Starfinder: Thin Men

Starfinder: Thin Men

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The classic 'MIB' or Men in Black, also known as 'Thin Men' from the Xcom series of games, converted to be used in your Starfinder game.

The Andromedon is an alien that has been permanently melded into what is essentially a suit of powered armor. It contains all the nutrients required to keep the alien ‘pilot’ alive. This makes the creature exceedingly tough and hearty, able to not only withstand a great deal of punishment, but dish it out.

Up close, the suit can deliver a powerful punch attack, or it can simply choose to run straight through enemy combatants, inflicting heavy damage. It also comes with heavy plasma cannon, which it can use with pinpoint accuracy.

Typically once the alien pilot is killed, one would think that this would be the end of the creature. That is not the case. The suit, upon sensing the death of its rider, takes control and will continue to fight, albeit at a lesser effectiveness. It can still attempt to trample, and it can punch, but that is the extent of its combative effectiveness. The only real advantage it possesses is that it leaves a trail of the nutrient and coolant solution that was used to keep the pilot alive, and this is toxic to any organic creature that it comes in contact with.

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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.

Andromeda Combatant CR 13 XP 25,600

Lawful evil large monstrous humanoid

Init +4; Senses: Darkvision 60 ft.; Perception +23

 

Defense                                                             HP 250

EAC: 27; KAC: 29

Fort: +15; Ref: +17; Will: +14

Defensive Abilities: DR 13 / Piercing; Immunities: Acid, fire, poison

 

Offense

Speed: 30 ft.

Melee: Punch +24 (3d12+21 B Crit knockdown)

Ranged: Heavy plasma cannon Mk 3 +27 (5d10+13 E&F Crit burn 5d6)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Acid bomb, trample (3d12+21 B)

 

Statistics

Str +8; Dex +4; Con +6; Int +0; Wis +0; Cha +0

Skills: Athletics +28, intimidate +23

Other Abilities: Coolant trail

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary or pairs

 

Special Abilities

Special Abilities

Acid Bomb (Ex): Once per day, as a standard action, the Andromedon can fire a globe of highly caustic acid at any target within 100 feet (line of sight). The acid bomb has a burst radius of 20 feet and anything caught in the area of effect must make a Ref save (DC 19) or suffer 5d10 points of acid damage, a successful reduces the damage by half. To make matters worse, the acid will remain in the 20 foot area for 2d4 rounds, and anyone moving through the area will automatically suffer the damage (save for half). If someone even with the evasion ability consciously moves through the area, they do not gain the benefit of the evasion.

Coolant Trail (Ex): When the Andromedon is destroyed, every time it moves it leaves a trail of toxic coolant behind it. This trial is 10 ft. wide and will remain in effect for 3 rounds. Anyone moving through the trail will automatically suffer 3d10 points of acid damage unless a Ref save (DC 19) succeeds. Note that if the suit tramples, any target it attempted to run over is automatically subjected to this effect.

Mechanical resurrection (Su): When the Andromedon is reduced to zero hit points, the alien dies, but the suit automatically takes control and can move on its own on its next round. The suit has only 100 hit points, and it can only make a punch attack, at a -4 to hit. Furthermore, both EAC and KAC are reduced by 4 each, and it is considered to be mindless. Lastly its initiative drops to +0, although It still retains its normal DR and immunities. However, the suit does leak the special cooling and nutrient fluids that the alien needed to survive, and as such it leaves a coolant trail behind it wherever it moves.

Trample (Ex): As a full-round action, the Andromedon can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path. The Andromedon does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 19) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Andromedon due to the creature’s movement. The creature can deal trample damage to a given target only once per round.

Archon Combatant CR 12 XP 19,200

Neutral medium construct (technological)

Init +10; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +22

 

Defense                                                             HP 200

EAC: 26; KAC: 28

Fort: +12; Ref: +12; Will: +9

Defensive Abilities: Battle frenzy; Immunities: Construct immunities, unliving

 

Offense

Speed: 60 ft. (fly, good)

Melee: Archon Battle Staff +26 (3d10+17 E&F Crit burn 3d4)

Ranged: Archon Battle Staff Plasma blast +22 (3d10+12 E&F Crit burn 3d4)

Space: 5 ft., Reach: 10 ft.

Offensive Abilities: Blazing pinions

 

Statistics

Str +5; Dex +10; Con -; Int +2; Wis +0; Cha +0

Skills: Acrobatics +27, intimidate +22 (+32 if terror roar used)

Feats: Improved combat maneuver (grapple), lunge

Other Abilities: Terror roar

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary or pairs

 

Special Abilities

Battle Frenzy (Ex): As soon as the Archon has sustained damage, it will enter a battle frenzy. This lasts for 2 rounds, and during this period it gains an additional standard action. If it takes damage while under this effect, it does not prolong the duration, but it can be gained again once the duration has worn off, all that is required is that the Archon takes damage from any source.

Blazing pinions (Ex): This ability can only be used if the Archon uses its maximum movement rate to fly straight up in the air. It then will automatically target up to 6 enemy units. On its next round, it will unleash a powerful area effect attack at all the targets. Each attack will affect a 20 ft. radius, and anyone caught in the area of effect is allowed a REF save (DC 19) or suffer 6d6+12 Fire damage. A save reduces the damage to half. It can only do this once every 24 hours. This can be used at any target that is within a 100 ft. radius of the flying Archon.

Terror Roar (Su): As a swift action, the Archon can use a terrifying roar against a single target. The target is allowed a Will save (DC 19) and if the save fails, the target is shaken for 1d4 rounds. It can use this once per round, and once a target has made the save or the effect has ended, they are immune to the roar effect for 24 hours. Finally even if the target saves, the Archon gains a +10 circumstance bonus to intimidate checks on the next round.

 

Archon Battle Staff (Advanced Two handed Melee Weapon)

Name

Level

Price

Damage

Critical

Bulk

Special

ABS Basic

4

2,200

2d4 E&F

Burn 1d4

1

Block, disarm, powered (capacity 40 use 1), range 60 ft.

ABS Beginner

8

12,000

3d6 E&F

Burn 2d4

1

Block, disarm, powered (capacity 80 use 1), range 80 ft.

ABS Intermediate

12

37,000

3d10 E&F

Burn 3d4

1

Block, disarm, powered (capacity 80 use 1), range 100 ft.

ABS Advanced

16

175,000

10d6 E&F

Burn 10d4

1

Block, disarm, powered (capacity 100 use 1), range 100 ft.

ABS Master

20

950,000

14d8 E&F

Burn 14d4

1

Block, disarm, powered (capacity 100 use 1), range 120 ft.

 

Spectre Combatant CR 7 XP 3,200

Neutral medium construct (technological)

Init +9; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +14

 

Defense                                                             HP 105

EAC: 19; KAC: 21

Fort: +7; Ref: +7; Will: +4

Defensive Abilities: Horrifying Heal, no you don’t, vanish; Immunities: Construct immunities, unliving

Weakness: Electrical vulnerability

 

Offense

Speed: 50 ft.

Melee: Punch +15 (2d6+11 B)

Ranged: Light Plasma Rifle Mk 5 +18 (2d8+7 E&F Crit burn 1d8)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: shadow bind

 

Statistics

Str +4; Dex +5; Con -; Int +0; Wis +0; Cha +0

Skills: Acrobatics +14, stealth +19

Feats: Improved initiative, lightning reflexes

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary, pairs, trio’s

 

Special Abilities

Electrical Vulnerability (Ex): The Spectre is actually quite vulnerable to the effects of electricity and EMP. As a result, it takes an additional 2 points of damage per dice, and any saves involved are at a -4.

Horrifying Heal (Su): The Spectre, as a standard action, is able to send a small swarm of nanites after a single target within 60 ft. This is a ranged attack, and if it hits, inflicts 2d8+7 Acid damage. The Spectre automatically heals the same amount of damage and the target must make a Will save (DC 15) or become frightened for 1d3 rounds. The Spectre can use this ability once every second round.

No you don’t (Ex): The Spectre can cause the first ranged attack aimed at it to automatically miss every round.

Shadow Bind (Su): When the Spectre physically touches another creature, it is allowed a Will save (DC 18). If it fails, the target is rendered unconscious.  A perfect clone of the target is created out of nanites controlled by the Spectre. This clone has the overall physical shape of the original target, but appears to be a obsidian black, which looks like it is constantly wafting black vapor. The clone has all the abilities and weapons the original possesses, and is under full control of the Spectre.  This will last for 12 rounds, and then the swarm will dissipate, returning to the Spectre which created it. The Spectre does not need to concentrate to control it. The Nanite swarm is vulnerable to electrical attacks (just like the creator), and when it is destroyed, the victim will awaken. The Spectre can use the ability once per day, only if the ability is activated (the target fails the save). It should be noted that the target cannot be woken from its condition until after the Nanite swarm has been destroyed.

Vanish (Su): As a swift action, the Spectre can become fully invisible (as per the spell). It can maintain this indefinitely and can be used at will.

 

Codex Combatant CR 6 XP 2,400

Neutral medium construct (technological)

Init + 5; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +13

 

Defense                                                             HP 90

EAC: 18; KAC: 20

Fort: +6; Ref: +6; Will: +3

Defensive Abilities: Damage cloning; Immunities: Construct immunities, unliving

Weakness: Electrical vulnerability

 

Offense

Speed: 40 ft.

Melee: Zudjari mono-edge combat blade Mk 3 +14 (2d4+9 S Crit wound), or touch +14 (1d4+9 E Crit stun)

Ranged: Light plasma rifle Mk 3 +17 (2d6+6 E&F Crit burn 1d6)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Nanite swarm

 

Statistics

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

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

Other Abilities: Teleportation

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary, pairs, trios, small groups (1d4+3)

 

Special Abilities

Damage Cloning (Su): Whenever the unit is struck by damage in combat, it will immediately make a duplicate of itself. It can only do this once per combat, and the clones cannot clone themselves. EAC and KAC remain the same, but both melee and ranged attacks suffer a -4 to hit, and hit points remaining after taking damage are divided evenly between the two. Strangely enough, the clone retains the weapons the original was using, but when the clone is destroyed, the weapons it cloned likewise are destroyed. Note that any clone created will appear randomly. To determine this, roll 1d8. This determines the direction (1=N, 2=NE, 3=E, 4=SE, 5=S, 6=SW, 7=W, 8=NW), and then roll 1d10 and multiply by 10 ft. If this means that the clone will appear in a wall, vacuum, or any such dangerous location, simply reroll the distance, or place it as close to the rolled location that is safe.

Electrical Vulnerability (Ex): Being constructed of nanites, the Codex is actually quite vulnerable to the effects of electricity and EMP. As a result, it takes an additional 2 points of damage per dice, and any saves involved are at a -4.

Nanite Swarm (Ex): As a full round action, the Codex can choose to use a portion of its nanites to attack all the weapons a unit is carrying. This creates a swarm of active nanites 10 feet in diameter. The target has to be within line of sight and within 75 feet. Anything caught in the swarm that is using non-archaic weapons are subject to attack by the nanites. The items are allowed a Fort save (DC 14). If the save fails, the item is rendered non-functional. This can easily be remedied however, by the user making a successful engineering roll (DC 14). If the user does not have engineering, then the weapon cannot be used until someone with the engineering skill can re-activate it. The Codex can only generate a swarm like this once every 24 hours.

Teleportation (Su): As a movement action, the Codex is capable of teleporting to any location that is in its line of sight, and within 300 feet of its current location. It can use this ability once every 2 rounds.

 

Faceless Expert CR 5 XP 1,600

Lawful evil medium humanoid

Init +2; Senses: Low light vision 60 ft.; Perception +16

 

Defense                                                             HP 65

EAC: 17; KAC: 18

Fort: +6; Ref: +4; Will: +8

Defensive Abilities: Regeneration 5; Immunities: Blunt, poison

 

Offense

Speed: 30 ft.

Melee: Claws +12 (1d8+10 S Crit bleed 1d4)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Shockwave

 

Statistics

Str +5; Dex +2; Con +3; Int +0; Wis +0; Cha +0

Skills: bluff +16, disguise +16 (+26), intimidate +11, stealth +11

Feats: Cleave, great cleave, step-up, step-up and strike

Other Abilities: Shapeshift

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary, pairs, small groups (1d6+2)

 

Special Abilities

Regeneration (Ex):  Thanks due to the composition of these creatures cellular structure; these creatures are able to regenerate 5 hit points of damage per round.  Fire and Acid damage cannot be regenerated.

Shapeshift (Su): As a full round action, the creature can change from either form to the other. It can shift to match the physical appearance of any humanoid, gaining a +10 to disguise, or it can shift back into its natural form. It can do this any time it wishes.

Shockwave (Su): The creature is capable of slamming its fists into the ground, causing a powerful shockwave to emanate from its location. It has a radius of 15 ft., and all targets in the radius will suffer 1d8+5 points of damage, and must make a Ref save (DC 15) or be knocked prone. This is a standard action, and they can use this ability at will.

 

Ethereal Robes (Light Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Commander

12

37,200

+10

+13

+5

-

-

2

L

Elder

15

101,800

+17

+19

+6

-

-

3

L

Overlord

17

258,300

+19

+21

+7

-

-

4

L

Supreme

20

888,300

+21

+23

+8

-

-

5

L

 

Seeker Combatant CR 3 XP 800

Neutral medium construct (technological)

Init + 4; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +8

 

Defense                                                             HP 40

EAC: 14; KAC: 16

Fort: +3; Ref: +3; Will: +0

Defensive Abilities: Evasion, Invisibility cloak; Immunities: Construct immunities, unliving

 

Offense

Speed: 50 ft. (fly, average)

Melee: Tentacle bash +13 (1d6+6 B) or up to 4 tentacle bashes +10 (1d6+6 B)

Ranged: Plasma Pistol Ver. 2 +9 (1d6+3 E&F)

Space: 5 ft., Reach: 15 ft.

Offensive Abilities: Strangulation

 

Statistics

Str +3; Dex +4; Con -; Int +0; Wis +0; Cha +0

Skills: Acrobatics +8, stealth +13

Feats: Improved combat maneuver (grapple), improved initiative, multi-weapon fighting, weapon focus (tentacle)

Languages: None

 

Ecology

Environment: Any

Organization: Pairs

 

Special Abilities

Evasion (Ex): When the Seeker moves, it can choose to forgo its attack and gain a +4 to both EAC and KAC for that round, but as long as it is moving at full speed.

Invisibility Cloak (Su): As a swift action, the Seeker can bend light around it, becoming invisible. This also covers other spectrums, such as IR and Ultraviolet, so that it is invisible to almost all types of sensory input. When it uses this ability, the unit gains +20 to its stealth rolls. It can only use this for a limited time however – typically for a maximum of 6 rounds. For each round it uses this ability, it must let the ability ‘cool down’ for two rounds. It can use this ability with Evasion as well.

Strangulation (Ex): If the unit manages to wrap at least two tentacles around a target, it can choose to attempt to strangle the target. The victim is allowed a Fort saving throw (DC 15), and if it succeeds, then nothing happens. However, if it fails, the victim is exhausted for the next round. On the following round, the victim is allowed another saving throw, and if it fails, the victim is unconscious. Of course this is also a grapple action, and there is a good chance that the target will be able to break the grapple. Once unconscious, on the next round, the victim is dying.

 

Mechtoid Powered Armor

Price: 17,250 Level: 5

EAC Bonus:  +8 KAC Bonus: +13

Max Dex Bonus: +3 Armor Check Penalty -2 Speed: 30 ft.

Strength: 18 (+4) Damage: 1d10 B

Weapon Slots: 2 Upgrade Slots: 3

Capacity: 40 Usage: 1 / hour

Size: Medium Bulk: 20

 

Ethereal Spellcaster CR 12 XP 19,200

Lawful evil medium humanoid

Init +5; Senses: Low light vision 60 ft.; Perception +27

 

Defense                                                             HP 140

EAC: 25; KAC: 28 (Commander Ethereal Robes)

Fort: +11; Ref: +11; Will: +19

Defensive Abilities: death scream, psionic reflection; Immunities: All mind-affecting effects

 

Offense

Speed: 30 ft.

Ranged: Light Plasma Rifle Mk 9 +21 (3d8+12 E&F Crit 2d8 burn)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Constitution drain, mental control, mindflay, psionic bolt, psionic rift

 

Statistics

Str -2; Dex +5; Con -2; Int +7; Wis +3; Cha +2

Skills: Bluff +22, diplomacy +22, intimidate +27, sense motive +22

Feats: Antagonize, iron will

Languages: Common, mind link, telepathy

 

Ecology

Environment: Any

Organization: Solitary, pairs, trio’s.

 

Special Abilities

Constitution Drain (Su): By targeting a single enemy combatant, the Ethereal can drain it of its vitality and health. The target must be in its line of sight, and has to be within 100 feet. The enemy is then allowed a Fort save (DC 25) or it will suffer 1d6 points of temporary constitution damage. The Ethereal can use this once every 6 rounds.

Death Scream (Su): Upon death, the Ethereal unleashes a hellish psionic ‘scream’. This has a radius of 30 feet and anything caught in the area of effect must make a Will save (DC 25) or suffer 4d12+12 points of psionic damage.

Mental Control (Su): As a full round action, the Ethereal can target a single enemy combatant. The enemy is allowed a Will save (DC 25), and if it fails, it comes under the control of the Ethereal. This will last until a successful Will save is made, and each round on the Ethereal’s turn, it will act according to the Ethereal’s wishes. While using this ability, the Ethereal cannot act, except to move. If the controlled enemy is killed, there is no negative effect against the Ethereal. It can use this ability once per day.

Mindflay (Su): As a swift action, the Ethereal can target a single enemy. It is allowed a Will save (DC 25), and even if it succeeds, it takes 2d6+12 psionic damage. If it fails, the target is stunned for a single round, and for 1d4 rounds after that it takes a -4 penalty to all rolls (attack, saves, skill checks). The Ethereal can use this ability once every two rounds.

Mind Link (Su): As a standard action, the Ethereal can link its mind to any other allied alien within 100 ft. As a result, the linked alien gains +4 to hit, 12 additional hit points, and acts as if is under the haste spell. This lasts for 1 minute or until the original Ethereal is killed. If the Ethereal is slain, the linked alien dies instantly. There is no negative effect for the Ethereal if the linked alien is killed. The Ethereal can use this once per round.

Psionic Bolt (Su): The Ethereal is able to ‘shoot’ a bolt of pure psionic energy at any target within 100 feet. This bolt bypasses all barriers (including walls, terrain, windows - except force-fields). This will inflict 2d12+19 points of psionic damage. This is a ranged touch attack and requires a successful to hit roll against the targets EAC. The Ethereal has a +21 to hit chance. It can use this ability once per round as a standard action. 

Psionic Reflection (Su):  Instead of attacking, the Ethereal can respond to incoming attacks by putting up a shield of Psionic energy. This can be accomplished at any time, and the shield will withstand up to 100 points of damage (any type) before being rendered useless. If the shield is fired upon, the attack inflicts damage as normal, and then is reflected back to the attacker, using the attackers own attack bonus but at a -4. Furthermore the damage is reduced by 50% if it hits. The Ethereal can use this ability once per day.

Psionic Rift (Su): As a full round action, the Ethereal can cause rift of psionic energy to appear anywhere in its line of sight (up to 500 feet). This appears to be a black, swirling cloud of energy, and has a radius of 30 feet. Anything caught in the radius will suffer 8d8+12 points of psionic damage and suffers a temporary loss of 2d4 points of wisdom, unless a Will save (DC 25) is made. If it succeeds, the target suffers half damage, and there is no wisdom loss. The Ethereal can use this once every 24 hours.

Telepathy (Su): All Ethereals 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 25) to refuse the mental link. 

 

Invisibility field generator (Hybrid) Level 4

Capacity 10, Usage 1

Cost 2,500

Slots 1, Bulk L

 

Zudjari Combatant CR 4 XP 1,200

Lawful evil medium humanoid (Zudjari)

Init +7; Senses: Low-light vision 60 ft.; Perception +10

 

Defense                                                             HP 50

EAC: 18; KAC: 18 (Zudjari Battle Dress Mk 1)

Fort: +6; Ref: +6; Will: +5

Immunities: Fear, paralysis, shaken, stun

Weakness: Poison vulnerability

 

Offense

Speed: 30 ft.

Melee: Mono-edged combat blade Mark 2 +10 (1d6+8 S) (soldier only)

Ranged: Corona serpent laser rifle +12 (2d6+4 F Crit burn 2d4) or frag grenade II (20 ft., 2d6+8 P), or Dual focus laser sniper rifle +14 (2d4+7 F Crit burn 1d4) (Sniper only)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Grenade expert

 

Statistics

Str +3; Dex +3; Con +1; Int +2; Wis +0; Cha +0

Skills: Acrobatics +10, stealth +15 (+22 scout)

Feats: Improved initiative, weapon focus (long arms), or weapon focus (sniper weapons), skill focus (stealth – scouts only).

Other Abilities: Specialization

Languages: Common, Zudjari

 

Ecology

Environment: Any

Organization: Solitary (Scout, snipers), small squads (1d4+2), medium squads (2d6+4), assault squads (4d8+6)

 

Special Abilities

Grenade expert (Ex): Grenades in the hands of these aliens tend to be more powerful. The range of any grenade has its area of effect increased by 5 ft., and does additional damage equal to the grenades level.

Poison Vulnerability (Ex): When the Zudjari encounter poisons, they suffer a -2 to any saving throw.

Specialization (Ex): Depending on the role, the Zudjari gain a specialized bonus. Standard foot-soldiers gain a +1 to hit and damage with melee weapons, and gain a +3 bonus to hit instead of +2 when flanking. Scouts gain a +5 (on top of the skill focus), and if they attack while under stealth, they gain bonus damage equal to the weapon level. Finally Snipers do not suffer any range penalty, and likewise gain bonus damage equal to the weapon level. 

 

Zudjari Battle-Dress (Light Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Battle Dress Mk 1

4

1,600

+4

+6

+4

-

-

1

L

Battle Dress Mk 2

8

8,800

+8

+10

+4

-

-

2

L

Battle Dress Mk 3

12

36,000

+12

+14

+5

-

-

3

L

Battle Dress Mk 4

16

170,000

+18

+20

+5

-

-

4

L

Battle Dress Mk 5

20

890,000

+22

+24

+6

-

-

5

L

 

Mono-Edge Combat Blade (Advanced One handed Melee Weapon)

Name

Level

Price

Damage

Critical

Bulk

Special

MECB Mk 1

1

110

1d4 S

-

L

Analog, thrown (20 ft.)

MECB Mk 2

4

2,000

1d6 S

-

L

Analog, thrown (20 ft.)

MECB Mk 3

7

6,450

2d4 S

Wound

L

Analog, thrown (30 ft.)

MECB Mk 4

10

19,750

2d6 S

Wound

L

Analog, thrown (30 ft.)

MECB Mk 5

13

51,000

4d6 S

Severe wound

L

Analog, thrown (40 ft.)

MECB Mk 6

16

160,000

8d8 S

Severe wound

L

Analog, thrown (40 ft.)

MECB Mk 7

20

555,500

12d8 S

Severe wound

L

Analog, thrown (50 ft.)

 

Earthgov Flight suit (Light Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

EG FS Mk 1

1

225

+0

+1

+6

-

-

0

L

EG FS Mk 2

4

1,950

+3

+4

+6

-

-

1

L

EG FS Mk 3

8

8,750

+8

+9

+7

-

-

1

L

EG FS Mk 4

12

37,750

+11

+12

+7

-

-

2

L

EG FS Mk 5

16

169,550

+18

+19

+8

-

-

3

L

EG FS Mk 6

20

895,250

+21

+22

+8

-

-

4

L

 

Sectopod Combatant CR 15 XP 51,200

Neutral huge construct (technological)

Init +5; Senses: Darkvision 60 ft., low-light vision 60 ft.; Perception +26

 

Defense                                                             HP 275

EAC: 29; KAC: 31

Fort: +15; Ref: +15; Will: +11

Defensive Abilities: DR 25 / -, resistance 15 / -, self-destruct; Immunities: Construct immunities, unliving

 

Offense

Speed: 40 ft.

Melee: 2 Stomps +21 (8d6+30 B Crit knockdown)

Ranged: Plasma Beam +26 (8d12+15 E&F Crit Burn 8d6) or two plasma beam shots +22 (8d12+15 E&F Crit Burn 8d6)

Space: 20 ft., Reach: 15 ft.

Offensive Abilities: Cluster bomb, sweeping beam, trample (8d8+30 B)

 

Statistics

Str +15; Dex +5; Con -; Int +1; Wis +0; Cha +0

Skills: Athletics +31, intimidate +26

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary or pairs

 

Special Abilities

Cluster Bomb (Ex): As a Full round action, the Sectopod can unleash a barrage of explosives to any location it can see within 150 ft. The attack has a radius of 30 ft. and everything in the area of effect is allowed a Ref save (DC 21) or stake 5d10+15 points of fire damage as the bomblets explode. The Sectopod has enough ammunition to use this attack 5 times.

Self-Destruct (Ex): When the Sectopod reaches zero hit-points, it will automatically explode. This has a blast radius of 30 ft., and inflicts 6d12+15 Piercing damage. A Ref save (DC 21) for half damage

Sweeping Beam (Ex): If the Sectopod does not move during its round, instead of firing at a single target with its Plasma cannon, it will instead fire in a straight line. The Plasma beam becomes a cone 10 feet in diameter and has a range of 100 feet. Anything caught in the beam will be allowed a Ref save (DC 21) or take the listed damage.  

Trample (Ex): As a full-round action, the construct can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Sectopod merely has to move over the opponents in its path. The construct does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 21) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Sectopod due to the creature’s movement. The construct can deal trample damage to a given target only once per round.

 

Guardian Armor Table (Light Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Guardian Variant 1.0

3

1,800

+4

+1

+5

-

-

0

L

Guardian Variant 2.0

6

5,000

+6

+3

+5

-

-

0

L

Guardian Variant 3.0

9

15,000

+10

+6

+6

-

-

1

L

Guardian Variant 4.0

12

39,000

+14

+10

+7

-

-

1

L

Guardian Variant 5.0

15

110,000

+20

+16

+8

-

-

2

L

Guardian Variant 6.0

18

425,000

+24

+20

+9

-

-

2

L

 

Outsider, Guardian Combatant CR 5 XP 1,600

Neutral medium outsider (elemental, electrical)

Init +9; Senses: Darkvision 60 ft. Sense electrical presence 120 ft.; Perception +11

 

Defense                                                             HP 50

EAC: 21; KAC: 18 (Guardian Armor Version 2.0)

Fort: +7; Ref: +9; Will: +4

Defensive Abilities: Electrical heal; Immunities: Elemental immunities, immune to electrical and fire.

 

Offense

Speed: 40 ft.

Melee: Punch +11 (1d6+7 E Crit stun 1 round)

Ranged: Light plasma rifle Mk 3 +15 (2d6+5 E&F Crit burn 1d6)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Electrical burst

 

Statistics

Str +2; Dex +5; Con +0; Int +2; Wis +1; Cha +0

Skills: Athletics +16, stealth +11

Feats: Improved initiative

Other Abilities: Extreme communication

Languages: Common

 

Ecology

Environment: Any

Organization: Pairs, small squads (1d4+2)

 

Special Abilities

Electrical Burst (Su): As a full round action, the creature can generate a powerful electrical burst from its body. This has a 20 ft. radius and will inflict 2d6+5 points of electrical damage. A Reflex save (DC 13) will result in half damage. This ability can be used once every two rounds.

Electrical Heal (Ex): If the creature has sustained any damage and it is struck by an electrical attack, it will heal damage on a 2 for 1 basis, so if it takes 10 points of electrical damage, it will heal 5 hit points damage.  Note that the creature can use the electrical burst ability to heal its comrades.

Extreme Communication (Su): The creatures are able to intercept any type of communication. They can listen in on any communication within a 10 mile radius, and are able to communicate with any alien forces in the solar system. This does not require any time to perform, and they will often use intercepted communications to adjust their tactics. They can also use this ability to report, call in reinforcements, and so forth. Also, they can co-ordinate with up to 4 additional units (they don’t have to be the same species), and as long as the Guardian does not attack or act in any way, it gives all other units a bonus of +2 to hit, +2 damage, and +1 to both EAC and KAC. Technology which can jam communications will also block this ability. If the creature is killed when using this ability, other than losing the bonuses, those linked to it will not suffer any adverse effects.

 

Alien Drone Spellcaster CR 2 XP 600

Neutral small construct (technological)

Init +5; Senses: Darkvision 60 ft., Low-light vision 60 ft.; Perception +7

 

Defense                                                             HP 21

EAC: 12; KAC: 13

Fort: -1; Ref: -1; Will: +3

Immunities: Construct immunities, unliving

 

Offense

Speed: 40 ft.

Melee: Claw +5 (1d4+4 S)

Ranged: Electrical Jolt +7 (1d4+2 E)

Space: 2.5 ft., Reach: 2.5 ft.

Offensive Abilities: Stunning Jolt

 

Statistics

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

Skills: Acrobatics +12, computers +12, engineering +12

Other Abilities: Hack, heal / repair

Languages: None

 

Ecology

Environment: Any

Organization: Solitary or small swarms (1d4+2)

 

Special Abilities

Hack (Ex): The support drone can be used to hack terminals, computers or other such devices. This can help the Support Drones alien ally’s access to locked doors, security systems and so on, freeing the aliens to concentrate on their enemy. Any action takes a full round to complete, and the drone is allowed to make the appropriate skill roll. If it fails, it is allowed to attempt the action again, but the DC increases by +1 per failure. The Support Drone’s handler can take it away from such tasks at any time.

Heal / Repair (Su): As a full round action, the drone can heal an organic ally, or robotic ally. This requires the target to be next to the support drone, and it will automatically heal HP damage equal to 1d6 plus the targets CR rating. Only one Support drone can heal / repair a single target. The Support drone can use this ability once every 24 hours. This ability can be used on other Support Drones.

Stunning Jolt (Ex): As a standard action, the Drone can fire a small electrical charge against any organic target within 20 ft. This is a ranged attack, and inflicts 1d6+2 electrical damage, but unlike the regular attack, the target must make a Fort save (DC 14) or become stunned for a single action. If the Drone hits with a critical, the DC of the save is increased to 16.  The Drone can use this ability once every second round.

 

Muton Berserker Armor (Light Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Force field

Muton Wild Berserker Armor

3

2,600

+4

+4

+4

-

-

1

1

Brown

Muton Unleashed Berserker Armor

6

8,550

+7

+7

+5

-

+5 ft.

2

1

Purple

Muton Savage Berserker Armor

9

23,500

+13

+13

+6

-

+5 ft.

3

2

Black

Muton Unchained Berserker Armor

12

75,000

+15

+15

+6

-

+10 ft.

3

2

Gray

Muton Raging Berserker Armor

15

175,000

+20

+20

+7

-

+10 ft.

4

2

Green

Muton Demon Berserker Armor

18

770,000

+23

+23

+7

-

+20 ft.

5

3

Orange

 

Muton, Berserker Combatant CR 11 XP 12,800

Lawful evil large monstrous humanoid

Init +5; Senses: Darkvision 60 ft.; Perception +20

 

Defense                                                             HP 200

EAC: 20; KAC: 20 (Muton Unchained Berserker Armor)

Fort: +17; Ref: +13; Will: +12

Defensive Abilities: Bloodlust, DR 11 / -, my turn

 

Offense

Speed: 40 ft.

Melee: Plasma Axe +24 (2d12 +24 E&F Crit severe wound), or two fists +20 (2d8+24)

Ranged: Light plasma rifle Mk 7 +21 (2d10+11 E&F Crit burn 1d10)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Blood roar, intimidating presence, suppression

 

Statistics

Str +13; Dex +5; Con +4; Int -2; Wis -2; Cha -2

Skills: Athletics +25, intimidate +20

Feats: Cleave, great cleave, great fortitude, improved critical (Plasma Axe), lunge

Languages: Common

 

Ecology

Environment: Any

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

 

Special Abilities

Blood Roar (Su): As a standard action, the Muton can let loose a horrific battle-cry. Any other Muton’s within 50 feet of the one using this ability have their speed increased by +10 ft, gain +2 to hit, +4 damage with all attacks, and +2 to all saves. This will only last for 2 rounds, after which the bonuses are lost. The Muton can use this ability once every 4 rounds. Finally the Muton using this ability does not benefit from the bonuses, only those nearby.

Bloodlust (Su): When the Berserker is hit and wounded in combat, and suffers more than 25 points from any single attack, it will go into a bloodlust rage. The Berserker is granted an immediate action, which it will use as a bull rush against the person that attacked it. The targets KAC is increased only by +4, and if it hits, the target is automatically knocked back by 5 ft., +5 ft. for every 3 points over the KAC. Furthermore, the attack will inflict 3d10+23 points of damage, and if a critical hit is called for, the target is automatically stunned (no save) for one round. Also, after the bull rush is complete, the Berserker will continue to attack that particular target only, gaining a +2 to hit, +4 damage (on top of the listed damage), but will suffer a -4 to both EAC and KAC. This will last until either the target or the Berserker is killed. The Berserker can use either its fists, or its axe when under this effect.

Intimidating Presence (Su): The Muton’s are terrifying creatures to behold once in combat. Anything being attacked by the Muton must make a Will save (DC 18) or become frightened for 1d4 rounds.

My Turn (Ex): When the Muton has been physically hit in combat; it can instantly retaliate, gaining one free melee attack against the target that struck it as a free action. It can use this ability only once per round.

Suppression (Ex): As a full round action, the creature can designate a single target. It can fire at the target, which is required to make a Will save (DC 18) or become shaken for a single round. The save is only required if the target is hit by the shot. The creature can use this ability every round.

 

Silacoid, heated Combatant CR 1 XP 400

Neutral small ooze

Init +; Senses: Blindsight 60 ft. (Life force); Perception +4

 

Defense                                                             HP 20

EAC: 13; KAC: 11

Fort: +5; Ref: +1; Will: -1

Defensive Abilities: Fire healing, heat aura; Immunities: Fire, ooze immunities, piercing and slashing weapons, sightless

Weakness: Cold vulnerability

 

Offense

Speed: 30 ft.

Melee: Pseudopod smash +8 (1d4+2 F)

Space: 2.5 ft., Reach: 5 ft.

 

Statistics

Str +1; Dex +4; Con +2; Int -; Wis +0; Cha +0

Skills: Acrobatics +4, athletics +9

Languages: None

 

Ecology

Environment: Any except cold

Organization: Small swarms (1d4+1), medium swarms (3d4+3), large swarms (6d4+6)

 

Special Abilities

Fire Healing (Su): If anyone uses a fire-based attack on the creature, not only is it immune, it will automatically heal any damage it has sustained on a 1 for 1 basis. So if the creature has taken 10 points of damage, and someone shoots it with a laser for 5 points, it automatically heals 5 hit points of damage.

Heat Aura (Ex): The air around a heated silacoid is superheated by the molten core of the creature. As such, anyone coming within 5 feet of the creature will automatically take 1d6 points of fire damage. Other Silacoid are immune to this effect, and it will not heal them.

Vulnerability to cold (Ex): The creature takes double damage from cold-based attacks, and if it takes at least 5 points of cold damage (cumulative), the speed is reduced to 15 ft. per round until it is fully healed.

 

Chryssalid, Hatched Combatant CR 2 XP 600

Neutral medium vermin

Init +3; Senses: Darkvision 60 ft.; Perception +7

 

Defense                                                             HP

EAC:; KAC: (Armor type if used)

Fort: +6; Ref: +4; Will: +1

Defensive Abilities: DR 2 / energy; Immunities: Mindless, poison

Weakness: Vulnerability to Flame

 

Offense

Speed: 40 ft.

Melee: 2 claws +6 (1d6+6 S & Poison) or 1 bite +10 (1d4+6 P)

Space: 5 ft., Reach: 5 ft.

 

Statistics

Str +4; Dex +3; Con +2; Int -; Wis -2; Cha -2

Skills: Athletics +12, intimidate +7

Feats: Cleave

Other Abilities: Leap

Languages: None

 

Ecology

Environment: Any

Organization: Solitary

 

Special Abilities

Leap (Ex): As a full round action, the Chryssalid can leap up to twice its movement rate to any location, including those on top of buildings, ledges or the like.

Poison (Ex): The claws of the creature contain a powerful poison. It uses the constitution track, and requires a save every round (DC 11), and 2 consecutive saves to cure.

Vulnerability to flame (Ex): As dangerous as the creatures are, they are highly susceptible to flame. When they encounter flame, they must make a Will save (DC 16) or be forced to flee from the flame at their maximum movement rate. Note this only includes actual fire, not flame-based attacks such as lasers. Plasma will cause the same effect, however. When they are hit with flames, the creature takes an additional 1 point of damage per dice.

 

 

Chryssalid Combatant CR 5 XP 1,600

Neutral medium vermin

Init +5; Senses: Darkvision 60 ft.; Perception +11

 

Defense                                                             HP 70

EAC: 17; KAC: 19

Fort: +9; Ref: +7; Will: +4

Defensive Abilities: DR 5 / energy; Immunities: Mindless, poison

Weakness: Vulnerability to Flame

 

Offense

Speed: 60 ft.

Melee: Two claw slashes +10 (2d4+10 S & poison Crit wound), or bite +14 (1d6+10 P & poison Crit Embryo implant)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Implant embryo

 

Statistics

Str +5; Dex +5; Con +4; Int -; Wis -2; Cha -2

Skills: Athletics +16, intimidate +11

Feats: Cleave, great cleave, step up

Other Abilities: Leap

Languages: None

 

Ecology

Environment: Any

Organization: Swarms (1d4+2)

 

Special Abilities

Implant Embryo (Ex): When the Chryssalid bites a target in combat and gains a critical hit; it will automatically implant an embryo into the host unless a Fort save (DC 13) succeeds. If the save fails, the target is killed instantly and becomes a zombie (use Occult zombie from Alien Archive 1). If armed, the victim will then turn on allies or any nearby targets, using any weapons they were carrying at the time of the attack, or they will resort to punching and biting (using the targets BAB and damage). After 4 rounds a new Chryssalid will rip free from the body of the host and join the fray. If a target is immune to disease, then it cannot be implanted with an embryo, as the body automatically destroys it. Note that if the zombie form is destroyed before the embryo matures, the embryo dies as well.

Leap (Ex): As a full round action, the Chryssalid can leap up to twice its movement rate to any location, including those on top of buildings, ledges or the like.

Poison (Ex): The claws of the creature contain a powerful poison. It uses the constitution track, and requires a save every round (DC 13), and 2 consecutive saves to cure.

Vulnerability to flame (Ex): As dangerous as the creatures are, they are highly susceptible to flame. When they encounter flame, they must make a Will save (DC 16) or be forced to flee from the flame at their maximum movement rate. Note this only includes actual fire, not flame-based attacks such as lasers. Plasma will cause the same effect, however. When they are hit with flames, the creature takes an additional 1 point of damage per dice.

 

Cyberdisk Combatant CR 10 XP 9,600

Neutral large construct (technological)

Init +12; Senses: Darkvision 120 ft., low light vision 200 ft.; Perception +17

 

Defense                                                             HP 180

EAC: 23; KAC: 25

Fort: +10; Ref: +10; Will: +7

Defensive Abilities: DR 10 / energy, evasive maneuvers, self-destruct; Immunities: construct, unliving

 

Offense

Speed: 30 ft., 100 ft. Fly (average)

Melee: One tail +20 (2d10+18 S Crit wound)

Ranged: Plasma beam +23 (3d8+10 E&F Crit burn 3d6) or up to three shots +19 (3d8+10 E&F Crit burn 3d6)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Bombard, death blossom

 

Statistics

Str +8; Dex +8; Con -; Int +0; Wis +0; Cha +0

Skills: Acrobatics +22, engineering +17

Feats: Improved initiative

Other Abilities: Battlefield repair

Languages: None

 

Ecology

Environment: Any

Organization: Solitary or pairs

 

Special Abilities

Battlefield repair (Ex): As a full round action, the Cyberdisk is allowed to make an engineering roll. If this succeeds, the disk automatically repairs 4d10+10 points of damage. This can be completed only once per day, and requires a full round to use.

Bombard (Ex): The Cyberdisk is able to launch a powerful explosive at any target within 200 ft. As a standard action, it can be shot into the air, so it will bypass cover before exploding. The explosive does 6d8+10 piercing, and has a radius of 30 ft. Those in the area of effect are allowed a Ref saving throw (DC 17) for half damage. The unit carries 4 of these grenades and there is no wait time between shots.

Death Blossom (Ex): As a full round action, the Cyberdisk will begin to spin at incredible speeds. It will then unleash a torrent of plasma blasts to anything within a 30 ft. radius. All those in the radius must make a Ref save (DC 17) or suffer 3d10+10 Plasma damage (E&F). Those who save suffer half damage. This ability can be used once every three rounds.

Evasive Maneuvers (Ex): While airborne, if the Cyberdisk moves its full movement rate, it can jink and juke erratically. This gives the construct a bonus of +4 to both EAC and KAC. Using this is a full round action, and the construct must be flying to use it.

Self-Destruct (Ex): When the Cyberdisk reaches zero hit-points, it will automatically explode. This has a blast radius of 30 ft., and inflicts 5d10+10 Piercing damage. A Ref save (DC 17) cuts the damage in half.

 

 

Muton Combatant CR 8 XP 4,800

Lawful evil medium monstrous humanoid

Init +4; Senses: Darkvision 60 ft.; Perception +16

 

Defense                                                             HP 150

EAC: 18; KAC: 22 (Muton Veteran Armor)

Fort: +14; Ref: +12; Will: +5

Defensive Abilities: DR 8 / -, my turn

 

Offense

Speed: 30 ft.

Melee: Plasma Axe +20 (2d12 +18 E&F Crit severe wound), or two fists +16 (3d4+18)

Ranged: Light plasma rifle Mk 5 +17 (2d8+8 E&F Crit burn 1d8)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Blood roar, intimidating presence, suppression

 

Statistics

Str +10; Dex +4; Con +4; Int -2; Wis -2; Cha -2

Skills: Athletics +21, intimidate +16

Feats: Cleave, great fortitude, improved critical (Plasma Axe), lunge

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary, small bands (1d4+2), medium bands (2d4+4)

 

Special Abilities

Blood Roar (Su): As a standard action, the Muton can let loose a horrific battle-cry. Any other Muton’s within 50 feet of the one using this ability have their speed increased by +10 ft, gain +2 to hit, +4 damage with all attacks, and +2 to all saves. This will only last for 2 rounds, after which the bonuses are lost. The Muton can use this ability once every 4 rounds. Finally the Muton using this ability does not benefit from the bonuses, only those nearby.

Intimidating Presence (Su): The Muton’s are terrifying creatures to behold once in combat. Anything being attacked by the Muton must make a Will save (DC 16) or become frightened for 1d4 rounds.

My Turn (Ex): When the Muton has been physically hit in combat; it can instantly retaliate, gaining one free melee attack against the target that struck it as a free action. It can use this ability only once per round.

Suppression (Ex): As a full round action, the creature can designate a single target. It can fire at the target, which is required to make a Will save (DC 16) or become shaken for a single round. The save is only required if the target is hit by the shot. The creature can use this ability every round.

 

Muton Armor (Heavy Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Muton Armor Recruit

5

4,000

+7

+11

+3

-3

-5 ft.

2

3

Muton Armor Veteran

10

21,000

+14

+18

+3

-3

-5 ft.

3

3

Muton Armor Centurion

15

127,000

+19

+23

+4

-4

-10 ft.

5

4

Muton Armor Equestrian

20

900,000

+26

+30

+5

-4

-10 ft.

6

4

Tactical Insert Plates

Insert Plate Type

Level

Price

Slots

Effect

Standard Plate

1

50

1

10 Hit Points

Patrol Plate

5

1,000

1

50 Hit points

Heavy Duty Plate

7

4,000

2

70 Hit Points

Riot Plates

12

12,000

2

100 Hit Points

Tactical Insert Plates are crafted from light-weight composites and ceramics. They are exceedingly effective against kinetic-based attacks. The plates will absorb the listed amount of hit-point damage before shattering and being rendered useless. It requires 1 minute (on average) to replace the damaged and destroyed plates in any suit equipped.

Muton Plasma Axe (Advanced Two handed Melee Weapon)

Name

Level

Price

Damage

Critical

Bulk

Special

Muton Plasma Axe Basic

5

2,500

2d4 E&F

Wound

2

Powered (capacity 20, usage 1), reach

Muton Plasma Axe Berserker

10

17,500

2d12 E&F

Severe wound

2

Powered (capacity 40, usage 1), reach

Plasma Axe Gladiator

15

125,000

5d12 E&F

Severe wound

2

Powered (capacity 80, usage 1), reach

Plasma Axe Ultimate

20

750,000

10d12 E&F

Severe wound

2

Powered (capacity 80, usage 1), reach

 

Wavetech Microwave Rifle (long arm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

Wavetech MR 1

3

1,200

1d8 F

25 ft.

-

20

4

2

Aurora, line, microwave, unwieldy

Wavetech MR 1

7

5,250

2d6 F

30 ft.

Arc 1d6

40

8

2

Aurora, line, microwave, unwieldy

Wavetech MR 1

12

29,750

4d8 F

40 ft.

Arc 4d6

40

8

2

Aurora, line, microwave, unwieldy

Wavetech MR 1

16

155,000

4d12 F

50 ft.

Second Arc 4d6

80

10

2

Aurora, line, microwave, unwieldy

Wavetech MR 1

20

875,000

8d12 F

60 ft.

Second Arc 8d6

80

10

2

Aurora, line, microwave, unwieldy

Special Property – Microwave

Weapons with this special property use specialized radio-waves to directly agitate the molecules of an object, causing them to rapidly heat. This is very deadly when it comes to living organisms, but these waves have far less effect on non-living items.

The major exception is that the energy waves have a detrimental effect on metal and anything electronic. When used against a target wearing metal armor, or using metal weapons, it causes electricity to spark and burst from the metal. This means that the wearer or wielder suffers 1 point of electrical damage per two levels of the item in question (minimum of 1 point).  Any powered item must make a saving throw or take the same amount of damage as well.

Robots or constructs, even cybernetics is likewise affected by microwaves, and suffers this damage in addition to the normal damage inflicted by the weapon.

Improved Short, Controlled Bursts

Prerequisites: BAB +6, Short, controlled bursts

Description: This increases the damage from 25% to 50% when using burst fire.  

Short, Controlled Bursts

Prerequisites: BAB +3

Description: Whenever the character uses a weapon with the burst-fire mode, they suffer a -1 penalty instead of the usual -2.

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

 

Offense

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

 

Statistics

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

 

Ecology

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. 

 

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. 

 

Serpentoid Armor (Light Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Ref Bonus

Bulk

Serpentoid Armor 1

6

6,000

+7

+5

+6

-

-

1

+1

1

Serpentoid Armor 2

9

17,500

+10

+8

+6

-

-

2

+1

1

Serpentoid Armor 3

12

46,000

+13

+11

+7

-

-

3

+2

1

Serpentoid Armor 4

15

130,000

+17

+15

+7

-

-

4

+2

1

Serpentoid Armor 5

18

475,000

+21

+19

+8

-

-

5

+3

1

Serpentoid Armor 6

20

1,200,000

+24

+22

+9

-

-

6

+4

1

 

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. 

 

Reaper Combatant CR 9 XP 6,400

Neutral large aberration

Init +; Senses: Darkvision 60 ft.; Perception +17

 

Defense                                                             HP 150

EAC: 22; KAC: 24

Fort: +11; Ref: +11; Will: +10

Defensive Abilities: DR 9 / -; Immunities:

Weakness: Vulnerability fire

 

Offense

Speed: 40 ft.

Melee: Bite +21 (2d12+19 P Crit swallow whole), or stomp +21 (2d10+21 B Crit knockdown)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Swallow whole, trample 4d6+19

 

Statistics

Str +10; Dex +0; Con +3; Int +0; Wis +0; Cha +0

Skills: Athletics +22, intimidate +17

Feats: Stand still, step up

Languages: None

 

Ecology

Environment: Any

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

 

Special Abilities

Swallow whole (Ex): The creature is able to potentially swallow whole any creature it bites which is at least one category size smaller. See page 156-157 of the Alien Archive for more information.

Trample (Ex): As a full-round action, the Reaper can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Reaper merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 16) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Reaper due to the creature’s movement. The Reaper can deal trample damage to a given target only once per round.

Vulnerability, fire (Ex): The creatures are vulnerable to fire and fire-based attacks. As a result, any saves suffer a -2, and the creature takes an additional 50% damage from these types of attacks.

 

Viper Combatant CR 6 XP 2,400

Lawful evil medium monstrous humanoid

Init +10; Senses: Darkvision 60 ft.; Perception +13

 

Defense                                                             HP 100

EAC: 21; KAC: 23

Fort: +10; Ref: +10; Will: +5

Defensive Abilities: Energy resistance 6, DR 6 / -; Immunities: Poison

 

Offense

Speed: 50 ft.

Melee: Bite +17 (1d6+9 P plus poison (see poison spit) Crit poison DC+2), or constrict +17 (2d6+9 B), or claw +17 (1d8+9 S Crit bleed 1d6)

Ranged: Light Plasma Rifle Mk 7 (2d10+6 E&F Crit Burn 1d10)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Constriction, poison spit

 

Statistics

Str +3; Dex +6; Con +1; Int +0; Wis +0; Cha +0

Skills: Acrobatics +18, athletics +13

Feats: Great fortitude, improved combat maneuver (grapple), improved initiative, lightning reflexes

Other Abilities: Tongue Pull

Languages: Common, telepathy

 

Ecology

Environment: Any

Organization: Solitary, pairs, small squads (2d4+2)

 

Special Abilities

Constriction (Ex): The creatures, being part snake, are able to coil around their prey and squeeze. They are allowed a grapple check (the KAC is +4 instead of +8). If they succeed, the target is wrapped up in their coils. Each round the target is grappled like this, the target will automatically suffer 2d8+9 points of constriction damage as the Snakeman attempts to squeeze the life out of the target. While grappled the Snakeman is still capable of attacking with melee weapons, and suffers a -2, however, if the Viper attacks with their bite, they suffer no penalty. Furthermore, if the Viper attempts to attack with a ranged weapon, it suffers a -4 to hit.

Poison Spit (Ex): As a standard action, Vipers are able to spit a deadly toxin at any target within 20 feet. A standard ranged attack is required against the targets EAC, and if it hits, the toxin will inflict 2d8+6 points of acid damage. Furthermore, the target then must make a Fort save (DC 14) or suffer the effects of the poison itself. It uses the Constitution track and takes effect every round. A single Fort save (DC 14) will halt the advance of the poison.  They can use this ability only once per 24 hours.

Telepathy (Su): All members of the Viper race 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. 

Tongue Pull (Ex): As a full round action, the Viper is able to strike at any target within 30 feet with its powerful tongue. It is allowed a grapple check (+4 to targets KAC) and if the attack succeeds, the target is pulled into physical combat range. By doing this the Viper can then attempt to Constrict on its next round, with a bonus of KAC +2 instead of plus 4.

 

Heavy Plasma Cannon – Heavy Weapon

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

HPC Mk 1

5

3,500

2d6

E&F

80 ft.

Burn 1d4

40

2

3

Automatic, breach, ignite, penetrating,  unwieldy

HPC Mk 2

10

20,000

5d6 E&F

120 ft.

Burn 4d4

40

2

3

Automatic, breach, ignite, penetrating,  unwieldy

HPC Mk 3

15

125,000

5d10 E&F

160 ft.

Burn 5d6

80

4

3

Automatic, breach, ignite, penetrating,  unwieldy

HPC Mk 4

20

700,000

10d10 E&F

200 ft.

Burn 10d4

80

4

3

Automatic, breach, ignite, penetrating,  unwieldy

 

 

Snakemen Combatant CR 5 XP 1,600

Lawful evil medium monstrous humanoid

Init +; Senses: Darkvision 60 ft.; Perception +11

 

Defense                                                             HP 90

EAC: 17; KAC: 19

Fort: +11; Ref: +7; Will: +6

Defensive Abilities: Energy resistance 5, DR 5 / -; Immunities: Poison

 

Offense

Speed: 30 ft.

Melee: Bite +15 (1d4+9 P plus poison (see poison spit) Crit poison DC+2), or constrict +15 (2d6+9 B)

Ranged: Heavy Plasma Cannon Mk 1 +15 (2d6+5 E&F Crit burn 1d4)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Constriction, poison spit

 

Statistics

Str +4; Dex +4; Con +2; Int +0; Wis +0; Cha +0

Skills: Acrobatics +16, athletics +11

Feats: Great fortitude, improved combat maneuver (grapple)

Languages: Common, telepathy

 

Ecology

Environment: Any

Organization: Solitary, pairs, small squads (2d4+2)

 

Special Abilities

Constriction (Ex): The creatures, being part snake, are able to coil around their prey and squeeze. They are allowed a grapple check (the KAC is +4 instead of +8). If they succeed, the target is wrapped up in their coils. Each round the target is grappled like this, the target will automatically suffer 2d6+9 points of constriction damage as the Snakeman attempts to squeeze the life out of the target. While grappled the Snakeman is still capable of attacking with melee weapons, and suffers a -2, however, if the Snakeman attacks with their bite, they suffer no penalty. Furthermore, if the Snakeman attempts to attack with a ranged weapon, it suffers a -4 to hit.

Poison Spit (Ex): As a standard action, the Snakemen are able to spit a deadly toxin at any target within 20 feet. A standard ranged attack is required against the targets EAC, and if it hits, the toxin will inflict 2d6+5 points of acid damage. Furthermore, the target then must make a Fort save (DC 13) or suffer the effects of the poison itself. It uses the Constitution track and takes effect every round. A single Fort save (DC 13) will halt the advance of the poison.  They can use this ability only once per 24 hours.

Telepathy (Su): All members of the Snakemen race 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 13) to refuse the mental link. 

 

Thin Men Duty Suit (Light armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

TMDU Mk 1

2

800

+2

+4

+6

-

-

1

L

TMDU Mk 2

5

3,200

+5

+7

+6

-

-

1

L

TMDU Mk 3

8

9,250

+8

+10

+7

-

-

1

L

TMDU Mk 4

11

25,000

+13

+15

+7

-

-

2

L

TMDU Mk 5

13

52,500

+16

+18

+8

-

-

2

L

TMDU Mk 6

17

260,000

+20

+22

+8

-

-

2

L

TMDU Mk 7

20

850,000

+23

+25

+8

-

-

3

L

 

 

Light Plasma Rifle table (Long arm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

LPR Mk 1

2

1,000

2d4 E&F

60 ft.

Burn 1d4

20

2

2

Ignite

LPR Mk 3

5

3,200

2d6 E&F

60 ft.

Burn 1d6

20

2

2

Ignite

LPR Mk 5

8

9,250

2d8 E&F

60 ft.

Burn 1d8

40

2

2

Ignite

LPR Mk 7

11

27,000

2d10 E&F

90 ft.

Burn 1d10

40

4

2

Ignite

LPR Mk 9

13

52,000

3d8 E&F

90 ft.

Burn 2d8

40

4

2

Ignite

LPR Mk 11

17

290,000

5d12 E&F

120 ft.

Burn 5d8

80

4

2

Ignite

LPR Mk 13

20

975,000

8d12 E&F

120 ft.

Burn 8d8

80

4

2

Ignite

 

Thin Men Expert CR 2 XP 600

Lawful evil medium humanoid (Thin Men)

Init +9; Senses: Low-light 60 ft.; Perception +12

 

Defense                                                             HP 23

EAC: 17; KAC: 19 (Duty Suit Mk 1)

Fort: +1; Ref: +3; Will: +5

Immunities: Poison

 

Offense

Speed: 40 ft.

Melee: Combat blade +6 (1d4+4 S)

Ranged: Light plasma rifle Mk 1 +8 (2d4+2 E&F Crit burn 1d4) or Light plasma rifle Mk 1 +6 (2d4+6 E&F Crit burn 1d4)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: poison spit, suppression

 

Statistics

Str +2; Dex +5; Con +0; Int +0; Wis +0; Cha +0

Skills: Acrobatics +12, athletics +12, bluff +7, intimidation +7, sense motive +7

Feats: Climbing master, deadly aim, improved initiative

Other Abilities: Leap

Languages: Common, telepathy

 

Ecology

Environment: Any

Organization: Small groups (2d4+2)

 

Special Abilities

Leap (Ex): Thanks to their agility, the Thin Men are capable of jumping great distances and heights. If they have a running start, they can leap distances equal to twice their normal movement rate. While standing still, they are fully capable of jumping 40 feet straight up. Both are full round actions.

Poison Spit (Ex): As a standard action, the Thin Men are able to spit a deadly toxin at any target within 20 feet. A standard ranged attack is required and if it hits, the toxin will inflict 1d6+2 points of acid damage. Furthermore, the target then must make a Fort save (DC 13) or suffer the effects of the poison itself. It uses the Constitution track and takes effect every round. A single Fort save (DC 12) will halt the advance of the poison.  They can use this ability only once per 24 hours.

Suppression (Ex): As a full round action, the creature can designate a single target. It can fire at the target, which is required to make a Will save (DC 13) or become shaken for a single round. The save is only required if the target is hit by the shot. The creature can use this ability every round.

Telepathy (Su): All members of the Thin Men race 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 13) to refuse the mental link.  

 

Thin Men Subtype Graft

This subtype is applied to the cloned aliens known as Thin Men.

                Traits: Low light vision 60 ft., +2 to Reflex, leap, suppression, and telepathy. NPC’s gain The Poison spit ability. 

Starfinder: Light Plasma Rifle

Starfinder: Light Plasma Rifle

Starfinder: Snakemen

Starfinder: Snakemen