Starfinder: Floater, primitive

Chris Van Deelen

Floater, primitive Expert CR 4 XP 1,200

Lawful evil medium monstrous humanoid

Init +5; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +15

 

Defense                                                             HP 45

EAC: 16; KAC: 17

Fort: +5; Ref: +5; Will: +7

Defensive Abilities: Evasion

 

Offense

Speed: 50 ft. (Fly)

Ranged: Plasma guide series 28 +11 (1d10+4 E&F Crit wound)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities:

 

Statistics

Str +3; Dex +5; Con +0; Int +1; Wis +0; Cha +0

Skills: Acrobatics +15, bluff +10, diplomacy +10, intimidate +10, stealth +15

Feats: Antagonize, deadly aim, far shot

Languages: Common, telepathy

 

Ecology

Environment: Any

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

 

Special Abilities

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.

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 15) to refuse the mental link. 

 

Autopsies have revealed little when it comes to this particular type of unit. The creature appears to have a combination of human DNA mixed in with several unknown species. Overall, the creature has a humanoid appearance, with two heavily muscled arms, a very human-like head (with sharp teeth and two tusk-like bones protruding from the cheeks). The torso is a sickly pink, somewhat wrinkled, and it ends in with a large metallic ball where the legs would normally be.

The creature is intelligent, and can use tactics quite readily. It’s main role in combat is to stay as far away from the combatants as possible and fire a Plasma sniper rifle at targets of opportunity. As such it almost always stays on high ground, preferring the tops of buildings and other locations, where it can fire freely and with little chance of coming under attack from other combatants.

On the rare occasion the creature does come under attack, its natural agility give it a pretty good advantage, as it can typically dodge incoming attacks, as long as it is not caught flat-footed. As stated, the creature attempts to avoid engaging in combat, or becoming targets of ranged attacks, as even though it might appear to be physically imposing, it is rather fragile and cannot take the punishment that a lot of units can.

When not used as snipers in combat, the creatures are often deployed along with Reapers, to spread terror as much as possible against civilian or non-combatant targets.

They, like many of the species encountered, possess limited telepathy and can use it to engage in dialog, but most of the time they prefer to remain silent, although occasionally they will mentally ‘taunt’ a foe in an attempt to demoralize them.

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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.