Starfinder: Floater

Chris Van Deelen

Floater Combatant CR 7 XP 3,200

Lawful evil medium monstrous humanoid

Init +; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +13

 

Defense                                                             HP 105

EAC: 19; KAC: 21

Fort: +11; Ref: +11; Will: +6

Defensive Abilities: Aerial dodging, evasion

 

Offense

Speed: 70 ft. (Fly)

Melee: Punch +15 (1d8+12 B)

Ranged: Plasma guide series 37 +18 (2d8+7 E&F Crit wound), or Plasma pistol ver. 3 (2 shots) +14 (2d4+7 E&F Crit burn 1d4), or NIL Grenade launcher +18 (damage and effect based on type of grenade used)

Space: 5 ft., Reach: 5 ft.

 

Statistics

Str +5; Dex +6; Con +2; Int +1; Wis -2; Cha -2

Skills: Acrobatics +18, intimidate +13, stealth +13

Feats: Deadly aim, far shot

Other Abilities: Launch

Languages: Common, telepathy

 

Ecology

Environment: Any

Organization: Solitary, pairs, small groups (1d4+2)

 

Special Abilities

Aerial Dodging (Ex): As a full round action, the unit can jink through the sky in random patterns as it moves. This has a major advantage that it gains +4 to both EAC and KAC, but means that the unit cannot do anything except move. It is not allowed to attack or use launch while using this ability.

Evasion (Ex): Similar in many ways to the Operatives Evasion ability, this allows the creature to make a Reflex save (DC = 10+ combatants level) to avoid incoming fire. Even if the weapons fire is a critical, if the creature makes the save, all damage is avoided. The Floater can use this ability only once per round, and cannot be used if the Floater is flat-footed or surprised. Furthermore, this also acts as the regular ability; meaning that if it saves against an area effect attack it will take no damage instead of half.

Launch (Ex): As a full round action, the Floater can literally launch itself into the air and then come down at any location within 250 ft. When it uses this ability, it must climb a minimum of 50 feet straight up, and then It can move to a specific location within the 250 radius. This employs a great deal of energy and taxes the unit greatly, meaning it can only use this ability once per 3 rounds.

Telepathy (Su): All members of the Floaters are capable of telepathy. They can use this with one another. If they attempt to use this on another race, or an unwilling subject, the target is allowed a Will save (DC 14) to refuse the mental link. 

 

These are more advanced versions of the ‘primitive floater’. They are more heavily cybernetically enhanced, and are also more massive. The arms and torso are thickly muscled, and despite this, the creature is even more agile than the original version.

Autopsy’s confirm that they are related to the Muton aliens, but have been stripped down, their legs removed and many of the internal organs simplified, removing a great deal of the creature’s weight. They are not as strong as the Muton’s, but the fact that they can go airborne more than make up for that issue.

Unlike Muton’s, who are brutish and rather slow-witted, these creatures have had their brains enhanced with cybernetic implants, giving them greater intelligence than the regular Muton’s. This AI enhancement allows the creatures to make use of tactics and can co-ordinate with other alien units when combating the enemy soldiers and operatives. They also make use of a specialized programming that will allow them to dodge so quickly that hitting them becomes a real challenge. The Floaters use this ability when they need to avoid concentrated fire from the enemy while they find a better position.

Another common tactic is for the cybernetic unit to take the literal ‘high-ground’ and use this to give them an advantage when sniping or using other long-range weapons. Also, they like to fly over enemy units, which are hiding behind cover, and drop explosive weapons, forcing the units to either take the effects, or break for cover, giving the Floater’s allies a chance to shoot or attack.

Finally, if forced to engage in melee combat, which is exceedingly rare, they are more than capable of defending themselves with their hands. The damage they inflict is not as impressive as it could be when using other weapons, but just because they stay back and use the surrounding terrain to their advantage does not mean they are incapable of defending against melee or close-quarter combatants.

Never seen on the battlefield with the primitive version, these are always under either the control of Heavy Floaters, or other commanders. They generally ignore the Sectoids however, even the commanders, but will take orders from Vipers and Evolved Sectoids.

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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.