. 
  Despite their appearance kuluna are as mischievous 
  as they are intelligent.  They are capable of using any 
  technological device designed for small creatures.  
  Although kuluna live in a somewhat primitive society 
  in the temperate forests of their moon home world, 
  more than a few have hitched a ride off world posing 
  as pets. Misfortune often comes to those that believe 
  they have found a pet.  
  Ability Adjustments: +2 Wis 
  Hit Points: 5 
  Size and Type: Kuluna are small monstrous humanoids with the 
  kuluna subtype. 
  Climb Speed:  Kuluna have a climb speed of 30 ft.  
  Dark Vision: Kuluna have Darkvision. They can see with no light 
  source at all to a range of 60 feet in black and white only.  
  Limited Telepathy (Su) Aether wraiths can communicate 
  telepathically with any creatures within 30 feet with whom 
  they share a language.  
  Evil Thoughts (Su) Once per day a kuluna characer can use the 
  evil thoughts supernatural ability.  As a standard action, a 
  kuluna can stair into an opponent’s eyes and force it to 
  attempt to cause harm to another creature.  The target must 
  make a Will save (DC = 10 + character level), or fall under an 
  effect similar to the dominate person spell with the 
  following exceptions; the effect works against living 
  creatures with an Intelligence modifier equal to or greater 
  than -4, the effect only lasts 1d2 rounds or until the target 
  causes harm to another creature.  Once a creature has saved 
  against evil thoughts it cannot be affected by the same 
  kuluna again for 24-hours.   This is a mind-affecting attack. 
   
  
   
   
  18 
   
  XP 600 
  N Medium construct (mechanoid, technological) 
  Init +2; Senses darkvision 60 ft., low-light vision;  
  Perception +7 
  DEFENSE   
   
   
   
  HP 25 
  EAC 13; KAC 15 
  Fort +2; Ref +2; Will -1 
  Defensive Abilities construct immunities; nanite repair 
  Weaknesses vulnerable to critical hits, vulnerable to 
  electricity  
  OFFENSE 
  Speed 30 ft. 
  Melee slam +11 (1d6+6 B)  
  Ranged see below [none, or static arc pistol +8 (1d6 E; 50 
  ft.; arc 2; stun), or azimuth laser rifle +8 (1d8 F; 120 ft.; 
  burn 1d6)] 
  STATISTICS 
  Str +4; Dex +2; Con —; Int +0; Wis +0; Cha +1 
  Skills Computers +7, Engineering +9, Profession (Any) +12 
  Languages Common 
  Noncombat Abilities principal directive (see below); 
  unliving 
  Gear see below 
  Robot Accessories integrated computer (tier 1), 2 task 
  hands 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Nanite Repair (Ex) A LBR-2 mechanoid’s nanites heal it, 
  restoring a number of Hit Points per hour equal to its CR 
  (2 Hit Points per hour for most security robots). Once per 
  day as a full action, a LBR-2 mechanoid can restore 1d8 
  Hit Points to itself or any touched construct with the 
  technological subtype.  
  Principal Directive (Ex) the LBR-2 has a principal directive 
  contained within its core programming.  Choose one of 
  the principal directives below. The skills and equipment 
  presented below are in addition to those presented 
  above.  Additional principal directives are available in the 
  Gravity Age: Autonomous Artificial Intelligence accessory 
  in Section 4, “Principal Directives”. 
  • 
  Caretaker this LBR-2 has been programmed and 
  equipped to perform the duties of a field medic and 
  will only engage in combat for self-defense:  Skills 
  Life Science +12, Medicine +17; Gear medkit 
  • 
  Labor this LBR-2 has been programmed and 
  equipped to perform menial tasks with tireless 
  precision, but will engage in combat if instructed to 
  do so: Skills Athletics +14, Engineering +17; Gear 
  engineering kit 
  • 
  Security this LBR-2 is purposed with upholding 
  civilian laws and only engage in violence to enforce 
  them. Skills Diplomacy +12, Intimidate +12; Feat 
  improved combat maneuver (grapple); Gear static 
  arc pistol 
  • 
  Military the LBR-2 is often used as the poor man’s 
  common foot soldier because of its heavy duty 
  design and will willing engage in combat if directed 
  to do so.  Skills Acrobatics +14, Athletics +14; Gear 
  azimuth laser rifle 
  The LBR-2 is a standard mechanoid design which is 
  easily modified to provide assistance in a variety of 
  utility roles.  The mechanoid’s frame and AI is more 
  advanced than a typical service bot, but less advanced 
  than an autonomous AI.  Due to the availability of 
  spare parts and their durability the LBR-2 is the frame 
  of choice in many non-core world locations.
  
   
   
  19 
   
  XP 4,800 
  Standard AI Soldier 
  N Medium construct (mechanoid, technological) 
  Init +8; Senses darkvision 60 ft., low-light vision;  
  Perception +16 
  DEFENSE   
   
   
   
  HP 125 
  EAC 21; KAC 25 
  Fort +8; Ref +6; Will +7 
  Defensive Abilities construct immunities; nanite repair 
  Weaknesses vulnerable to critical hits, vulnerable to 
  electricity  
  OFFENSE 
  Speed 35 ft. 
  Melee slam +17 (1d12+14 B)  
  Ranged tactical magnetar rifle +20 (2d8+10 P; 60 ft.; analog, 
  automatic) 
  STATISTICS 
  Str +6; Dex +4; Con —; Int +0; Wis +0; Cha +2 
  Skills Acrobatics +21, Athletics +21, Sense Motive +21 
  Feats Suppressive Fire 
  Languages Common 
  Noncombat Abilities principal directive (security); unliving 
  Gear tactical magnetar rifle, integrated vesk overplate 
  Robot Accessories integrated computer (tier 3), standard 
  tactical analysis CPU, quick draw hideaway system, 
  loading mechanism, standard limitless ammo 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Charge Attack (Ex) As a standard action, the LAW-SU8 can 
  make a charge without the charge penalties, and it can 
  substitute a bull rush for the melee attack at the end of 
  the charge.  
  Nanite Repair (Ex) A LAW-SU8 mechanoid’s nanites heal it, 
  restoring a number of Hit Points per hour equal to its CR 
  (8 Hit Points per hour for most security robots). Once per 
  day as a full action, a LAW-SU8 mechanoid can restore 
  7d8 Hit Points to itself or any touched construct with the 
  technological subtype.  
  The LAW-SU8 has been deployed in hundreds of 
  systems plagued by organized crime and high violent 
  crime rates.  Typically, LAW-SU8 mechanoids are 
  deployed in neighborhoods deemed too dangerous 
  for typical peace officers to patrol.  In safer districts, they 
  are only called out to augment their living partners 
  when violence is eminent, or the assailants are heavily 
  armed and have taken defensible positions. 
  Only the most fool hardy or well-equipped criminals 
  willingly stay and fight a patrol of LAW-SU8 
  mechanoids.  They aren’t programmed to negotiate, 
  and they are not easily fooled.  Although their principal 
  directive puts an emphasis on saving and protecting 
  civilian lives, it won’t think twice about shooting 
  through a civilian shield to take out a criminal if they 
  action logically saves other civilian lives.  For this 
  reason, the LAW-SU8 isn’t just loathed by criminals. 
  Civilians tend to give them a wide birth as well.  
  Although the LAW-SU8 works on highly advanced 
  AI the model presented here is not an autonomous AI 
  unit.    Rumor has it , autonomous  AI units  are in a 
  testing phase and might become the standard in the 
  near future.
  
   
   
  20 
   
  XP 6,400 
  N Large construct (technological) 
  Init +6; Senses darkvision 60 ft., low-light vision, synthetic 
  vision system; Perception +17 
  DEFENSE   
   
   
   
  HP 150 
  EAC 22; KAC 24 
  Fort +10; Ref +10; Will +7 
  Defensive Abilities construct immunities; integrated 
  weapons, nanite repair 
  Weaknesses vulnerable to critical hits, vulnerable to 
  electricity  
  OFFENSE 
  Speed 30 ft. 
  Melee slam +19 (2d10+12 B)  
  Ranged integrated seeking tactical magnetar rifles +22 
  (2d8+3 P; analog, automatic) or integrated grenade 
  launcher with screamer II grenades +22 Explode (DC 20, 
  2d10 So, deafened 1d4 minutes, 20 ft.) 
  Offensive Abilities smoke screen 
   STATISTICS 
  Str +4; Dex +6; Con —; Int +0;  Wis +0; Cha +3 
  Skills Acrobatics +17, Computers +17, Intimidate +22 
  Languages Common 
  Noncombat Abilities unliving 
  Gear 2 seeking tactical magnetar rifles with 5 clips per rifle 
  (18 rounds each), 6 screamer grenades II 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Integrated Weapons (Ex) See above.  
  Nanite Repair (Ex) A B1G-R3D security robot’s nanites heal 
  it, restoring a number of Hit Points per hour equal to its 
  CR (9 Hit Points per hour for most security robots). Once 
  per day as a full action, a B1G-R3D security robot can 
  restore 8d8 Hit Points to itself or any touched construct 
  with the technological subtype.  
  Smoke Screen (Ex) Once per day as a move action, a B1G-
  R3D security robot can release a stationary smoke 
  screen. 
  The 
  smoke 
  obscures 
  all 
  sight, 
  including darkvision, beyond 5 feet. 5 feet away 
  has concealment (attacks have a 20% miss chance). 
  Creatures farther away have total concealment (50% 
  miss chance, and the attacker cannot use sight to locate 
  the target).  The smoke screen last 2d6 rounds but may 
  be dispersed by a moderate wind. 
  Synthetic Vision System [SVS] (Ex) tightly integrated 
  sensors, and 3D imaging software allows the B1G-R3D 
  security robot to create a realistic and intuitive views of 
  its surroundings. While operating in SVS mode the robot 
  can see through obscurement and other non-physical 
  obstacles such as smoke, mist, and fog. 
  Unlike typical security robots, B1G-R3D was 
  specifically designed to protect corporate assets and 
  provide heavy support to security personnel.  Once a 
  target has been designated it attempts to neutralize it.  
  If multiple targets present themselves it will use its rifles 
  in automatic mode until it’s down to one clip in each 
  rifle.  The B1G-R3D security robot is a common sight in 
  corporate security details. Thieves should remember, 
  corporate security robots tend to use lethal force first 
  and ask fewer questions than standard security robots. 
  
   
   
  21 
   
  XP 6,400 
  N Large construct (technological) 
  Init +6; Senses darkvision 60 ft., low-light vision, synthetic 
  vision system; Perception +17 
  DEFENSE   
   
   
   
  HP 140 
  EAC 22; KAC 24 
  Fort +10; Ref +10; Will +7 
  Defensive Abilities construct immunities; integrated 
  weapons, nanite repair 
  Weaknesses vulnerable to critical hits, vulnerable to 
  electricity  
  OFFENSE 
  Speed 50 ft. 
  Melee claw +19 (1d10+17 S plus grab; critical bleed 1d4) 
  Ranged integrated aphelion laser rifle +16 (3d6 P; critical 
  burn 1d6)  
  Multiattack 2 claws +13 (1d10+17 S plus grab; critical bleed 
  1d4) and integrated aphelion laser rifle +10 (3d6 P; 
  critical burn 1d6) 
  Offensive Abilities claw and laser, multiattack, SMART 
  progit 
   STATISTICS 
  Str +6; Dex +4; Con —; Int +0;  Wis +0; Cha +3 
  Skills Acrobatics +17, Athletics +22, Computers +17 
  Feats opening volley  
  Languages Common 
  Noncombat Abilities unliving 
  Gear integrated aphelion laser rifle, 2 batteries (40 charges 
  each) 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Claw and Laser (Ex) the SKORP-10-N does not provoke 
  attacks of opportunity while using its multiattack 
  offensive ability with its integrated aphelion laser rifle. 
  Integrated Weapons (Ex) See above.  
  Nanite Repair (Ex) A SKORP-10-N robot’s nanites heal it, 
  restoring a number of 9 Hit Points per hour.  Once per 
  day as a full action, a SKORP-10-N security robot can 
  restore 8d8 Hit Points to itself or any touched construct 
  with the technological subtype.  
  SMART Progit (Ex) the SKORP-10-Ntakes advantage of a 
  Smooth Movement Across Rough Terrain (‘SMART”) 
  progit integrated into its cortex.  This advanced progit 
  allows the robot to anticipate how rough terrain will 
  react to its movement. During any move action, or full 
  move action the SKORP-10-N can ignores rough terrain.  
  Based on the successful evolutionary design of the 
  scorpion, the SKORP-10-N robot inherits its biological 
  counterpart’s ability to handle rough terrain and 
  inhospitable conditions.   The SKORP-10-N is often used 
  in a reconnaissance role for terrain deemed too 
  challenging for vehicles or typical recon units.  They are 
  also well equipped to provide battlefront combat 
  support. 
   
   
  
   
   
  22 
   
  XP 614,400 
  N Colossal aberration  
  Init -2; Senses darkvision 60 ft., blindsense (vibration) 30 ft.; 
  Perception +37 
  DEFENSE   
   
   
   
  HP 470 
  EAC 37; KAC 38 
  Fort +18; Ref +18; Will +25 
  Defensive Abilities swarm mind; Immunities acid,  
  fear effects 
  OFFENSE 
  Speed 30 ft., burrow 20 ft. 
  Melee proboscis +32 (9d12+24 P plus egg) 
  Ranged sonic cannon +33 (6d12+10 Sonic; critical stun)  
  Spell-Like Abilities (CL 20th)  
  1/day – mass suggestion (DC 30),  
  3/day -- greater synaptic pulse (DC 29),  
  At will – confusion (DC 28), mind thrust (4th, DC 28), 
  synaptic pulse (DC 27) 
   STATISTICS 
  Str +8; Dex -2; Con +5; Int +10; Wis +7; Cha +13 
  Skills Intimidate +42, Life Science +42, Survival +37 
  Languages Shirren; telepathy (planetary range) 
  Noncombat Abilities adaptive physiology 
  ECOLOGY 
  Environment any active swarm world 
  Organization solitary  
  SPECIAL ABILITIES 
  Adaptive Physiology (Su) The gamma queen can adapt to 
  hostile environments (underwater, extremely hot, 
  extremely cold, heavy gravity, or airless) and is always 
  treaded as if it were a creature native to that 
  environment. It breathes, moves, and it takes no damage 
  simply from being in that environment (though penalties 
  to movement and attacks, for an environment remain). 
  The gamma queen can adapt to any hostile environment 
  as a full action. 
  Egg (Ex) Each time the gamma queen strikes an opponent 
  with its proboscis like tongue it injects an egg.  The 
  potential host must make an immediate Fort save (DC 28) 
  or the egg hatches and the larva attaches to the host’s 
  spine.  The host immediately takes 1 negative level, and 
  1 additional negative level each day until the larva 
  completes its gestation on the 13th day.  If a host’s 
  negative levels are equal to or greater than its CR or 
  character level they gain the paralyzed condition in 
  addition to their negative levels.  The host dies when the 
  newest member of the swarm claws its way out.  If the 
  potential host makes their saving throw the larva 
  explodes into a ball of acidic goo causing 12d12 Hit Points 
  of damage.  Removing a larva from a host requires a 
  Medicine check (DC = 30 plus the host’s negative levels). 
  If the Medicine check fails the larva explodes.  A creature 
  can only be infected by one larva at a time. 
  Sonic Cannon (Ex) The gamma queen has evolved a potent 
  bioweapon.  Each round the gamma queen can release a 
  focused beam of sound as a ranged attack with a 60ft. 
  range increment. 
  Swarm Mind (Ex) Members of the Swarm are bound 
  together into a singular hive mind by a blend of exuded 
  pheromones, imperceptible movements of antennae and 
  limbs, electrostatic fields, and telepathic communication. 
  All Swarm creatures within 30 feet of each other are in 
  constant communication; if one is aware of a threat, all 
  are. (Such awareness can spread along a “chain” of 
  Swarm creatures under appropriate circumstances, 
  potentially alerting distant Swarm creatures.) In addition, 
  once per round when within 30 feet of another Swarm 
  creature, a Swarm creature can roll twice and take the 
  better result on a saving throw against a mind-affecting 
  effect.  The swarm mind of the gamma queen is much 
  more powerful than a typical member of the Swarm.  Her 
  swarm mind has a planetary range. 
  The gamma queen is one of many queen variations 
  of the Swarm.  She is truly a terrible site.  Seeing her 
  bloated colossal maggot like form is almost certain 
  death because you have been brought before her to 
  host the larva of the Swarm. Swarm queens are rare 
  and only take part in full scale invasions.  Typically, a 
  planet is limited to one queen but in rare cases a 
  particularly large planet might have one per continent.
  
   
   
  23 
   
  LESSER NOVA WIGHT 
   
   
  CR 3 
  XP 800 
  LE Medium undead 
  Init +1; Senses darkvision 60 ft.; Perception +8 
  DEFENSE   
   
   
   
  HP 40 
  EAC 14; KAC 16 
  Fort +5; Ref +5; Will +2 
  Defensive Abilities low radiation, undead traits 
  Weaknesses remove radioactivity vulnerability 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +11 (1d6+4 B) 
  Ranged radiation ray +8 (1d4+3 plus low radiation) 
  Offensive Abilities create spawn 
   STATISTICS 
  Str +1; Dex +1; Con —; Int +0;  Wis +1; Cha +4 
  Skills Athletics +8, Intimidate +8, Stealth +13 
  Languages Common 
  Noncombat Abilities unliving 
  Gear incidental 
  ECOLOGY 
  Environment any post supernova system 
  Organization solitary, pair, gang (3–6), or pack (7–12) 
  SPECIAL ABILITIES 
  Create Spawn (Su) Any humanoid creature that is slain by a 
  nova wight or that succumbs to radiation sickness and 
  dies becomes a nova wight itself in only 1d4 rounds.  They 
  do not possess any of the abilities they had in life. 
  Low Radiation (Ex) The nova wight emits a 20’ radius of low 
  level radiation.  For additional information on 
  “Radiation” see the Environmental section of chapter 11 
  in the Starfinder Core Rulebook. 
  Remove Radioactivity Vulnerability (Su) A remove 
  radoiactivity spell cast on a nova wight destroys it (Will 
  negates). Using the spell in this way does not require a 
  material component. 
  GREATER NOVA WIGHT 
   
   
  CR 10 
  XP 9,600 
  LE Medium undead 
  Init +3; Senses darkvision 60 ft.; Perception +19 
  DEFENSE   
   
   
   
  HP 165 
  EAC 23; KAC 25 
  Fort +12; Ref +12; Will +9 
  Defensive Abilities medium radiation, undead traits 
  Weaknesses remove radioactivity vulnerability 
  OFFENSE 
  Speed 30 ft. 
  Melee slam +22 (2d10+13 B) 
  Ranged radiation ray +19 (2d10+10 plus medium radiation) 
  Offensive Abilities create spawn 
   STATISTICS 
  Str +3; Dex +3; Con —; Int +0;  Wis +2; Cha +8 
  Skills Athletics +19, Intimidate +19, Stealth +24 
  Languages Common 
  Noncombat Abilities unliving 
  Gear incidental 
  ECOLOGY 
  Environment any post supernova system 
  Organization solitary, pair, gang (3–6), or pack (7–12) 
  SPECIAL ABILITIES 
  Create Spawn (Su) See lesser nova wight above. 
  Medium Radiation (Ex) The nova wight emits a 20’ radius 
  of medium level radiation.   
  Remove Radioactivity Vulnerability (Su) see lesser nova 
  wight above. 
  The nova wight is a bit of a scientific anomaly and 
  mystics have long emphasized nova wights are proof 
  that their divine exists.  Occasionally a humanoid 
  population caught in the wrath of a dying star is lucky 
  enough to avoid total annihilation.  Only days after the 
  event, radiation of unmeasurable proportion begins 
  claiming the survivors.  Those fortunate enough to 
  survive the radiation must survive against ever 
  increasing numbers of nova wights spawned from 
  radiation and star stuff.  The nova wights desire only to 
  spread their pain and suffering in undeath.  They tend 
  to target friends and family members first before 
  moving on to other members of the population. 
  
   
   
  24 
   
  NANO-ZOMBIE   
   
   
   
  CR 1/2 
  XP 200 
  NE Medium undead (technological) 
  Init +2; Senses darkvision 60 ft., Perception +4 
  DEFENSE   
   
   
   
  HP 16 
  EAC 10; KAC 12 
  Fort +2; Ref +2; Will +2 
  Defensive Abilities undead immunities; DR 5/slashing  
  Weaknesses staggered (can perform only a single move action 
  or standard action each round) 
  OFFENSE 
  Speed 30 ft. 
  Melee +6 slam (1d6+3) 
  Ranged none 
  STATISTICS 
  Str +3; Dex +2; Con —; Int —;  Wis +0; Cha +0 
  Languages none 
  Noncombat Abilities mindless, unliving 
  Gear none 
  ECOLOGY 
  Environment any  
  Organization any 
  SPECIAL ABILITIES 
  Nanite Repair (Ex) A nano-zombie’s nanites heal it, restoring 
  a 5 Hit Points per hour. Once per day as a full action, a 
  nanoswarm can restore 1d8 Hit Points to itself or any 
  construct touched with the technological subtype. 
  Create Spawn (Ex) An uncontrolled nano-zombie will “dust” a 
  corpse with its nanites if not engaged in combat.  In 1d4 
  minutes the corpse will rise with the same nano-zombie 
  template. 
  Unlike a typical zombie, the flesh of a nano-zombie has 
  stopped rotting.  From a distance, it might even appear 
  alive were it not for the faint blue glow given off by the 
  nanites actively repairing and animating the corpse. 
  Nano-zombies are created by “dusting” a corpse with 
  zombie dust, a nanocolony allowing the corpse to be 
  reanimated and controlled by a computer.  When nano-
  zombies are encountered, they will either be controlled 
  or uncontrolled.  Uncontrolled zombies are arguably 
  more dangerous because they actively work towards 
  creating additional corpses to use their “dust” ability on. 
  For additional information on zombie dust, see the 
  Section 6 of the Gravity Age: Nanotech Emporium.  
  NANO-ZOMBIE TEMPLATE GRAFT 
  This mindless undead is animated not through 
  magic or supernatural phenomena but by nanites in 
  its body, which continue to repair its flesh long after 
  it has died.  
  Required Creature Type: Undead.  
  Required Subtype: Technological. 
  Required Array: Combatant.  
  Traits: Has 20% more Hit Points for its CR; DR 
  5/slashing (increase to DR 10 at CR 8 and DR 15 at 
  CR 14); mindless; staggered; unliving; 
  Nanite repair: restores 1d8 Hit Points per CR divided 
  by 2, minimum 1. 
  Create Spawn: (see above) 
  Suggested 
  Ability 
  Score 
  Modifiers: 
  Strength, 
  Dexterity. 
  For additional information on using arrays and grafts, 
  see the "Creating Monsters And Other NPCs" 
  section in Appendix 1 of the Starfinder Alien 
  Archive. 
   
   
  
   
   
  25 
   
  NANO-ZOMBIE, SPACE GOBLIN 
   
          CR 1/3 
  XP 135 
  NE Small undead (technological) 
  Init +3; Senses darkvision 60 ft., Perception +3 
  DEFENSE   
   
   
   
  HP 8 
  EAC 11; KAC 12 
  Fort +0; Ref +2; Will +2 
  Defensive Abilities undead immunities; DR 5/slashing  
  Weaknesses staggered (can perform only a single move action 
  or standard action each round) 
  OFFENSE 
  Speed 35 ft. 
  Melee +4 slam (1d6), or +0 dogslicer (1d4 S) 
  Ranged junklaser +1 (1d4 F; crit burn 1d4) 
  STATISTICS 
  Str +0; Dex +3; Con —; Int —;  Wis +0; Cha +0 
  Languages none 
  Noncombat Abilities mindless, unliving 
  Gear tattered flightsuit, dogslicer, junklaser 
  ECOLOGY 
  Environment any  
  Organization gang (4–12) 
  SPECIAL ABILITIES 
  Nanite Repair (Ex) A nano-zombie’s nanites heal it, restoring 
  a 5 Hit Points per hour. Once per day as a full action, a 
  nanoswarm can restore 1d8 Hit Points to itself or any 
  construct touched with the technological subtype. 
  Create Spawn (Ex) An uncontrolled nano-zombie will “dust” a 
  corpse with its nanites if not engaged in combat.  In 1d4 
  minutes the corpse will rise with the same zombie template 
  nano-zombie. 
  Unstable Junklaser (Ex) A junklaser is similar to a holdout laser 
  pistol, except it has a range of only 60 feet. If the wielder of 
  a junklaser rolls a natural 1 when attacking with it, he must 
  immediately attempt a DC 18 Engineering check. Success 
  means that the junklaser gains the broken condition. Failure 
  means that the gun explodes in 1d3–1 rounds, functioning 
  as a concussion grenade I (explode 20 feet, 1d8 B, Reflex DC 
  10 half); a result of 0 rounds means the junklaser explodes 
  immediately—randomly determine the corner of the 
  wielder’s square that is the center of the burst. A thrown 
  junklaser has the same range increment as a grenade. Note: 
  Zombies can’t make Engineering skill checks! 
   
   
   
  NANO-ZOMBIE, MOUNTAIN EEL  
   
             CR 6 
  XP 2,400 
  NE Huge undead (technological) 
  Init +6; Senses darkvision 60 ft., low-light vision;  
  Perception +18 
  DEFENSE   
   
   
   
  HP 108 
  EAC 18; KAC 20 
  Fort +10; Ref +10; Will +7 
  Defensive Abilities undead immunities; DR 5/slashing  
  Weaknesses staggered (can perform only a single move action 
  or standard action each round) 
  OFFENSE 
  Speed 40 ft. 
  Melee +16 bite (1d8+11) 
  Space 15 ft.; Reach 10 ft. 
  STATISTICS 
  Str +5; Dex +2; Con —; Int —;  Wis +0; Cha +0 
  Skills Athletics +13, Stealth +13 
  Languages none 
  Noncombat Abilities mindless, unliving 
  Gear none 
  ECOLOGY 
  Environment any  
  Organization any 
  SPECIAL ABILITIES 
  Paralyzing Gaze (Ex) Looking into a mountain eel’s strange 
  compound eyes causes the muscles of most living creatures 
  to freeze up. A living creature that can see and begins its 
  turn within 60 feet of a mountain eel must succeed at a DC 
  14 Fortitude save or be paralyzed for 1 round. A creature 
  who succeeds at its save is immune to that mountain eel’s 
  paralyzing gaze for 24 hours. Creatures without a sense of 
  sight and other mountain eels are immune to this effect. 
  Nanite Repair (Ex) A nano-zombie’s nanites heal it, restoring 
  a 5 Hit Points per hour. Once per day as a full action, a 
  nanoswarm can restore 3d8 Hit Points to itself or any 
  construct touched with the technological subtype. 
  Create Spawn (Ex) An uncontrolled nano-zombie will “dust” a 
  corpse with its nanites if not engaged in combat.  In 1d4 
  minutes the corpse will rise with the same zombie template 
  nano-zombie. 
   
   
   
   
   
  
   
   
  26 
   
  Zurbles are genetically modified space pets.  They 
  have a highly malleable DNA structure allowing pet 
  lovers to custom order their zurble’s appearance, 
  temperament, and other features directly from the 
  breeder.  No one remembers what the first zurble 
  looked like, and no one really knows what a zurble 
  should look like.   
  How little is known about the most popular pet in 
  the galaxy makes it a bit of a mystery on how they have 
  virtually replaced cats, dogs, xenoprolotopuses, and 
  other common pets over the last few thousand years.  
  Originally discovered on a moon in the vesk home 
  system, they have spread across known space.  Rumor 
  has it, the moon is totally overrun with the things.  
  During the vesk conquests of their home system, their 
  exploratory teams were so uncomfortable in the 
  presence of these adorable little guys the vesk 
  exploratory teams declared the moon too dangerous 
  to colonize despite optimal environmental conditions.  
  Another zurble anomaly, they share DNA with 
  skittermanders and the swarm but don’t share any 
  genetic markers with other organisms native to the 
  vesk system.  Pundits in the study of zurbles or 
  “zurbologists”, believe the zurbles were brought to the 
  moon eons ago by alien explorers. 
  Today, zurbles are bought and sold by tier like 
  technology.  Those with higher tiers have more 
  features and sell for more credits.  Genetic engineering 
  even allows a zurble to be upgraded from one tier to 
  the next.  You might buy a starter, tier 1, zurble for your 
  kids or a more advanced, tier 4, zurble as a mascot for 
  your starship.  After a zurble is ordered and shipped it 
  arrives as a stone-like egg.  When you are ready you 
  simply add water and a few hours later your fully 
  developed zurble of specified tier emerges.  Be warned, 
  zurbles usually form a strong bond with the first 
  creature it sees so it’s important for the owner to be 
  there when it breaks free from its shell. 
  There is a darker development in the recent galactic 
  fascination with zurbles.   Organized crime has begun 
  sponsoring zurble pit fighting.  Although in most 
  civilized societies pit fighting is strictly prohibited, 
  zurble on zurble death matches have become all too 
  common on backwater moon bases, pirate outposts, 
  and the slums of every mega metropolis.   
   
   
  ZURBLE, TIER 1 
   
   
   
  CR 1/3 
  XP 135 
  N Tiny aberration (Zurble)  
  Init +3; Senses darkvision 60 ft.; Perception +3 
  DEFENSE   
   
   
   
  HP 6 
  EAC 10; KAC 12 
  Fort +1; Ref +1; Will +2 
  Defensive Abilities puppy dog eyes 
  OFFENSE 
  Speed 30 ft. 
  Melee +4 bite (1d6) 
  Ranged none 
  STATISTICS 
  Str +0; Dex +3; Con +1; Int -4; Wis +0; Cha +0 
  Skills Acrobatics +3, Athletics +3, Stealth +7 
  Languages limited empathy, understands owner language 
  Gear none 
  ECOLOGY 
  Environment anywhere 
  Organization solitary or hoard (2d100) 
  SPECIAL ABILITIES 
  Puppy Dog Eyes (Su) Anyone or any creature trying to 
  intentionally harm a Zurble must succeed a Will save (DC 
  8), or completely ignore the Zurble and lose the rest of 
  their actions for the round.  This is a mind affecting effect.  
   
  PURCHASING A ZURBLE 
  Stage 
  Level 
  Price 
  Max Augs* 
  Tier 1 
  1 
  110 
  1 
  Tier 2 
  3 
  675 
  1 
  Tier 3 
  5 
  2,000 
  1 
  Tier 4 
  7 
  4,600 
  1 
  Tier 5 
  9 
  9,000 
  2 
  Tier 6 
  11 
  18,750 
  2 
  Tier 7 
  13 
  37,500 
  2 
  Tier 8 
  15 
  93,750 
  3 
  Tier 9 
  17 
  285,000 
  3 
  Tier 10 
  19 
  750,000 
  5 
  * Zurbles have a maximum augmentation limit 
  
   
   
  27 
   
  ZURBLE, TIER 2 
   
   
   
  CR 1/2 
  XP 200 
  N Tiny aberration (Zurble)  
  Init +3; Senses darkvision 60 ft.; Perception +4 
  DEFENSE   
   
   
   
  HP 13 
  EAC 10; KAC 12 
  Fort +2; Ref +2; Will +2 
  Defensive Abilities puppy dog eyes 
  OFFENSE 
  Speed 30 ft. (see Zurble subtype graft, mutant movement) 
  Melee +6 bite (1d6) 
  Ranged none 
  STATISTICS 
  Str +0; Dex +3; Con +2; Int -3; Wis +0; Cha +1 
  Skills Acrobatics +4, Athletics +4, Stealth +9 
  Languages limited empathy, understands owner language 
  Gear none 
  ECOLOGY 
  Environment anywhere 
  Organization solitary or hoard (2d100) 
  SPECIAL ABILITIES 
  Puppy Dog Eyes (Su) Anyone or any creature trying to 
  intentionally harm a Zurble must succeed a Will save (DC 
  8), or completely ignore the Zurble and lose the rest of 
  their actions for the round.  This is a mind affecting effect. 
   
  ZURBLE, TIER 3 
   
   
   
  CR 1 
  XP 400 
  N Tiny aberration (Zurble)  
  Init +4; Senses darkvision 60 ft.; Perception +5 
  DEFENSE   
   
   
   
  HP 20 
  EAC 11; KAC 13 
  Fort +3; Ref +3; Will +3 
  Defensive Abilities puppy dog eyes, Resistance [energy 
  type] 6  
  OFFENSE 
  Speed 30 ft. (see Zurble subtype graft, mutant movement) 
  Melee +8 bite (1d6+1) 
  Ranged none 
  Offensive Abilities breath weapon (15-ft. cone, 1d4+1 
  [energy type], DC 10, usable every 1d4 rounds) 
  STATISTICS 
  Str +0; Dex +4; Con +2; Int -2; Wis +0; Cha +1 
   
   
   
  ZURBLE SUBTYPE GRAFT 
  Zurbles are a race of animal-like aberrations with 
  malleable DNA which is easily modified. 
  Traits: Drakvision 60 ft. 
  Limited Empathy: The Zurble can share its surface 
  emotions and detect the surface emotions of 
  another creature it can see within a 30’ radius as a 
  swift action. It can sense basic needs, drives, and 
  emotions. Thirst, hunger, fear, fatigue, pain, rage, 
  hatred, uncertainty, curiosity, friendliness, and 
  many other kinds of sensations and moods can all 
  be perceived.  Zurbles are entitled to a Bluff, 
  Diplomacy, Intimidate, or Sense Motive check 
  against any creature have used their limited 
  empathy against (skill ranks = to their CR +2) 
  Puppy Dog Eyes: Anyone or any creature trying to 
  intentionally harm a Zurble must succeed a Will 
  save (DC based on CR and Combat Array), or 
  completely ignore the Zurble and lose the rest of 
  their actions for the round.  This is a mind affecting 
  effect. 
  Traits Tier 2+: 
  Mutant Movement: A Zurble gains a second form of 
  movement when it achieves CR1/2 or greater. 
  Choose burrow 15 ft., climb 30 ft., fly 30 ft. (good), 
  or swim 30 ft.  If the zurble doesn’t gain a second 
  form of movement it gains a base speed of 35 ft. 
  Traits Tier 3+ 
  Elemental Affinity (Su) the Zurble has an affinity with 
  a single energy type (acid, cold, electricity, fire, or 
  sonic).  It gains energy resistance and a breath 
  weapon with its chosen element.  Their energy 
  resistance equals their tier x2 and the breath 
  weapon DC and damage are based on their CR and 
  the Combat Array.  
  For additional information on using arrays and grafts, 
  see the "Creating Monsters And Other NPCs" 
  section in Appendix 1 of the Starfinder Alien 
  Archive. 
   
   
  
   
   
  28 
   
  Skills Acrobatics +5, Athletics +5, Stealth +10 
  Languages understands owner’s language 
  Gear none 
  ECOLOGY 
  Environment anywhere 
  Organization solitary or hoard (2d100) 
  SPECIAL ABILITIES 
  Puppy Dog Eyes (Su) Anyone or any creature trying to 
  intentionally harm a Zurble must succeed a Will save (DC 
  10), or completely ignore the Zurble and lose the rest of 
  their actions for the round.  This is a mind affecting effect. 
  Elemental Affinity (Su) the Zurble has an affinity with a 
  single energy type (acid, cold, electricity, fire, or sonic).  It 
  gains energy resistance and a breath weapon with its 
  chosen element. 
   
  ZURBLE, TIER 4 
   
   
   
  CR 2 
  XP 600 
  N Tiny aberration (Zurble)  
  Init +4; Senses darkvision 60 ft.; Perception +7 
  DEFENSE   
   
   
   
  HP 25 
  EAC 13; KAC 15 
  Fort +4; Ref +4; Will +3 
  Defensive Abilities puppy dog eyes, Resistance [energy 
  type] 8  
  OFFENSE 
  Speed 30 ft. (see Zurble subtype graft, mutant movement) 
  Melee +10 bite (1d6+2) 
  Ranged none 
  Offensive Abilities breath weapon (15-ft. cone, 1d4+2 
  [energy type], DC 11, usable every 1d4 rounds) 
  STATISTICS 
  Str +0; Dex +4; Con +2; Int -1; Wis +0; Cha +1 
  Skills Acrobatics +7, Athletics +7, Stealth +12 
  Languages understands owner’s language 
  Gear none 
  ECOLOGY 
  Environment anywhere 
  Organization solitary or hoard (2d100) 
  SPECIAL ABILITIES 
  Puppy Dog Eyes (Su) Anyone or any creature trying to 
  intentionally harm a Zurble must succeed a Will save (DC 
  11), or completely ignore the Zurble and lose the rest of 
  their actions for the round.  This is a mind affecting effect. 
  ZURBLE, TIER 5 
   
   
   
  CR 3 
  XP 800 
  N Tiny aberration (Zurble)  
  Init +4; Senses darkvision 60 ft.; Perception +0 
  DEFENSE   
   
   
   
  HP 40 
  EAC 14; KAC 16 
  Fort +5; Ref +5; Will +5 
  Defensive Abilities puppy dog eyes, Resistance [energy 
  type] 10  
  OFFENSE 
  Speed 30 ft. (see Zurble subtype graft, mutant movement) 
  Melee +11 bite (1d6+3) 
  Ranged none 
  Offensive Abilities breath weapon (20-ft. cone, 1d4+3 
  [energy type], DC 12, usable every 1d4 rounds) 
  STATISTICS 
  Str +0; Dex +4; Con +2; Int +0; Wis +0; Cha +1 
  Skills Acrobatics +8, Athletics +8, Stealth +13 
  Languages understands owner’s language 
  Gear none 
  ECOLOGY 
  Environment anywhere 
  Organization solitary or hoard (2d100) 
  SPECIAL ABILITIES 
  Puppy Dog Eyes (Su) Anyone or any creature trying to 
  intentionally harm a Zurble must succeed a Will save (DC 
  12), or completely ignore the Zurble and lose the rest of 
  their actions for the round.  This is a mind affecting effect. 
   
  ZURBLE, TIER 6 
   
   
   
  CR 5 
  XP 1,600 
  N Tiny aberration (Zurble)  
  Init +5; Senses darkvision 60 ft.; Perception +11 
  DEFENSE   
   
   
   
  HP 70 
  EAC 17; KAC 19 
  Fort +7; Ref +7; Will +6 
  Defensive Abilities puppy dog eyes, Resistance [energy 
  type] 12  
  OFFENSE 
  Speed 30 ft. (see Zurble subtype graft, mutant movement) 
  Melee +14 bite (1d6+5) 
  Ranged none 
  Offensive Abilities breath weapon (20-ft. cone, 1d6+5 
  [energy type], DC 13, usable every 1d4 rounds) 
  
   
   
  29 
   
   
  STATISTICS 
  Str +0; Dex +5; Con +3; Int +0; Wis +0; Cha +2 
  Skills Acrobatics +11, Athletics +11, Stealth +16 
  Languages understands owner’s language 
  Gear none 
  ECOLOGY 
  Environment anywhere 
  Organization solitary or hoard (2d100) 
  SPECIAL ABILITIES 
  Puppy Dog Eyes (Su) Anyone or any creature trying to 
  intentionally harm a Zurble must succeed a Will save (DC 
  13), or completely ignore the Zurble and lose the rest of 
  their actions for the round.  This is a mind affecting effect. 
   
  ZURBLE, TIER 7 
   
   
   
  CR 7 
  XP 3,200 
  N Tiny aberration (Zurble)  
  Init +5; Senses darkvision 60 ft.; Perception +14 
  DEFENSE   
   
   
   
  HP 105 
  EAC 19; KAC 21 
  Fort +9; Ref +9; Will +7 
  Defensive Abilities puppy dog eyes, Resistance [energy 
  type] 14  
  OFFENSE 
  Speed 30 ft. (see Zurble subtype graft, mutant movement) 
  Melee +17 bite (1d12+7) 
  Ranged none 
  Offensive Abilities breath weapon (25-ft. cone, 2d6+7 
  [energy type], DC 15, usable every 1d4 rounds) 
  STATISTICS 
  Str +0; Dex +5; Con +4; Int +0; Wis +0; Cha +2 
  Skills Acrobatics +14, Athletics +14, Stealth +19 
  Languages understands owner’s language 
  Gear none 
  ECOLOGY 
  Environment anywhere 
  Organization solitary or hoard (2d100) 
  SPECIAL ABILITIES 
  Puppy Dog Eyes (Su) Anyone or any creature trying to 
  intentionally harm a Zurble must succeed a Will save (DC 
  15), or completely ignore the Zurble and lose the rest of 
  their actions for the round.  This is a mind affecting effect. 
   
  ZURBLE, TIER 8 
   
   
   
  CR 9 
  XP 6,400 
  N Small aberration (Zurble)  
  Init +6; Senses darkvision 60 ft.; Perception +17 
  DEFENSE   
   
   
   
  HP 145 
  EAC 22; KAC 24 
  Fort +11; Ref +11; Will +10 
  Defensive Abilities puppy dog eyes, Resistance [energy 
  type] 16  
  OFFENSE 
  Speed 30 ft. (see Zurble subtype graft, mutant movement) 
  Melee +21 bite (2d12+7) 
  Ranged none 
  Offensive Abilities breath weapon (30-ft. cone, 3d6+9 
  [energy type], DC 16, usable every 1d4 rounds) 
  STATISTICS 
  Str +0; Dex +6; Con +4; Int +1; Wis +0; Cha +3 
  Skills Acrobatics +17, Athletics +17, Stealth +22 
  Languages understands owner’s language 
  Gear none 
  ECOLOGY 
  Environment anywhere 
  Organization solitary or hoard (2d100) 
  SPECIAL ABILITIES 
  Puppy Dog Eyes (Su) Anyone or any creature trying to 
  intentionally harm a Zurble must succeed a Will save (DC 
  16), or completely ignore the Zurble and lose the rest of 
  their actions for the round.  This is a mind affecting effect. 
   
  OPPORTUNITY FOR MAYHEM 
  All might not be as it seems with zurble mania.  
  Here are some questions that the galactic community 
  might want answered before it’s too late. 
  • 
  What happens when two zurbles get together?  
  Do you end up with a littler of two dozen zurbles?   
  • 
  What happened to the aliens that originally 
  brought zurbles to the moon in the vesk system?  
  And why do the vesk seem uneasy in their 
  presence? 
  • 
  Why do zurbles have skittermander and swarm 
  DNA? 
  • 
  Are the zurbles actually galactic conquerors in 
  disguise?  Is their adorableness simply a well-
  used tool allowing them to infiltrate every level 
  of society? 
   
   
  
   
   
  30 
   
  ZURBLE, TIER 9 
   
   
   
  CR 12 
  XP 19,200 
  N small aberration (Zurble)  
  Init +8; Senses darkvision 60 ft.; Perception +22 
  DEFENSE   
   
   
   
  HP 200 
  EAC 26; KAC 28 
  Fort +14; Ref +14; Will +13 
  Defensive Abilities puppy dog eyes, Resistance [energy 
  type] 18  
  OFFENSE 
  Speed 30 ft. (see Zurble subtype graft, mutant movement) 
  Melee +25 bite (3d12+12) 
  Ranged none 
  Offensive Abilities breath weapon (40-ft. cone, 6d4+12 
  [energy type], DC 19, usable every 1d4 rounds) 
  STATISTICS 
  Str +0; Dex +8; Con +5; Int +2; Wis +0; Cha +4 
  Skills Acrobatics +22, Athletics +22, Stealth +27 
  Languages understands owner’s language 
  Gear none 
  ECOLOGY 
  Environment anywhere 
  Organization solitary or hoard (2d100) 
  SPECIAL ABILITIES 
  Puppy Dog Eyes (Su) Anyone or any creature trying to 
  intentionally harm a Zurble must succeed a Will save (DC 
  19), or completely ignore the Zurble and lose the rest of 
  their actions for the round.  This is a mind affecting effect. 
   
   
  ZURBLE, TIER 10 
   
   
   
  CR 15 
  XP 51,200 
  N Tiny aberration (Zurble)  
  Init +9; Senses darkvision 60 ft.; Perception +26 
  DEFENSE   
   
   
   
  HP 275 
  EAC 29; KAC 31 
  Fort +17; Ref +17; Will +15 
  Defensive Abilities puppy dog eyes, Resistance [energy 
  type] 20  
  OFFENSE 
  Speed 30 ft. (see Zurble subtype graft, mutant movement) 
  Melee +28 bite (4d12+15) 
  Ranged none 
  Offensive Abilities breath weapon (60-ft. cone, 5d8+15 
  [energy type], DC 21, usable every 1d4 rounds) 
  STATISTICS 
  Str +0; Dex +9; Con +7; Int +3; Wis +0; Cha +5 
  Skills Acrobatics +26, Athletics +26, Stealth +31 
  Languages understands owner’s language 
  Gear none 
  ECOLOGY 
  Environment anywhere 
  Organization solitary or hoard (2d100) 
  SPECIAL ABILITIES 
  Puppy Dog Eyes (Su) Anyone or any creature trying to 
  intentionally harm a Zurble must succeed a Will save (DC 
  21), or completely ignore the Zurble and lose the rest of 
  their actions for the round.  This is a mind affecting effect. 
   
   
   
  
   
   
  31 
   
  CR 1/3 – goblin nano zombie, soporific fungus, zurble (tier 1) 
  CR 1/2 – nano zombie, red aether wraith, zurble (tier 2) 
  CR 1 – G-2D klanker, orange aether wraith, zurble (tier 3) 
  CR 2 – LBR-2 mechanoid, yellow aether wraith, zurble (tier 4) 
  CR 3 – CMPN-3 biodroid, lesser nova wight, violet fungus, zurble (tier 5) 
  CR 4 – cnidusa, cnidusa swarm, green aether wraith 
  CR 5 – kuluna, zurble (tier 6) 
  CR 6 – mountain eel nano zombie, photon dralyss, tesla fungus 
  CR 7 – zurble (tier 7) 
  CR 8 – blue aether wraith, LAW-SU8 mechanoid, SKORP-10-N robot 
  CR 9 – B1G-R3D robot, zurble (tier 8) 
  CR 10 – greater nova wight 
  CR 12 – HG-12A klanker, zurble (tier 9) 
  CR 13 – bubblegum fungus 
  CR 15 – zurble (tier 10) 
  CR 16 – violet aether wraith 
  CR 22 – the Swarm gamma queen 
   
  “While hiding in the shadows for the larger part of 
  a millennium the Necroborg have been steadily 
  increasing their numbers.  Their leader, who is known 
  only as “the Oracle of Living Death”, has continued to 
  spread the doctrine of the Great Old Ones in which 
  true immortality can only be achieved through death.  
  Despite its evil pretenses the Necroborg dogma has 
  become popular amongst those vain enough to seek 
  out immortality.” 
  This minor accessory will feature a new 
  technological undead race.  Necroborg are infused 
  with necroplast serum a potent combination of 
  bioware and nanotech which kills the recipient, but 
  allows them immortality in undeath.  Be warned, not 
  everyone makes the transformation successfully.  This 
  accessory will include several new creatures, 
  augmentations, equipment, and a new playable race.  
  Will your starfinders battle against the eminent threat 
  presented by the Necroborg or be seduced by them? 
   
  
   
   
  32 
   
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark 
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  2. The License: This License applies to any Open Game Content that contains 
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  13 Termination: This License will terminate automatically if You fail to 
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  15 COPYRIGHT NOTICE 
  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. 
  Starfinder Roleplaying Game Core Rulebook. Copyright 2017, Paizo Inc.; 
  Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, Thurston Hillman, 
  Amanda Hamon Kunz, Jason Keeley, Rob McCreary, Stephen Radney-
  MacFarland, Amber E. Scott, Mark Seifter, Owen K.C. Stephens, and James L. 
  Sutter, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Starfinder: First Contact © 2017, Paizo Inc; Authors: John Compton, Jason 
  Keeley, Robert G. McCreary, and James L. Sutter. 
  Starfinder Alien Archive © 2017, Paizo Inc.; Authors: John Compton, Adam 
  Daigle, Crystal Frasier, Amanda Hamon Kunz, Jason Keeley, Jon Keith, Steve 
  Kenson, Isabelle Lee, Lyz Liddell, Robert G. McCreary, Mark Moreland, Joe 
  Pasini, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, and Josh Vogt. 
  Gravity Age: Cybernetics Emporium, © 2017 STROH HAMMER; Author Jason 
  Stroh 
  Gravity Age: Nanotech Emporium, © 2017 STROH HAMMER; Author Jason 
  Stroh 
  Gravity Age: Autonomous Artificial Intelligence, © 2018 STROH HAMMER; 
  Author Jason Stroh 
  Gravity Age: Mutant Menagerie, © 2017 STROH HAMMER; Author Jason 
  Stroh 
  Gravity Age: Creature Update 01, © 2018 STROH HAMMER; Author Jason 
  Stroh 
   
   
   
  
   
  Twenty new, used, and updated creatures for the Starfinder Roleplaying Game.   
  This accessory contains new playable races, fungoid fauna, common technical 
  constructs, equipment, and a genetically malleable pet which can be upgraded 
  as the characters advance. 
   
   
  WWW.GRAVITYAGE.COM 
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Stroh Hammer/Stroh Hammer - Gravity Age - Creature Update 01.pdf