Starfinder: EMP Arachnid

Chris Van Deelen

EMP Arachnid Combatant CR 1 XP 400

Neutral small vermin

Init +6; Senses: Darkvision 60 ft., electrical sense 500 ft.; Perception +7


Defense                                                             HP 13

EAC: 18; KAC: 16

Fort: +5 (+15); Ref: +3; Will: +1

Defensive Abilities: DR 1 / -, hardened survivor; Immunities: Electricity, poison, radiation



Speed: 40 ft.

Melee: Bite +8 (1d4+2 P)

Space: 2.5 ft., Reach: 2.5 ft.

Offensive Abilities: EMP burst (2d4+1 E 20 ft. radius)



Str +1; Dex +6; Con +0; Int -; Wis +0; Cha +0

Skills: Acrobatics +7, athletics +12, stealth +12

Other Abilities: Electrical sense

Languages: None



Environment: Any

Organization: Solitary, small groups (1d4+1), or Swarms (4d12+8)


Special Abilities

Electrical Sense (Ex): The creatures are automatically attracted to any power source within 500 feet of their location and will home in on such sources.

EMP Burst (Ex): As a standard action, these creatures can detonate once they are in range of any power source. The resulting explosion deals electrical damage out to a 20 ft. radius. A Ref save (DC 10) will avoid any damage. If the target has the evade feat or class feature, then they can also avoid taking any power loss. Any power-sources in this radius will automatically be drained, rendering it useless. This includes stored batteries and other such devices. Unlike true EMP bursts, this does not harm the electronics, just drains the electrical charges. The creature is killed in the process.

Hardened Survivor (Ex): The EMP arachnid is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.


A recent creation of the Arachnid empire, these creatures appear to be the standard Silverfish insect that are found on nearly every world, except that they are nearly 3 feet in length! The little creatures have two long (nearly as long as their bodies) antennas, which are highly sensitive to the presence of electrical or other power sources.

Liberally mixed in with other swarming arachnids, the creatures use their speed and stealth to get as close as they possibly can to any power sources – because they are now much more common in the battlefield. Once they reach their destination, they will self-immolate. This will often have the added benefit of harming the enemy troopers in the location, but the main reasoning behind this suicidal charge is to render the often exceptionally powerful energy weapons useless!

Thanks to their size, and the ferociousness of other Arachnids, these creatures can often slip through the cracks in the heat of a battle in order to deliver a devastating blow. The once powerful energy weapons used by the enemy are now useless, allowing the other arachnids to close and tear the enemy asunder.

If there are no energy sources available, the little creatures can fight, but will only do so when they are cornered and incapable of escape.

Starfinder Creature Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.