Starfinder: Floater, Heavy

Chris Van Deelen

Floater, Heavy Combatant CR 10 XP 9,600

Lawful evil, medium monstrous humanoid

Init +14; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +19


Defense                                                             HP 200

EAC: 23; KAC: 25

Fort: +14; Ref: +14; Will: +9

Defensive Abilities: Aerial dodging, evasion



Speed: 90 ft. Fly

Melee: Claw slash +20 (2d12+15 S Crit bleed 2d6)

Ranged: Heavy plasma cannon Mk 2 +23 (5d6+10 E&F Crit burn 4d4), or Plasma Guide series 42 sniper rifle +23 (3d8+10 E&F Crit severe wound)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Explosive attack



Str +5; Dex +10; Con +3; Int +1; Wis -2; Cha -2

Skills: Acrobatics +24, intimidate +19, stealth +19

Feats: Deadly aim, far shot, improved initiative

Other Abilities: Launch

Languages: Common, telepathy



Environment: Any

Organization: Solitary or pairs


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.

Explosive attack (Ex): The Floater is armed with a specialized explosive launcher. This can be used in two modes: first is it can be treated like a rocket, and can be launched at anything within 500 feet. The rocket fires forward, and when it reaches its destination, it will explode for 9d6 Flame damage in a 30 foot radius. Anything caught in the area of effect is allowed a Reflex save (DC 17) for half damage. The other mode is that it can launch the explosive over any obstacle such as walls or cover. The range is reduced to 200 feet, but otherwise has the same effect. The unit is armed with only two of these explosive weapons and after they have been used, it needs to reload.

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 17) to refuse the mental link. 


The Heavy floater is a more advanced and far tougher version of the normal floater. The creature still uses a Muton as the organic component, but the armor is heavier, and it is faster and able to absorb more damage in combat.

What makes it even deadlier though is that it is armed with an explosive launcher, which has two different modes of firing, and the round it uses is absolutely devastating. It will use this weapon as soon as an opportune time arises such as the case where enemy combatants are grouped close together, or if it simply needs to destroy cover or possibly take down a building.

They are as intelligent as the regular floaters, and use the same AI to help them in battle. They are considered to be Floater commanders, and are always found in the presence of at least 1d3+1 regular floaters, or 2d6+4 primitive floaters.

On occasion these units will stay back while other units advance, waiting for an opportunity to use their explosive attack to its fullest. It does happen that their own units get caught in the blast radius, and this is considered to be acceptable, especially if it means that they will harm or kill large numbers of enemy combatants as a result.

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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.