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Creating Monsters and Other NPCs

Nonplayer characters (including monsters) aren’t created in the same way as player characters. We’ve made building monsters and other NPCs a much faster process than creating a player character to account for the fact that a GM might need to create several unique NPCs for just one encounter, while each player normally needs to create only one player character for an entire game or campaign. Following the steps described in this section allows you to build a well-balanced NPC.

Overview

Creating an NPC encompasses nine steps, many of which don’t take very long. Each step is briefly outlined below and detailed further in its section (on the page noted in parentheses).

Before You Begin: NPC Concept

Before you start designing your NPC, you should have a clear concept for it. Think about its role in your story, and select a Challenge Rating for it. Consult Table 11–1: Encounter Difficulty to help you determine your NPC’s CR based on the player characters’ Average Party Level. If you are creating a different version of an alien in this book (such as one with a higher CR or a class graft), feel free to give it special abilities similar to that of the original alien.

Step 1: Array (See Below)

Determine whether your NPC is a combatant, an expert, or a spellcaster, and use the appropriate array tables to determine the NPC’s starting statistics.

Step 2: Creature Type Graft

The first graft—a set of adjustments—you apply to your NPC gives it attributes that reflect the base kind of creature it is, such as animal, humanoid, or undead. This and other grafts give new abilities and possibly adjust the numbers from the NPC’s array. If you give an NPC a class graft (see Step 4), some of the adjustments from its class graft can be superseded by ones granted by its creature type graft.

Step 3: Creature Subtype Graft

If the NPC has any subtypes, add those now. Many subtypes don’t grant additional abilities, but they are important for interactions with other rules.

Step 4: Class Graft

If you’re making an NPC who functions as a character with a class, you can give it a class graft. The class graft gives it abilities based on the relevant class’s abilities, but which abilities the NPC gains is determined by its CR rather than by a class level. Some class graft adjustments can replace ones from its creature type graft (see Step 2).

Step 5: Template Graft

If you would like the NPC to have a template, apply it now.

Step 6: Special Abilities

In this step, give your NPC a number of appropriate special abilities, as given in its array. Some abilities are combat tricks, while other adjustments might switch up its basic statistics.

A few abilities can be given to an NPC for free.

Step 7: Skills

Your NPC’s array (and possibly a graft or special ability you give it) determines its bonuses for skills it has mastered or is better than average at using. Pick the specific skills and determine the bonus for each now.

Step 8: Spells

If your NPC can cast spells, choose them now. Usually, only spellcasters or creatures with spell-like abilities need this step.

Step 9: Final Check

Finally, make sure your NPC matches what you had planned for it. You also might want to double-check your numbers after applying special abilities to make sure none of them are too far from the baseline.

Detailed Steps

Step 1: Array

The following steps give you statistics for creating NPCs, from AC and skills to attacks and damage.

Combatant Array: Choose the combatant array for an NPC that will primarily fight in physical combat, such as a bodyguard or a feral beast. Such NPCs represent significant threats on the field of battle. These attacks are often physical, but they might also be strange supernatural abilities. The combatant array is used for the solarian and soldier class grafts.

Note: Combatants have lower ability and spell DCs. If you have an NPC with a powerful ability as one of its main attacks, increase the corresponding DC by 2.

Expert Array: Pick the expert array for skilled enemies such as stealthy scouts or noncombatants such as merchants or advisors. The expert array is also used for the envoy, mechanic, and operative class grafts. Expert NPCs benefit from a wide array of skills, making them competent at specialized tasks such as sneaking or sabotage.

Spellcaster Array: Use the spellcaster array for any NPC whose main capabilities come from casting spells or using spell-like abilities. Spellcaster NPCs usually have the most unusual abilities. The spellcaster array is used for the mystic and technomancer class grafts. An NPC with this array automatically gets spellcasting. See Step 8: Spells for full instructions on picking spells. This array is for NPCs that spend most of their actions in combat casting spells.

When creating an NPC, you are free to enact whatever changes you need to in order to make your creation work the way you intend. For example, an array might tell you to select two special abilities, but you know you need four—or only one. Go ahead and make the change! If you want your combatant NPC to have a really high AC but not many Hit Points, you can increase its AC by 1 and use the expert array’s HP. This doesn’t make the statistics wrong; rather, it helps the statistics match your concept. Creating NPCs is fundamentally a creative process, so while these steps are useful to keep the NPC’s capabilities from going too far astray for its CR, don’t treat them as hard restrictions.

Note that not all NPCs that rely on magic use the spellcaster array, nor do all combatants rely on physical combat. If spellcasting is only a minor part of the NPC rather than its main focus, or if it relies on supernatural attacks rather than actual spells, you can choose another array and give the NPC the secondary magic special ability. Likewise, an NPC that relies on supernatural special abilities (such as magically turning creatures to stone) might be better served with the combatant or the expert array, depending on what other abilities you want it to have.

Using an Array

In this system, you don’t calculate an NPC’s final statistics the same way as a player character would. Instead, you take the numbers directly from the array and then make a few adjustments based on grafts and special abilities chosen later.

In other words, if the array says the NPC’s Reflex saving throw bonus is +6, that number already represents the benefits of its statistics or any gear it might have.

Each array is spread out between two tables; the first table lists the NPC’s main statistics and the second table has the NPC’s attack statistics.

CR: Find the CR you want for your NPC in this column, then read across that row to determine the other values to use.

EAC, KAC, and Saving Throw Bonuses: Use the listed numbers for your NPC’s EAC; KAC; and Fortitude, Reflex, and Will saving throw bonuses. If it would be thematically more appropriate to switch the saving throw numbers around, you can swap them (giving a combatant a low Reflex save and high Will save, for example).

Hit Points: Use the listed number for an NPC’s Hit Points, adjusting it if you want the monster to be especially tough or frail. Note that NPCs don’t have Stamina Points, and most NPCs don’t need Resolve Points. See the Stamina and Resolve sidebar for more information.

Ability and Spell DCs: Use the Ability DC entry for all the NPC’s abilities, such as a breath weapon or poison, that don’t function as spells. If the NPC uses spells or spell-like abilities, determine the DC of each spell or spell-like ability separately, adding the level of the spell or spell-like ability to the number in the Base Spell DC column. For example, a CR 3 expert NPC’s DC for a 1st-level spell is 14.

Ability Score Modifiers: NPC stat blocks display only a creature’s ability score modifiers, not its ability scores. The array lists numbers for the NPC’s three highest ability score modifiers. Assign these as you see fit based on the NPC’s theme. A combatant usually should have at least the top two among Strength, Dexterity, and Constitution; a spellcaster should have its highest ability score modifier in what would thematically be its spellcasting ability. With a few exceptions, these modifiers don’t influence other statistics, so set an NPC’s Dexterity bonus where you want it without worrying that you’ll change its Armor Class, for instance. After assigning these top three scores, you can set the NPC’s remaining ability score modifiers as you see fit, usually equal to or less than the lowest listed modifier.

Special Abilities: Choosing special abilities is where you set your NPC apart from others of its CR and array. Choose the number of abilities indicated; these can be an adjustment to its statistics, a universal creature rule, or simply a feat. You can also give your NPC unique abilities you invent. Some special abilities are designated as “free” abilities as they don’t count against the number of special abilities an NPC gets at its CR.

Skills: The two columns for skills indicate the NPC’s bonus with skills it has mastered and with ones it’s good but not exceptional at. All other skills default to the NPC’s relevant ability score modifiers.

Each entry also lists a number in parentheses. This is a suggestion for how many master skills and how many good skills an NPC of that CR should have. NPCs generally have Perception as a good skill, and it isn’t included in these numbers. If you want, you can pick Perception as a master skill and choose another good skill for the NPC.

All the numbers in these charts are flexible, especially for skills. You can add or remove skills without making too much of an impact on a melee combat–focused NPC, for instance.

Attack Bonuses: The second table of an array lists high and low attack bonuses for the NPC. Use the high value for the NPC’s best attacks and the low value for the rest. Use one value for all ranged attacks and the other for all melee attacks (you generally don’t need to worry about differences between one weapon and another in the same category). For example, if your NPC is a sniper, you should use the high value for its ranged attacks and the low one for its melee attacks.

Ranged Damage: If an NPC uses ranged weapons, you can give it a weapon with an item level equal to the creature’s CR. An NPC always adds its full CR to its damage to mimic the Weapon Specialization feat (0 if its CR is less than 1), regardless of the weapon’s category. It doesn’t add the bonus to damage it deals with grenades. If you don’t find an appropriate weapon at the given level, you can choose an item with a level between the NPC’s CR – 3 and its CR + 1; the NPC’s specialization bonus will make up some of the difference. If you end up with a weapon that’s far from the right level, you might need to give the NPC a higher or lower attack bonus or a different benefit or drawback.

If the NPC has a unique ranged attack, such as an acidic spit attack, using the value from either the Energy Damage or Kinetic Damage column as appropriate for the damage type of the weapon. If you want the NPC’s attack to be especially deadly, you can use the damage entry from the row for the NPC’s CR + 1. If you do, it’s usually best to lower its attack bonus or AC a bit or give it some other shortcoming.

Melee Damage: As with ranged attacks, you can give an NPC a weapon and add its CR and its Strength modifier to the damage dealt. If the NPC has natural weapons, use the table to determine the damage they deal. If the NPC has the multiattack universal creature rule, and thus can attack more than twice with a full attack, use the relevant column to determine the damage each attack deals. For an NPC that can do more than four attacks with a full action, it’s better to give it a penalty to further attacks rather than to decrease the damage.

Because melee attacks tend to target KAC, there aren’t separate entries for energy attacks. Instead, reduce the damage dealt for a standard melee attack against EAC to the three attacks value. If the NPC can make three attacks using an energy weapon, reduce the damage dealt to the four attacks value.

Other Statistics

These statistics don’t appear on the array tables.

Initiative: Unless you increase it with the Improved Initiative feat, a graft, or an ad hoc adjustment, the NPC’s initiative bonus is equal to its Dexterity modifier.

Speed: Choose the speed that suits your NPC. Movement modes such as climb or swim usually don’t count as special abilities in this case, though if your NPC has an especially high number of special movement modes or a very fast speed, that should probably count as one of its special abilities.

Feats: Most NPCs don’t have feats. Many of the bonuses granted by feats can simply be incorporated into a creature’s stat block. However, you can give an NPC a feat as a special ability.

Languages: An NPC that has the capacity for language knows its racial tongue, and it likely knows Common and the language of its home planet (if any). Particularly intelligent NPCs might know other languages as you deem appropriate.

Table 1: Combatant Array—Main Statistics

CR EAC KAC Fort Ref Will Hit Points Ability DC Base Spell Dc Ability Score Modifiers Special Abilities Master Skills Good Skills
1/3 10 12 +1 +1 +0 6 8 8 +3, +1, +0 1 +7 (1) +3 (2)
1/2 10 12 +2 +2 +0 13 9 9 +3, +2, +1 1 +9 (1) +4 (2)
1 11 13 +3 +3 +1 20 10 9 +4, +2, +1 1 +10 (1) +5 (2)
2 13 15 +4 +4 +1 25 11 10 +4, +2, +1 2 +12 (1) +7 (2)
3 14 16 +5 +5 +2 40 12 11 +4, +2, +1 2 +13 (1) +8 (2)
4 16 18 +6 +6 +3 50 13 11 +5, +3, +1 2 +15 (1) +10 (2)
5 17 19 +7 +7 +4 70 13 11 +5, +3, +2 2 +16 (1) +11 (2)
6 18 20 +8 +8 +5 90 14 12 +5, +3, +2 2 +18 (1) +13 (2)
7 19 21 +9 +9 +6 105 15 13 +5, +4, +2 2 +19 (1) +14 (2)
8 20 22 +10 +10 +7 125 16 13 +6, +4, +2 2 +21 (1) +16 (2)
9 22 24 +11 +11 +8 145 16 13 +6, +4, +3 2 +22 (1) +17 (2)
10 23 25 +12 +12 +9 165 17 14 +8, +5, +3 2 +24 (1) +19 (2)
11 24 26 +13 +13 +10 180 18 14 +8, +5, +3 2 +25 (1) +20 (2)
12 26 28 +14 +14 +11 200 19 15 +8, +5, +4 3 +27 (1) +22 (2)
13 27 29 +15 +15 +12 225 19 15 +8, +6, +4 3 +28 (1) +23 (2)
14 28 30 +16 +16 +12 250 20 15 +8, +6, +4 3 +30 (1) +25 (2)
15 29 31 +17 +17 +13 275 21 16 +9, +7, +5 3 +31 (1) +26 (2)
16 30 32 +18 +18 +14 300 22 16 +10, +7, +5 3 +33 (1) +28 (2)
17 31 33 +19 +19 +15 340 22 16 +11, +8, +5 3 +34 (1) +29 (2)
18 32 34 +19 +19 +16 375 23 17 +11, +8, +6 4 +36 (1) +31 (2)
19 33 35 +20 +20 +16 415 24 18 +11, +9, +6 4 +37 (1) +32 (2)
20 35 37 +21 +21 +17 465 25 19 +12, +9, +6 4 +39 (1) +34 (2)
21 36 38 +22 +22 +18 500 25 19 +12, +10, +7 4 +40 (1) +35 (2)
22 38 40 +22 +22 +18 550 26 20 +13, +10, +7 4 +42 (1) +37 (2)
23 39 41 +23 +23 +19 600 27 21 +13, +11, +7 4 +43 (1) +38 (2)
24 41 43 +24 +24 +20 650 28 22 +15, +11, +8 4 +45 (1) +40 (2)
25 42 44 +25 +25 +21 700 28 22 +15, +12, +8 4 +46 (1) +41 (2)

Table 2: Combatant Array—Attack Statistics

CR Attack Bonuses Ranged Damage Melee Damage
High Low Energy Kinetic Standard Three Attacks Four Attacks
1/3 +4 +1 1d4 1d4 1d6+Str
1/2 +6 +3 1d4 1d6 1d6+Str
1 +8 +5 1d4+1 1d6+1 1d6+1+Str
2 +10 +7 1d4+2 1d6+2 1d6+2+Str
3 +11 +8 1d4+3 1d6+3 1d6+3+Str
4 +12 +9 1d4+4 1d6+4 1d6+4+Str
5 +14 +11 1d6+5 1d8+5 1d6+5+Str
6 +16 +13 1d10+6 2d6+6 1d8+6+Str 1d4+6+Str
7 +17 +14 2d6+7 2d8+7 2d6+7+Str 1d8+7+Str 1d6+7+Str
8 +19 +16 2d8+8 3d6+8 3d4+8+Str 1d10+8+Str 1d6+8+Str
9 +21 +18 3d6+9 5d4+9 2d10+9+Str 2d6+9+Str 1d10+9+Str
10 +22 +19 2d10+10 4d6+10 2d10+10+Str 3d4+10+Str 1d10+10+Str
11 +23 +20 3d8+11 3d10+11 4d6+11+Str 2d8+11+Str 2d6+11+Str
12 +25 +22 6d4+12 4d8+12 6d4+12+Str 3d6+12+Str 3d4+12+Str
13 +26 +23 5d6+13 6d6+13 3d12+13+Str 2d12+13+Str 2d8+13+Str
14 +27 +24 3d12+14 5d10+14 8d6+14+Str 4d8+14+Str 4d6+14+Str
15 +28 +25 5d8+15 8d6+15 8d6+15+Str 3d12+15+Str 6d4+15+Str
16 +30 +27 7d6+16 6d10+16 6d10+16+Str 5d8+16+Str 3d10+16+Str
17 +31 +28 8d6+17 6d12+17 6d12+17+Str 4d12+17+Str 3d12+17+Str
18 +32 +29 6d10+18 8d10+18 13d6+18+Str 8d6+18+Str 5d8+18+Str
19 +33 +30 8d8+19 9d10+19 15d6+19+Str 6d10+19+Str 4d12+19+Str
20 +34 +31 12d6+20 16d6+20 11d10+20+Str 6d12+20+Str 8d6+20+Str
21 +35 +32 13d6+21 18d6+21 12d10+21+Str 8d10+21+Str 6d10+21+Str
22 +36 +33 12d8+22 20d6+22 21d6+22+Str 9d10+22+Str 8d8+22+Str
23 +37 +34 17d6+23 14d10+23 24d6+23+Str 10d10+23+Str 12d6+23+Str
24 +39 +36 10d12+24 19d8+24 14d12+24+Str 11d10+24+Str 13d6+24+Str
25 +40 +37 13d10+25 14d12+25 18d10+25+Str 12d10+25+Str 9d10+25+Str

Table 3: Expert Array—Main Statistics

CR EAC KAC Fort Ref Will Hit Points Ability DC Base Spell DC Ability Score Modifiers Special Abilities Master Skills Good Skills
1/3 10 11 +0 +0 +2 6 10 10 +3, +1, +0 1 +7 (3) +3 (2)
1/2 10 11 +0 +0 +3 12 11 11 +3, +2, +1 1 +9 (3) +4 (2)
1 11 12 +1 +1 +4 17 12 11 +4, +2, +1 1 +10 (3) +5 (2)
2 13 14 +1 +1 +5 23 13 12 +4, +2, +1 1 +12 (3) +7 (2)
3 14 15 +2 +2 +6 35 14 13 +4, +2, +1 2 +13 (3) +8 (2)
4 16 17 +3 +3 +7 45 15 13 +5, +3, +1 2 +15 (3) +10 (2)
5 17 18 +4 +4 +8 65 15 13 +5, +3, +2 2 +16 (3) +11 (2)
6 18 19 +5 +5 +9 80 16 14 +5, +3, +2 2 +18 (3) +13 (2)
7 19 20 +6 +6 +10 100 17 15 +5, +4, +2 2 +19 (3) +14 (2)
8 20 21 +7 +7 +11 115 18 15 +6, +4, +2 2 +21 (3) +16 (2)
9 22 23 +8 +8 +12 135 18 15 +6, +4, +3 2 +22 (3) +17 (2)
10 23 24 +9 +9 +13 150 19 16 +8, +5, +3 2 +24 (3) +19 (2)
11 24 25 +10 +10 +14 170 20 16 +8, +5, +3 2 +25 (3) +20 (2)
12 26 27 +11 +11 +15 185 21 17 +8, +5, +4 3 +27 (3) +22 (2)
13 27 28 +12 +12 +16 210 21 17 +8, +6, +4 3 +28 (3) +23 (2)
14 28 29 +12 +12 +17 235 22 17 +8, +6, +4 3 +30 (3) +25 (2)
15 29 30 +13 +13 +18 255 23 18 +9, +7, +5 3 +31 (3) +26 (2)
16 30 31 +14 +14 +19 280 24 18 +10, +7, +5 3 +33 (3) +28 (2)
17 31 32 +15 +15 +20 315 24 18 +11, +8, +5 3 +34 (3) +29 (2)
18 32 33 +16 +16 +20 350 25 19 +11, +8, +6 3 +36 (3) +31 (2)
19 33 34 +16 +16 +21 385 26 20 +11, +9, +6 4 +37 (3) +32 (2)
20 35 36 +17 +17 +22 430 27 21 +12, +9, +6 4 +39 (3) +34 (2)
21 36 37 +18 +18 +23 465 27 21 +12, +10, +7 4 +40 (3) +35 (2)
22 38 39 +18 +18 +23 500 28 22 +13, +10, +7 4 +42 (3) +37 (2)
23 39 40 +19 +19 +24 550 29 23 +13, +11, +7 4 +43 (3) +38 (2)
24 41 42 +20 +20 +25 600 30 24 +15, +11, +8 4 +45 (3) +40 (2)
25 42 43 +21 +21 +26 650 30 24 +15, +12, +8 4 +46 (3) +41 (2)

Table 4: Expert Array—Attack Statistics

CR Attack Bonuses Ranged Damage Melee Damage
High Low Energy Kinetic Standard Three Attacks Four Attacks
1/3 +2 +0 1d4 1d4 1d4+Str
1/2 +4 +2 1d4 1d4 1d4+Str
1 +6 +4 1d4+1 1d4+1 1d4+1+Str
2 +8 +6 1d4+2 1d4+2 1d4+2+Str
3 +9 +7 1d4+3 1d4+3 1d4+3+Str
4 +10 +8 1d4+4 1d4+4 1d4+4+Str
5 +12 +10 1d4+5 1d6+5 1d4+5+Str
6 +14 +12 1d6+6 1d8+6 1d6+6+Str 1d4+6+Str
7 +15 +13 1d8+7 1d12+7 1d8+7+Str 1d4+7+Str 1d4+7+Str
8 +17 +15 1d10+8 2d6+8 1d12+8+Str 1d8+8+Str 1d4+8+Str
9 +19 +17 2d6+9 2d8+9 3d4+9+Str 1d10+9+Str 1d6+9+Str
10 +20 +18 3d4+10 2d8+10 2d8+10+Str 1d10+10+Str 1d8+10+Str
11 +21 +19 2d8+11 2d10+11 2d10+11+Str 3d4+11+Str 1d10+11+Str
12 +23 +21 2d8+12 2d10+12 2d12+12+Str 3d4+12+Str 1d12+12+Str
13 +24 +22 2d10+13 4d6+13 6d4+13+Str 3d6+13+Str 3d4+13+Str
14 +25 +23 5d4+14 4d8+14 6d6+14+Str 4d6+14+Str 3d6+14+Str
15 +26 +24 4d6+15 6d6+15 5d8+15+Str 6d4+15+Str 2d10+15+Str
16 +28 +26 6d4+16 5d8+16 6d8+16+Str 4d8+16+Str 3d8+16+Str
17 +29 +27 4d8+17 4d12+17 8d6+17+Str 3d12+17+Str 6d4+17+Str
18 +30 +28 3d12+18 8d6+18 8d8+18+Str 5d8+18+Str 4d8+18+Str
19 +31 +29 5d8+19 6d10+19 9d8+19+Str 6d8+19+Str 3d12+19+Str
20 +32 +30 4d12+20 8d8+20 13d6+20+Str 9d6+20+Str 5d8+20+Str
21 +33 +31 8d6+21 6d12+21 15d6+21+Str 10d6+21+Str 4d12+21+Str
22 +34 +32 6d10+22 8d10+22 17d6+22+Str 6d12+22+Str 8d6+22+Str
23 +35 +33 8d8+23 13d6+23 12d10+23+Str 8d10+23+Str 6d10+23+Str
24 +37 +35 9d8+24 15d6+24 21d6+24+Str 9d10+24+Str 8d8+24+Str
25 +38 +36 8d10+25 16d6+25 12d12+25+Str 15d6+25+Str 6d12+25+Str

Table 5: Spellcaster Array—Main Statistics

CR EAC KAC Fort Ref Will Hit Points Ability DC Base Spell Dc Ability Score Modifiers Special Abilities Master Skills Good Skills
1/3 9 10 +0 +0 +2 5 10 12 +3, +1, +0 1 +7 (2) +3 (1)
1/2 9 10 +0 +0 +3 11 11 13 +3, +2, +1 1 +9 (2) +4 (1)
1 10 11 +1 +1 +4 16 12 13 +4, +2, +1 1 +10 (2) +5 (1)
2 12 13 +1 +1 +5 21 13 14 +4, +2, +1 2 +12 (2) +7 (1)
3 13 14 +2 +2 +6 32 14 15 +4, +2, +1 2 +13 (2) +8 (1)
4 15 16 +3 +3 +7 43 15 15 +5, +3, +1 2 +15 (2) +10 (1)
5 16 17 +4 +4 +8 60 15 15 +5, +3, +2 2 +16 (2) +11 (1)
6 17 18 +5 +5 +9 75 16 16 +5, +3, +2 2 +18 (2) +13 (1)
7 18 19 +6 +6 +10 90 17 17 +5, +4, +2 2 +19 (2) +14 (1)
8 19 20 +7 +7 +11 105 18 17 +6, +4, +2 2 +21 (2) +16 (1)
9 21 22 +8 +8 +12 120 18 17 +6, +4, +3 2 +22 (2) +17 (1)
10 22 23 +9 +9 +13 140 19 18 +8, +5, +3 2 +24 (2) +19 (1)
11 23 24 +10 +10 +14 155 20 18 +8, +5, +3 2 +25 (2) +20 (1)
12 25 26 +11 +11 +15 170 21 19 +8, +5, +4 3 +27 (2) +22 (1)
13 26 27 +12 +12 +16 190 21 19 +8, +6, +4 3 +28 (2) +23 (1)
14 27 28 +12 +12 +17 215 22 19 +8, +6, +4 3 +30 (2) +25 (1)
15 28 29 +13 +13 +18 235 23 20 +9, +7, +5 3 +31 (2) +26 (1)
16 29 30 +14 +14 +19 255 24 20 +10, +7, +5 3 +33 (2) +28 (1)
17 30 31 +15 +15 +20 285 24 20 +11, +8, +5 3 +34 (2) +29 (1)
18 31 32 +16 +16 +20 320 25 21 +11, +8, +6 4 +36 (2) +31 (1)
19 32 33 +16 +16 +21 350 26 22 +11, +9, +6 4 +37 (2) +32 (1)
20 34 35 +17 +17 +22 395 27 23 +12, +9, +6 4 +39 (2) +34 (1)
21 35 36 +18 +18 +23 425 27 23 +12, +10, +7 4 +40 (2) +35 (1)
22 37 38 +18 +18 +23 470 28 24 +13, +10, +7 4 +42 (2) +37 (1)
23 38 39 +19 +19 +24 510 29 25 +13, +11, +7 4 +43 (2) +38 (1)
24 40 41 +20 +20 +25 550 30 26 +15, +11, +8 4 +45 (2) +40 (1)
25 41 42 +21 +21 +26 600 30 26 +15, +12, +8 4 +46 (2) +41 (1)

Table 6: Spellcaster Array—Attack Statistics

CR Attack Bonuses Ranged Damage Melee Damage
High Low Energy Kinetic Standard Three Attacks Four Attacks
1/3 +0 –2 1d4 1d4 1d4+Str
1/2 +2 +0 1d4 1d4 1d4+Str
1 +4 +2 1d4+1 1d4+1 1d4+1+Str
2 +6 +4 1d4+2 1d4+2 1d4+2+Str
3 +7 +5 1d4+3 1d4+3 1d4+3+Str
4 +8 +6 1d4+4 1d4+4 1d4+4+Str
5 +10 +8 1d4+5 1d6+5 1d4+5+Str
6 +12 +10 1d6+6 1d8+6 1d6+6+Str 1d4+6+Str
7 +13 +11 1d8+7 1d12+7 1d8+7+Str 1d4+7+Str 1d4+7+Str
8 +15 +13 1d10+8 2d6+8 1d12+8+Str 1d8+8+Str 1d4+8+Str
9 +17 +15 2d6+9 2d8+9 3d4+9+Str 1d10+9+Str 1d6+9+Str
10 +18 +16 3d4+10 2d8+10 2d8+10+Str 1d10+10+Str 1d8+10+Str
11 +19 +17 2d8+11 2d10+11 2d10+11+Str 3d4+11+Str 1d10+11+Str
12 +21 +19 2d8+12 2d10+12 2d12+12+Str 3d4+12+Str 1d12+12+Str
13 +22 +20 2d10+13 4d6+13 6d4+13+Str 3d6+13+Str 3d4+13+Str
14 +23 +21 5d4+14 4d8+14 6d6+14+Str 4d6+14+Str 3d6+14+Str
15 +24 +22 4d6+15 6d6+15 5d8+15+Str 6d4+15+Str 2d10+15+Str
16 +26 +24 6d4+16 5d8+16 6d8+16+Str 4d8+16+Str 3d8+16+Str
17 +27 +25 4d8+17 4d12+17 8d6+17+Str 3d12+17+Str 6d4+17+Str
18 +28 +26 3d12+18 8d6+18 8d8+18+Str 5d8+18+Str 4d8+18+Str
19 +29 +27 5d8+19 6d10+19 9d8+19+Str 6d8+19+Str 3d12+19+Str
20 +30 +28 4d12+20 8d8+20 13d6+20+Str 9d6+20+Str 5d8+20+Str
21 +31 +29 8d6+21 6d12+21 15d6+21+Str 10d6+21+Str 4d12+21+Str
22 +32 +30 6d10+22 8d10+22 17d6+22+Str 6d12+22+Str 8d6+22+Str
23 +33 +31 8d8+23 13d6+23 12d10+23+Str 8d10+23+Str 6d10+23+Str
24 +35 +33 9d8+24 15d6+24 21d6+24+Str 9d10+24+Str 8d8+24+Str
25 +36 +34 8d10+25 16d6+25 12d12+25+Str 15d6+25+Str 6d12+25+Str

Step 2: Creature Type Graft

Every creature belongs to one of 13 types. These broad categories indicate something about a creature’s origin, the shape of its body, or its metaphysical place in the universe.

Creature Type Entries

A creature type graft opens with a description of the creature type, followed by traits and adjustments entries.

Traits: The listed traits are usually innate to all creatures of the type, so it is recommended that a creature with this type gain them. The traits entry includes special abilities that don’t count against the number of abilities granted by the creature’s array and that might also change the NPC’s ability score modifiers.

Adjustments: Each creature type lists adjustments that alter the NPC’s statistics. You don’t need to make these adjustments if you don’t want to. If you want to give an NPC a class graft (see Step 4), you should use only the adjustments entry for the creature type graft or the adjustments entry for the class graft, not both—decide whether the adjustments from its class or the adjustments from its creature type are more important and apply only those.

Aberration

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

Traits: Darkvision 60 ft.

Adjustments: +2 to Will saving throws.

Animal

An animal is a living, nonhumanoid creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.

Traits: Low-light vision; set Intelligence modifier to –4 or –5.

Adjustments: +2 to Fortitude and Reflex saving throws.

Construct

A construct is a magically animated object or an artificially created creature.

Traits: Darkvision 60 ft., low-light vision, construct immunities, unliving; set Constitution modifier to —; must have either the magical or technological subtype; if the construct is mindless, set Intelligence modifier to — and add mindless.

Adjustments: –2 to all saving throws, +1 to attack rolls.

Dragon

A dragon is a reptilian creature, usually winged, with magical or otherwise unusual abilities.

Traits: Darkvision 60 ft., low-light vision, immunity to paralysis and sleep.

Adjustments: +2 to all saving throws, +1 to attack rolls.

Fey

A fey is a creature with supernatural abilities and connections to nature or to some other force or place.

Traits: Low-light vision.

Adjustments: +2 to Fortitude and Reflex saving throws, –1 to attack rolls.

Humanoid

A humanoid usually has two arms, two legs, and one head, or it has a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies.

Traits: Must have a subtype that matches its race (such as human, lashunta, or shirren) or that is related to its race (such as goblinoid).

Adjustments: +2 to one type of saving throw.

Magical Beast

Magical beasts are similar to animals but can have Intelligence modifiers greater than –4 (in which case the magical beast knows at least one language, though it can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities.

Traits: Darkvision 60 ft., low-light vision.

Adjustments: +2 to Fortitude and Reflex saving throws, +1 to attack rolls.

Monstrous Humanoid

Monstrous humanoids are similar to humanoids, but they have monstrous or animalistic features. They often have magical abilities as well.

Traits: Darkvision 60 ft.

Adjustments: +2 to Reflex and Will saving throws, +1 to attack rolls.

Ooze

An ooze is an amorphous or mutable creature.

Traits: Blindsight, mindless, ooze immunities, sightless; set Intelligence modifier to —.

Adjustments: +2 to Fortitude saving throws, –2 to Reflex and Will saving throws, no master or good skills unless the creature would have them naturally, rather than through training.

Outsider

An outsider is at least partially composed of the essence (but not necessarily the material) of a plane other than the Material Plane. Some creatures start out as another type and become outsiders when they attain a higher or lower state of spiritual existence.

Traits: Darkvision 60 ft.; if the outsider is a member of a specific race (such as angel, devil, etc.), it must have a subtype to match its race.

Adjustments: +2 to one type of saving throw, +1 to attack rolls.

Plant

This type describes vegetable creatures. Note that regular plants, such as those growing in gardens or fields, lack Wisdom and Charisma modifiers and are objects, not creatures, even though they are alive.

Traits: Low-light vision, plant immunities.

Adjustments: +2 to Fortitude saving throws.

Undead

Undead are once-living creatures animated by magic or advanced technological forces.

Traits: Darkvision 60 ft., undead immunities, unliving; set Constitution modifier to —.

Adjustments: +2 to Will saving throws.

Vermin

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.

Traits: Darkvision 60 ft., mindless; set Intelligence modifier to —.

Adjustments: +2 to Fortitude saving throws.

Step 3: Creature Subtype Graft

At this stage, add any relevant subtypes to the NPC.

Generally, a subtype graft grants a few traits, but for particularly powerful subtypes (such as devil), you might want to monitor how many abilities the subtype gives your NPC and avoid adding extra special abilities of the same type that the subtype graft already provides (usually immunities, resistances, and spell-like abilities).

Creature Subtype Entries

A creature subtype graft gives a description of the subtype, followed by specific traits innate to that creature subtype.

Aeon

Aeons are a race of neutral outsiders who maintain the balance of reality.

Traits: Immunity to cold, critical hits, and poison; resistance 10 to electricity and fire; bonus equal to CR to skill checks to recall knowledge; extension of all (see below), telepathy 100 ft. (non-verbal).

Extension of All (Ex): Aeons can communicate telepathically with other aeons over vast distances. This ability works even across planes, albeit less effectively, allowing the communication of only vague impressions and feelings.

Agathion

Agathions are celestials, or good outsiders, native to Nirvana.

Traits: Low-light vision; +4 to saving throws against poison; immunity to electricity and petrification; resistance 10 to cold and sonic; healing channel (as per the healer mystic connection power); truespeech; speak with animals (as per the xenodruid mystic connection power).

Air

This subtype is usually applied to outsiders with a connection to the Plane of Air.

Traits: Supernatural fly speed, usually with perfect maneuverability; gains Acrobatics as a master or good skill.

Android

This subtype is applied to androids and creatures related to androids.

Traits: Most creatures with this subtype gain darkvision 60 ft. and low-light vision; if the NPC is of the android race, it also gains the constructed, flat affect, and upgrade slot racial traits.

Angel

Angels are celestials, or good outsiders, native to the good-aligned Outer Planes.

Traits: Darkvision 60 ft.; low-light vision; protective aura (see below); +4 to saving throws against poison; immunity to acid, cold, and petrification; resistance 10 to electricity and fire; truespeech.

Protective Aura (Su): For angels of CR 3 to CR 15, this ability grants creatures within the aura (usually 20 feet), including the angel, a divine bonus (usually +2) to AC against attacks made by evil creatures and a divine bonus (usually +4) to saving throws against effects created by evil creatures. The protective aura of a more powerful or a weaker angel might grant a larger or smaller bonus and have a larger or smaller radius, respectively.

Aquatic

These creatures are often native to environments that are mostly or entirely underwater.

Traits: Swim speed, water breathing, Athletics as a master or good skill; if it can breathe air, it also gains the amphibious special ability.

Archon

Archons are celestials, or good outsiders, native to Heaven.

Traits: Darkvision 60 ft.; low-light vision; aura of menace (see below); +4 to saving throws against poison; immunity to electricity and petrification; truespeech; many archons can cast teleport as an at-will spell-like ability (caster level equal to its CR).

Aura of Menace (Su): This ability imposes a divine penalty (usually –2) to the AC, attacks, and saving throws of each hostile creature within the aura (usually 20 feet) that fails a Will save. This penalty lasts for 24 hours or until that creature deals damage to the archon who generated the aura. A creature that has resisted or broken the effect can’t be affected again by the same archon’s aura for 24 hours. The aura of a more powerful or weaker archon might impose a larger or smaller penalty and might have a larger or smaller radius, respectively.

Azata

Azatas are celestials, or good outsiders, native to Elysium.

Traits: Darkvision 60 ft., low-light vision; immunity to electricity and petrification; resistance 10 to cold and fire; truespeech.

Cold

Creatures with this subtype are usually native to frigid environments.

Traits: Immunity to cold; vulnerable to fire.

Daemon

Daemons are fiends, or evil outsiders, native to Abaddon.

Traits: Immunity to acid, death effects, disease, and poison; resistance 10 to cold, electricity, and fire; gains ability to summon allies; telepathy.

Demon

Demons are fiends, or evil outsiders, native to the Abyss.

Traits: Immunity to electricity and poison; resistance 10 to acid, cold, and fire; gains ability to summon allies; telepathy.

Devil

Devils are fiends, or evil outsiders, native to Hell.

Traits: See in darkness; immunity to fire and poison; resistance 10 to acid and cold; gains ability to summon allies; telepathy.

Dwarf

This subtype is applied to dwarves and creatures related to dwarves.

Traits: Most creatures with this subtype gain darkvision 60 ft.; if the NPC is of the dwarven race, it also gains the slow but steady, stonecunning, traditional enemies, and weapon familiarity racial traits.

Earth

This subtype is usually applied to outsiders with a connection to the Plane of Earth.

Traits: Burrow speed; blindsense or blindsight (vibration) with a varied range.

Elemental

An elemental is a creature composed entirely of matter from one of the four Elemental Planes.

Traits: Elemental immunities.

Elf

This subtype is applied to elves and creatures related to elves.

Traits: Most creatures with this subtype gain low-light vision and gain Perception as an additional master skill; if the NPC is of the drow race, it gains darkvision 60 ft. instead of low-light vision, as well as the drow immunities, drow magic, and light blindness racial traits; if the NPC is of the elven race, it gains the elven immunities and elven magic racial traits and Mysticism as a master skill; if the NPC is of the half-elven race, it gains the elven blood racial trait and an extra good skill.

Fire

This subtype is usually applied to outsiders with a connection to the Plane of Fire and creatures with a strong affinity to fire.

Traits: Immunity to fire; vulnerable to cold.

Giant

This subtype is applied to giants and creatures related to giants.

Traits: Low-light vision; many NPCs with this subtype gain Intimidate and Perception as master skills.

Gnome

This subtype is applied to gnomes and creatures related to gnomes.

Traits: Low-light vision; if the NPC is of the gnome race it also gains the eternal hope and gnome magic racial traits and Culture as a master skill.

Goblinoid

This subtype is applied to humanoids of various goblinoid subspecies, such as space goblins.

Traits: Darkvision 60 ft.; if the NPC is of the space goblin race, it also gains the fast and tinker racial traits, Engineering and Stealth as master skills, and Survival as a good skill.

Gray

This subtype is applied to the humanoid aliens known as grays and creatures related to grays.

Traits: Darkvision 60 ft.; if the NPC is of the gray race, it also gains telepathy 100 ft. and the phase special ability.

Halfling

This subtype is applied to halflings and creatures related to halflings.

Traits: None; if the NPC is of the halfling race, it gains the halfling luck and sneaky racial traits, Perception and Stealth as master skills, and Acrobatics and Athletics as good skills.

Human

This subtype is applied to humans and creatures related to humans.

Traits: None; if the NPC is of the human race, it gains an additional special ability of any type and an additional good skill.

Ikeshti

This subtype is applied to ikeshtis and creatures related to ikeshtis.

Traits: Most creatures with this subtype gain a climb speed; if the NPC is of the ikeshti race, it also gains the desert survivor, shed skin, and squirt blood racial traits.

Incorporeal

Creatures with this subtype have no physical bodies.

Traits: Incorporeal.

Inevitable

Inevitables are construct-like outsiders built to enforce the laws of the universe.

Traits: Darkvision 60 ft., low-light vision; constructed; regeneration (suppressed by chaotic-aligned attacks); truespeech.

Kasatha

This subtype is applied to kasathas and creatures related to kasathas.

Traits: None; if the NPC is of the kasatha race, it gains the desert stride and four-armed racial traits, Acrobatics and Athletics as master skills, and Culture as a good skill.

Lashunta

This subtype is applied to lashuntas and creatures related to lashuntas.

Traits: None; if the NPC is of the lashunta race, it gains the limited telepathy racial trait and can cast the following spells as spell-like abilities: 1/day— detect thoughts; at will—daze and psychokinetic hand.

Maraquoi

This subtype is applied to maraquoi and creatures related to maraquoi.

Traits: Low-light vision; if the NPC is of the maraquoi race, it also gains blindsense (sound) 30 ft., a climb speed of 20 ft., the prehensile tail racial trait, and Survival as a master skill.

Orc

This subtype is applied to orcs and creatures who are related to orcs.

Traits: Most creatures of this subtype gain darkvision 60 ft. and the ferocity universal creature rule; if the creature is of the half-orc race, it also gains Intimidate and Survival as master skills.

Plantlike

Plantlike creatures have many of the characteristics of plants.

Traits: Most plantlike creatures have the plantlike universal creature rule.

Protean

Proteans are serpentine outsiders of pure chaos native to the Maelstrom.

Traits: Blindsense (distance and sense varies by protean type); immunity to acid; resistance 10 to electricity and sonic; supernatural flight speed; amorphous; change shape; grab ability with its natural attacks.

Reptoid

This subtype is applied to the shapechanging aliens known as reptoids and creatures related to reptoids.

Traits: Low-light vision; if the NPC is of the reptoid race, it also gains the change shape, cold-blooded, and natural weapons racial traits.

Ryphorian

This subtype is applied to ryphorians and creatures related to ryphorians.

Traits: Low-light vision; if the NPC is of the ryphorian race, it also gains an additional special ability of any type, the trimorphic racial trait, and Perception as a master skill.

Sarcesian

This subtype is applied to sarcesians and creatures related to sarcesians.

Traits: Low-light vision; if the NPC is of the sarcesian race, it also gains the void flyer special ability and an additional good skill.

Shapechanger

This subtype is applied to creatures that can dramatically alter their forms.

Traits: Change shape (specific details depend upon creature).

Shirren

This subtype is applied to shirrens and creatures related to shirrens.

Traits: Blindsense (vibration) 30 ft.; if the NPC is of the shirren race, it also gains the communalism and limited telepathy racial traits and Culture and Diplomacy as good skills.

Skittermander

This subtype is applied to skittermanders and creatures related to skittermanders.

Traits: Low-light vision; if the NPC is of the skittermander race, it also gains the grappler, hyper, and six-armed racial traits.

Swarm

This subtype is applied to any collection of Fine, Diminutive, or Tiny creatures (usually vermin) that acts as a single creature.

A swarm has a single pool of Hit Points, a single initiative modifier, and a single EAC and KAC. A swarm attempts saving throws as a single creature. A single swarm usually occupies a square (if it is made up of nonflying creatures) or a cube (if it is made up of flying creatures) 10 feet on a side, but its reach is 0 feet. A swarm can move through cracks or holes large enough for its component creatures to fit through.

In order to attack, a swarm moves into an opponent’s space, which provokes an attack of opportunity. Spellcasting or concentrating on spells within the area of a swarm requires a successful caster level check (DC = 20 + spell level). Using skills that involve patience and concentration, such as Computers, within the area of a swarm requires a successful DC 20 Will saving throw.

Traits: Swarm defenses, swarm immunities, distraction, swarm attack.

Verthani

This subtype is applied to verthani and creatures related to verthani.

Traits: Low-light vision; if the NPC is of the verthani race, it also gains the easily augmented and skin mimic racial traits and an additional good skill.

Vesk

This subtype is applied to vesk and creatures related to vesk.

Traits: Low-light vision; if the NPC is of the vesk race, it also gains the armor savant, fearless, and natural weapons racial traits.

Water

This subtype is usually applied to outsiders with a connection to the Plane of Water.

Traits: Swim speed, gains Athletics as a master or good skill.

Ysoki

This subtype is applied to ysoki and creatures related to ysoki.

Traits: Darkvision 60 ft.; if the NPC is of the ysoki race, it also gains the cheek pouches and moxie racial traits, Engineering and Stealth as master skills, and Survival as a good skill.

Step 4: Class Graft

In this optional step, you can add certain abilities to make an NPC function similarly to a character of a particular class. As mentioned in Step 2, you should use either the adjustments entry for the creature type graft or the adjustments entry for the class graft—not both.

Some class grafts grant slightly altered class abilities—these are listed in the Special Rules entry. If your NPC has abilities that require spending Resolve, it receives a number of Resolve Points equal to its CR divided by 5, plus 3.

Class Graft Entries

A class graft begins with a brief description of the class and then moves on to the following sections.

Special Rules: If the graft requires some tinkering beyond the normal rules for class grafts, the graft has a special rules entry describing it.

Required Array: This entry lists which array an NPC has to use to receive the class graft.

Adjustments: These adjustments change some of the statistics provided by the array.

Skills: The class graft might also list skills, categorized as master or good, that count toward the skills granted by the NPC’s array.

Ability Score Modifiers: This lists the ability score modifiers that are usually highest for this class. They’re in order from highest to lowest, but you can mix them up as you see fit.

Gear: Most NPCs with class grafts use gear rather than relying on natural attacks. This entry gives guidelines for assigning weapons, armor, and other significant equipment to members of the class, listing the level of the gear. Gear has a minimum level of 1 and a maximum level of 20. For example, if a creature’s CR is 1/2 or if the creature’s CR is 1 and the graft suggests an item of “CR – 1,” you would give it level 1 gear. You can skew the creature’s gear by a few levels, though you might need to make other adjustments to its statistics if you do so.

Abilities by CR: Depending on the NPC’s CR, it gains a certain number of class features from the chosen class and potentially some special abilities of your choosing; these replace the special abilities the creature receives from the array. The NPC’s CR corresponds to its effective class level, so a CR 3 creature would be a 3rd-level mechanic.

Apply the abilities from the entry that matches your NPC’s CR or the next-lowest CR. For instance, if you are creating a CR 4 NPC and the class graft lists abilities for only CR 3 and CR 5, use the CR 3 entry. Apply only one CR entry. Class features that have a DC use the ability DC from the NPC’s array, or you can use the base spell DC if you prefer.

Usually, a class graft gives an NPC more options than it would normally get from the array. Still, if there are special abilities your NPC absolutely needs, you can add them in.

Just be careful not to make your NPC too powerful for the CR you chose.

When you pick a class feature that improves another class feature, the NPC is assumed to also have all the prerequisites.

For example, if you took quick inspiring boost for a CR 4 envoy, the NPC would be considered to have inspiring boost as well.

If a class feature option has a level requirement, you can pick one from the lower-level set of options if you so choose. For instance, if a class graft grants a 6th-level operative exploit, you can choose a 2nd-level operative exploit instead.

Envoy

Charismatic envoys assist their allies through inspiration and tactical orders.

Required Array: Expert.

Adjustments: +2 to Reflex saving throws.

Skills: Master Sense Motive and master Bluff, Diplomacy, or Intimidate.

Ability Score Modifiers: Charisma, Intelligence, and Dexterity.

Gear: Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).

Abilities by CR
CR Abilities
1 One 1st-level envoy improvisation and one special ability.
2 Two 1st-level envoy improvisations and one special ability.
4 One 4th-level envoy improvisation, one 1st-level envoy improvisation, and one special ability.
6 One 6th-level envoy improvisation, one 4th-level envoy improvisation, one 1st-level envoy improvisation, and one special ability.
8 One 8th-level envoy improvisation, one 6th-level envoy improvisation, one 4th-level envoy improvisation, and one special ability.
9 One 8th-level envoy improvisation, one 6th-level envoy improvisation, one 4th-level envoy improvisation, skillful special ability, and one special ability.
10 Two 8th-level envoy improvisations, one 6th-level envoy improvisation, one 4th-level envoy improvisation, skillful special ability, and one special ability.
12 Three 8th-level envoy improvisations, one 6th-level envoy improvisation, skillful special ability, and one special ability.
16 Four 8th-level envoy improvisations, skillful special ability, and one special ability.
20 True expertise, four 8th-level envoy improvisations, skillful special ability, and one special ability.
Mechanic

Experts at dealing with machines, mechanics either use exocortexes to enhance their combat abilities or are accompanied by robotic drones that they can control remotely.

Special Rules: All mechanic creatures get the artificial intelligence class feature, which requires a choice between a drone and an exocortex. For a mechanic creature with a drone, build the drone as a separate technological construct of the mechanic’s CR – 2 or use an existing technological construct with the mechanic’s CR – 2. The drone does not get a full suite of actions on its own; each round, the mechanic creature and the drone can each take a move action, a swift action, and a reaction, but only one of them can take a standard action or combine its move and standard actions into a full action. The drone doesn’t have its own CR, it doesn’t contribute to the CR of the encounter, and PCs receive no XP for defeating a drone.

For a mechanic creature with an exocortex, add target tracking at CR 1 (see below), wireless hack at CR 5, twin tracking at CR 10, multitasking at CR 15, and quad tracking at CR 20.

Target Tracking (Ex): As a move action, this NPC can designate and track a single foe, gaining a +2 bonus to attack rolls against that target. Use this same bonus for twin tracking and quad tracking.

Required Array: Expert.

Adjustments: +2 to Fortitude and Reflex saving throws and –2 to Will saving throws.

Skills: Master Computers and Engineering.

Ability Score Modifiers: Intelligence, Dexterity, and Constitution.

Gear: Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).

Abilities by CR
CR Abilities
1 Artificial intelligence (see Special Rules above), custom rig, one special ability.
2 Artificial intelligence, custom rig, one 2ndlevel mechanic trick, and one special ability.
3 Artificial intelligence, custom rig, overload, and one 2ndlevel mechanic trick.
4 Artificial intelligence, custom rig, overload, and two 2ndlevel mechanic tricks.
5 Artificial intelligence, custom rig, overload, remote hack, and two 2nd-level mechanic tricks.
7 Artificial intelligence, overload, remote hack, expert rig, miracle worker 1/day, and two 2nd-level mechanic tricks.
8 Artificial intelligence, overload, remote hack, expert rig, miracle worker 1/day, one 8th-level mechanic trick, and one 2nd-level mechanic trick.
9 Artificial intelligence, overload, remote hack, expert rig, miracle worker 1/day, override, one 8th-level mechanic trick, and one 2nd-level mechanic trick.
11 Artificial intelligence, overload, remote hack, expert rig, miracle worker 2/day, override, and two 8th-level mechanic tricks.
13 Artificial intelligence, overload, remote hack, miracle worker 2/day, override, advanced rig, and two 8th-level mechanic tricks.
14 Artificial intelligence, overload, remote hack, miracle worker 2/day, override, advanced rig, one 14th-level mechanic trick, and one 8th-level mechanic trick.
16 Artificial intelligence, overload, remote hack, miracle worker 3/day, override, advanced rig, and two 14th-level mechanic tricks.
18 Artificial intelligence, overload, remote hack, miracle worker 3/day, override, advanced rig, and three 14th-level mechanic tricks.
19 Artificial intelligence, overload, remote hack, miracle worker 3/day, override, ghost in the machine, superior rig, and three 14th-level mechanic tricks.
20 Artificial intelligence, overload, remote hack, miracle worker 3/day, override, ghost in the machine, superior rig, and four 14th-level mechanic tricks.
Mystic

Calling on connections to supernatural forces, mystics can manifest magic in a number of different ways.

Special Rules: Choose one mystic connection. The mystic creature’s connection powers must come from that connection.

Any connection powers that aren’t relevant to the creature (or that can simply be incorporated into the creature’s statistics) don’t need to appear in its stat block.

Spells must come from the mystic spell list. Start with connection spells of the corresponding levels and then fill in the remaining slots.

Required Array: Spellcaster.

Adjustments: None.

Skills: Master Mysticism and good or master skills chosen from the connection’s associated skills.

Ability Score Modifiers: Wisdom, Constitution, and Charisma.

Gear: Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).

Abilities by CR
CR Abilities
1 1st-level connection power and one special ability.
2 1st-level connection power, mindlink, and one special ability.
3 1st- and 3rd-level connection powers and mindlink.
6 1st-, 3rd-, and 6th-level connection powers and mindlink.
9 1st-, 3rd-, 6th-, and 9th-level connection powers and mindlink.
11 1st-, 3rd-, 6th-, and 9th-level connection powers; mindlink; and telepathic bond.
12 1st-, 3rd-, 6th-, 9th-, and 12th-level connection powers; mindlink; and telepathic bond.
15 1st-, 3rd-, 6th-, 9th-, 12th-, and 15th-level connection powers; mindlink; and telepathic bond.
18 All connection powers, mindlink, and telepathic bond.
19 All connection powers, mindlink, telepathic bond, and transcendence.
20 All connection powers, mindlink, telepathic bond, transcendence, and enlightenment.
Operative

Cunning and swift, operatives are especially skilled and can cause foes to drop their guards, paving the way for devastating attacks.

Special Rules: Choose one operative specialization. The operative creature’s specialization exploit and specialization power must come from that specialization. Any exploits that aren’t relevant to the creature (or that can simply be incorporated into the creature’s statistics) don’t need to appear in the creature’s stat block.

Required Array: Expert.

Adjustments: Bonus to initiative equal to the creature’s CR divided by 4, + 1; +3 to Reflex saving throws; +1 to all skill checks.

Skills: Master skills from operative specialization.

Ability Score Modifiers: Dexterity, Intelligence, and Wisdom.

Gear: Light armor (item level = CR), small arm (item level = CR), sniper rifle (item level = CR), and basic melee weapon with operative special quality (item level = CR – 1).

Abilities by CR
CR Abilities
1 Trick attack +1d4 and one special ability.
2 Trick attack +1d4, evasion, one 2nd-level operative exploit, and one special ability.
3 Trick attack +1d8, evasion, quick movement +10 ft., one 2nd-level operative exploit, and one special ability.
4 Trick attack +1d8, evasion, quick movement +10 ft., debilitating trick, and two 2nd-level operative exploits.
5 Trick attack +3d8, evasion, quick movement +10 ft., debilitating trick, specialization exploit, and two 2nd-level operative exploits.
6 Trick attack +3d8, evasion, quick movement +10 ft., debilitating trick, specialization exploit, and one 6th-level operative exploit.
7 Trick attack +4d8, evasion, quick movement +10 ft., debilitating trick, uncanny agility, specialization exploit, and one 6th-level operative exploit.
8 Trick attack +4d8, evasion, quick movement +10 ft., debilitating trick, uncanny agility, triple attack, specialization exploit, and one 6th-level operative exploit.
9 Trick attack +5d8, evasion, quick movement +20 ft., debilitating trick, uncanny agility, triple attack, specialization exploit, and one 6th-level operative exploit.
10 Trick attack +5d8, evasion, quick movement +20 ft., debilitating trick, uncanny agility, triple attack, specialization exploit, and one 10th-level operative exploit.
11 Trick attack +6d8, evasion, quick movement +20 ft., debilitating trick, uncanny agility, triple attack, specialization power, specialization exploit, and one 10th-level operative exploit.
13 Trick attack +7d8, evasion, quick movement +20 ft., debilitating trick, uncanny agility, quad attack, specialization power, specialization exploit, and one 10th-level operative exploit.
14 Trick attack +7d8, evasion, quick movement +20 ft., debilitating trick, uncanny agility, quad attack, specialization power, specialization exploit, and one 14th-level operative exploit.
15 Trick attack +8d8, evasion, quick movement +30 ft., debilitating trick, uncanny agility, quad attack, specialization power, specialization exploit, and one 14th-level operative exploit.
17 Trick attack +9d8, evasion, quick movement +30 ft., debilitating trick, uncanny agility, quad attack, double debilitation, specialization power, specialization exploit, and one 14th-level operative exploit.
19 Trick attack +10d8, evasion, quick movement +30 ft., debilitating trick, uncanny agility, quad attack, double debilitation, specialization power, specialization exploit, and two 14th-level operative exploits.
20 Trick attack +10d8, evasion, quick movement +30 ft., debilitating trick, uncanny agility, quad attack, double debilitation, specialization power, specialization exploit, supreme operative, and two 14th-level operative exploits.
Solarian

Drawing power from the eternal cycles of stars, solarians fight with the power of photons and gravitons.

Special Rules: Choose one solar manifestation, either solar armor or solar weapon. For a solarian creature with solar armor, its EAC and KAC each increase by 1 and it receives the energy resistance listed in the table of solarian class features. For a solarian creature with a solar weapon, that weapon deals the standard melee damage for the NPC’s CR from Table 2: Combatant Attack Statistics.

Rather than using the full rules for a solarian’s stellar mode, use the stellar alignment universal creature rule. This still counts as a stellar mode for any abilities that affect stellar modes.

In addition, use the following simplified version of stellar paragon for CR 20 solarian creatures.

Stellar Apotheosis (Su): As a move action, this creature can raise or lower light levels within close range by one step. In addition, it is fully attuned at the start of combat instead of needing to wait 1d3 rounds.

Required Array: Combatant.

Adjustments: –2 to Reflex saving throws and +2 to Will saving throws.

Skills: Good Mysticism.

Ability Score Modifiers: Strength, Dexterity, and Charisma.

Gear: A solarian’s gear selection depends on whether you choose solar armor or solar weapon for its solar manifestation.

Solar Armor: Light armor (item level = CR), small arm (item level = CR), and advanced melee weapon (item level = CR + 1).

Solar Weapon: Light armor (item level = CR), small arm (item level = CR), and solarian crystal (item level = CR).

Abilities by CR
CR Abilities
1 Solar manifestation, stellar alignment, black hole, and supernova.
2 Solar manifestation, stellar alignment, black hole, supernova, and one 2nd-level stellar revelation.
4 Solar manifestation, stellar alignment, black hole, supernova, and two 2nd-level stellar revelations.
6 Solar manifestation, stellar alignment, black hole, supernova, one 6th-level stellar revelation, and one 2nd-level stellar revelation.
7 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, one 6th-level stellar revelation, and one 2nd-level stellar revelation.
8 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, and two 6th-level stellar revelations.
9 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, two 6th-level stellar revelations, and one zenith revelation.
10 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, one 10th-level stellar revelation, one 6th-level stellar revelation, and one zenith revelation.
13 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, two 10thlevel stellar revelations, and one zenith revelation.
14 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, one 14thlevel stellar revelation, one 10th-level stellar revelation, and one zenith revelation.
17 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, two 14thlevel stellar revelations, and two zenith revelations.
20 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, stellar apotheosis, two 14th-level stellar revelations, and two zenith revelations.
Soldier

Equipped with powerful weapons and armor, soldiers are trained to serve in the front line of battle and to both dish out and withstand massive force.

Special Rules: Choose one fighting style (soldier creatures of CR 9 or higher also choose a secondary fighting style).

The soldier creature’s style techniques must come from the selected fighting style or styles. Any style techniques that aren’t relevant to the soldier creature can be skipped (or can simply be incorporated into the creature’s statistics) and don’t need to appear in the creature’s stat block.

Required Array: Combatant.

Adjustments: –2 to Reflex saving throws and +2 to Will saving throws.

Ability Score Modifiers: A soldier creature should arrange its ability score modifiers depending on its focus in combat.

Melee: Strength, Dexterity, and Constitution.

Ranged: Dexterity, Strength, and Constitution.

Gear: A soldier creature’s gear selection depends on whether it’s focused on melee or ranged combat.

Melee: Heavy armor (item level = CR), advanced melee weapon (item level = CR + 1), longarm (item level = CR), and two grenades (item level = CR).

Ranged: Heavy armor (item level = CR), advanced melee weapon (item level = CR), longarm (item level = CR + 1) or heavy weapon (item level = CR), and two grenades (item level = CR).

Abilities by CR
CR Abilities
1 1st-level style technique and one special ability.
2 1st-level style technique, one gear boost, and one special ability.
5 1st- and 5th-level style techniques, one gear boost, and one special ability.
7 1st- and 5th-level style techniques, two gear boosts, and one special ability.
9 1st-, 5th-, and 9th-level style techniques; secondary fighting style; 1st-level secondary style technique; two gear boosts; and one special ability.
11 1st-, 5th-, and 9th-level style techniques; secondary fighting style; 1st-level secondary style technique; soldier’s onslaught; two gear boosts; and one special ability.
13 1st-, 5th-, 9th-, and 13th-level style techniques; secondary fighting style; 1st- and 5th-level secondary style techniques; soldier’s onslaught; and three special abilities.
17 1st-, 5th-, 9th-, 13th-, and 17th-level style techniques; second style; 1st-, 5th-, and 9th-level secondary style techniques; soldier’s onslaught; two gear boosts; and one special ability.
20 1st-, 5th-, 9th-, 13th-, and 17th-level style techniques; second style; 1st-, 5th-, and 9th-level secondary style techniques; soldier’s onslaught; kill shot; two gear boosts; and one special ability.
Technomancer

These spellcasters meld magic and technology.

Special Rules: In general, spells must come from the technomancer spell list. When choosing a spell for cache capacitor, you don’t have to choose one of the spells from the list of the spells the technomancer knows.

Required Array: Spellcaster.

Adjustments: None.

Skills: Master Computers and good Mysticism.

Ability Score Modifiers: Intelligence, Dexterity, and Wisdom.

Gear: Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).

Abilities by CR
CR Abilities
1 Spell cache and one special ability.
2 Spell cache, one 2nd-level magic hack, and one special ability.
5 Spell cache, one 5th-level magic hack, and one 2nd-level magic hack.
6 Spell cache, cache capacitor 1, one 5th-level magic hack, and one 2nd-level magic hack.
8 Spell cache, cache capacitor 1, one 8th-level magic hack, and one 5th-level magic hack.
11 Spell cache, cache capacitor 1, one 11th-level magic hack, and one 8th-level magic hack.
12 Spell cache, cache capacitor 2, one 11th-level magic hack, and one 8th-level magic hack.
14 Spell cache, cache capacitor 2, one 14th-level magic hack, and one 11th-level magic hack.
17 Spell cache, cache capacitor 2, and two 14th-level magic hacks.
18 Spell cache, cache capacitor 3, and two 14th-level magic hacks.

Step 5: Template Graft

In this optional step, you can apply a template graft to an NPC to transform it in some way. Template grafts appear in certain alien entries (such as the nihili template graft). A template graft with a CR requirement lists it in parentheses after its name.

Step 6: Special Abilities

Most of the powers that set an NPC apart come in the form of special abilities. These include special actions the NPC can take, resistances against forms of attack, special modes of movement, and adjustments to their statistics.

Though you can pick any special ability for any NPC independent of its array, there are a few considerations to keep in mind. For example, special abilities that will see more use in a fight (such as certain feats and the multiattack ability) are most appropriate for a combatant creature; however, if you give a combatant too many abilities that each take an action, it might not be able to use all of those abilities during an encounter. Special abilities that increase skill bonuses or interact with skill use are most appropriate for an expert creature. Special abilities that improve a creature’s spellcasting ability are most appropriate for a spellcaster creature.

Universal Creature Rules as Special Abilities

Universal creature rules can be used as a special abilities.

Some of these require you to determine the parameters of the ability. For instance, if you give a creature a breath weapon, you need to pick its size, damage type, and frequency. Such abilities often have a Guidelines entry to assist you.

Special abilities that only adjust a NPC’s basic statistics aren’t listed in the creature’s stat block; their effects are simply calculated into the statistics.

Feats as Special Abilities

Most NPCs don’t have feats. However, you can assign them feats as special abilities. Generally, if a feat just adjusts a creature’s statistics or applies all the time (such as Improved Initiative), it’s best to just include it in the NPC’s statistics and count it toward the NPC’s maximum number of special abilities if it makes a big difference (otherwise it is free). The best feats to pick for an NPC are those that give different attacks or actions most NPCs can’t do without the feat.

Free Special Abilities

Special abilities that aren’t major enough to count toward the NPC’s maximum number of special abilities are designated as free special abilities. Examples include nonstandard modes of movement (such as a burrow, climb, fly, or swim speed), certain senses (see the sidebar above), and limited telepathy. In general, if an NPC needs an ability such as amphibious or water breathing to survive in its natural environment, that ability should be free.

Weaknesses: Special abilities that are actually detriments (such as a dependency or vulnerability) count as free special abilities. In fact, you might want to give a creature a weakness if you have given it many helpful special abilities. Abilities that grant a benefit but impose a drawback (such as mindless) are likewise free special abilities.

Adjustment Special Abilities

This category of abilities adjusts an NPC’s basic statistics without requiring you to reference other rules. These abilities can turn an NPC into a big bruiser or give it special defenses that affect only the statistics of the array. In general, don’t choose a single adjustment special ability more than once.

Brute: Use the low attack value for the NPC’s main attack, but determine the attack’s damage as if the NPC’s CR were 2 higher (adding the extra damage from weapon specialization).

This special ability has a greater impact at higher CRs.

Extra Hit Points: Increase the NPC’s HP by 20%.

Save Boost: Increase all saving throw bonuses by 1 or one saving throw bonus by 3.

Secondary Magic: The NPC gains spell-like abilities (chosen in Step 8) according to its CR, though it gains only the once-per-day spells or one spell per unit of frequency (at will, 1/day, etc.).

Skillful: Increase all master and good skill bonuses by 1.

Creating New Abilities

The special abilities in this book cover common attributes and those granted by creature types and subtypes, but NPCs come in nigh-infinite variety, so at some point you’ll make an NPC that requires new abilities. When crafting an ability from scratch, look for an existing special ability or spell that is similar to it and see what types of creatures typically have that ability or what level the spell is. Use the CRs of those creatures or the spell’s level to determine whether your ability is appropriate for the CR you’ve chosen for your NPC.

Step 7: Skills

The NPC arrays use two categories for skills: master and good.

The number for each categories is the NPC’s total bonus for skills in that category; don’t add ability score modifiers. For any skill that isn’t a master or good skill, use the appropriate ability score modifier. If the NPC’s ability score modifier associated with a master or good skill exceeds the bonus the array assigns, use the ability score modifier instead.

NPCs have good Perception by default. You can still pick it as a master skill for an incredibly perceptive creature or use just the creature’s Wisdom ability score modifier if the creature is inept at detecting things.

Assigning Skills

In most cases, your NPC’s master skills should be ones associated with its highest ability score modifiers. An NPC with its highest bonus in Dexterity might have Acrobatics or Stealth among its master skills, for example.

The number of skills you give your NPC is fairly flexible.

While you should generally stay within 1 or 2 of the suggested number of master and good skills for the creature’s CR, you might give a scholarly spellcaster more master skills, and mindless creatures often have no master or good skills at all.

Step 8: Spells

This step is required only for NPCs with the spellcaster array or those you have given the secondary magic special ability. By design, a spellcaster NPC can’t cast as many spells as a player character, as NPCs usually appear in the game for only a brief time. Pick notable spells that make a big difference when they’re cast so the NPC makes an impact when it appears. The DCs of these spells are determined by the array you chose for the creature.

Number of Spells

NPCs cast spells differently based on whether they have innate spell-like abilities or cast spells like a spellcasting class. Use the explanations below and examine the choices you made in the previous steps to determine which style suits your intended creature. (While NPCs can have both, such as when an NPC whose race grants natural spell-like abilities also receives a class graft, it’s generally easier not to mix them if you don’t have to.) Once you’ve decided, look up the CR range your NPC falls into and then check the appropriate column of Table 7 to determine its number of spells per day.

Remember that these are only guidelines. If you need to add or remove a spell to perfect a creature’s flavor, that’s your call, but at the same time, be sure you’re not unbalancing the NPC.

Spell-Like Abilities: Most NPCs cast spells as spell-like abilities—magic that they can use without having a spellcasting class graft. The spell-like abilities column of Table 7 tells you how many spells the NPC can cast, the spells’ levels, and how often the NPC can cast each of them.

For instance, “3/day—four 2nd-level spells” means that you choose four 2nd-level spells that the NPC knows, and it can cast each of them three times per day. The NPC can’t cast any of these individual spells more than three times per day, even if it hasn’t cast all of its other spells—the listed limit is per spell.

Spellcaster: Some NPCs cast spells like a spellcasting player character; usually, these NPCs have a class graft (such as a mystic or technomancer), but it isn’t required. For these NPCs, the number of spells they can cast is tied to spell level rather than uses of individual spells. For example, “3rd (3/ day)—two 3rd-level spells” means that you should select two 3rd-level spells the NPC knows, and it can cast any combination of them three times per day. Such an NPC has fewer overall spells per day than NPCs with spell-like abilities, but it has greater versatility in combat (which actually makes it more powerful, given the short lives of NPCs in combat).

Step 9: Final Check

At this point, look back over your NPC and make sure it lives up to your concept for it. If it’s a minor monster that won’t appear very often and isn’t important to the story, don’t worry too much about the specifics. However, if it’s a significant NPC, you might want to compare its statistics to similar creatures in this book and see if that suggests any problems—it might be too weak or too strong.

Once you are satisfied with your NPC’s statistics, give it a name if you haven’t already, and it is ready to encounter your player characters, whether on the field of battle or in a tense negotiation scene!

Table 7: Spells For NPCs
CR Spell-Like Abilities Spellcaster
1/3–3 1/day—two 1st-level spells
At will—two 0-level spells
1st (3/day)—two 1st-level spells
0 (at will)—two 0-level spells
4–6 1/day—two 2nd-level spells
3/day—three 1st-level spells
At will—two 0-level spells
2nd (3/day)—two 2nd-level spells
1st (6/day)—three 1st-level spells
0 (at will)—two 0-level spells
7–9 1/day—two 3rd-level spells
3/day—four 2nd-level spells
At will—two 1st-level spells
3rd (3/day)—two 3rd-level spells
2nd (6/day)—four 2nd-level spells
1st (at will)—two 1st-level spells
10–12 1/day—two 4th-level spells
3/day—four 3rd-level spells
At will—two 2nd-level spells
4th (3/day)—two 4th-level spells
3rd (6/day)—four 3rd-level spells
2nd (at will)—two 2nd-level spells
13–15 1/day—two 5th-level spells
3/day—four 4th-level spells
At will—two 3rd-level spells
5th (3/day)—two 5th-level spells
4th (6/day)—four 4th-level spells
3rd (at will)—two 3rd-level spells
16–18 1/day—two 6th-level spells
3/day—four 5th-level spells
At will—two 4th-level spells
6th (3/day)—two 6th-level spells
5th (6/day)—four 5th-level spells
4th (at will)—two 4th-level spells
19+ 1/day—four 6th-level spells
3/day—three 5th-level spells
At will—two 4th-level spells
6th (3/day)—four 6th-level spells
5th (6/day)—three 5thlevel spells
4th (at will)—two 4th-level spells
Section 15: Copyright Notice

Starfinder Alien Archive © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Jason Keeley, Jon Keith, Steve Kenson, Isabelle Lee, Lyz Liddell, Robert G. McCreary, Mark Moreland, Joe Pasini, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, and Josh Vogt.