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Simple Template Grafts

Simple template grafts are designed to allow a GM to quickly and easily adjust a stat block in minor ways to represent new creatures. Most simple template grafts do little more than add a subtype, adjust one form of movement, and alter how a creature deals or takes damage. They can be used to create versions of creatures appropriate to specific environments or planes of existence. For example, the summon creature spell adds the astral, celestial, or fiendish simple template grafts to summoned creatures that are not already outsiders or extraplanar beings, which represents versions of those creatures native to other planes.

A GM can apply more than one simple template graft where appropriate, but in most cases she should not add more than two or three to a single creature. Even templates that seem opposed can be added to create specific kinds of monsters (a creature that lives in steam vents at the bottom of a boiling ocean might have both the aquatic and fiery simple template grafts, which could otherwise seem an unusual combination).

Decide the order in which to apply the simple template grafts, and follow the instructions of each graft in order. A template graft with a CR requirement lists it in parentheses.

Simple template grafts can also be used to populate new worlds whose native flora and fauna haven’t yet been extensively detailed, or to distinguish a specific creature as a unique leader, mutant, or advanced version of common creatures. A GM can also choose to design new simple template grafts similar to these to create even more variety among the denizens of the galaxy.

Aerial (CR 1+)

Aerial creatures are native denizens of the Elemental Plane of Air, gas giant planets, or similar landless environments, and have unique adaptations to help them survive there.

Grafts: Add the air subtype graft (fly speed should equal creature’s fastest movement speed).

Traits: Half of the damage dealt by its natural attacks becomes electricity damage; if the creature is from the Elemental Plane of Air, it gains the extraplanar subtype when it isn’t on that plane.

Aqueous (CR 1+)

Aqueous creatures are native denizens of the Elemental Plane of Water or similar landless environments, able to survive both in and out of water.

Grafts: Add the water subtype graft (swim speed should equal creature’s fastest movement speed).

Traits: Amphibious; natural attacks that deal bludgeoning or slashing damage deal piercing damage instead; natural attacks that deal electricity or fire damage deal cold damage instead; if the creature is from the Elemental Plane of Water, it gains the extraplanar subtype when it isn’t on that plane.

Astral

Astral creatures are natives of the Astral Plane, a vast silvery void between planes.

Traits: DR/— with a value equal to creature’s CR – 10 (minimum DR 1/—); when the creature isn’t on the Astral Plane, it gains the extraplanar subtype.

Celestial

Celestial creatures are natives of one of the good-aligned Outer Planes.

Alignment: Alignment changes to good.

Traits: DR/evil with a value equal to creature’s CR – 10 (minimum DR 1/evil); if the creature already has DR of that value or greater, it instead gains resistance to electricity with a value equal to creature’s CR – 5 (minimum electricity resistance 1); when the creature isn’t on its home plane, it gains the extraplanar subtype.

Cthonic (CR 1+)

Cthonic creatures are native denizens of the Elemental Plane of Earth or underground environments, and they have adapted to exist in dirt and rock.

Grafts: Add the earth subtype graft (burrow speed should equal creature’s fastest movement speed).

Traits: Blindsense (vibration) if CR 7 or less, and blindsight (vibration) if CR 8 or greater (in either case, with a range equal to creature’s burrow speed); natural melee attacks bypass DR/cold iron; if the creature is from the Elemental Plane of Earth, it gains the extraplanar subtype when it isn’t on that plane.

Cybernetic (CR 1/2+)

A cybernetic creature has been augmented by technological implants (although the same simple template graft can be used to represent creatures augmented by biotech).

Armor: If the creature is CR 3–7, add one armor upgrade with an item level equal to or less than the creature’s CR. If it is CR 8+, add two armor upgrades, each with an item level equal to or less than the creature’s CR.

Weapon: Add a ranged weapon of a level no greater than the creature’s CR + 1; this weapon can’t be disarmed. A creature with the combatant array should get a longarm, and a creature with the expert or spellcaster array should get a small arm. Add the creature’s CR to damage dealt with its weapon. The ammunition of such weapons is recovered once per day after the creature rests for 8 hours.

Entropic

Entropic creatures are natives of one of the Outer Planes where chaos is paramount. A GM can allow creatures summoned with the summon creature spell that would normally have the astral, celestial, or fiendish simple template graft instead have the entropic simple template graft.

Alignment: Alignment changes to chaotic.

Traits: DR/lawful with a value equal to creature’s CR – 10 (minimum DR 1/lawful); if the creature already has DR of that value or greater, it instead gains resistance to acid with a value equal to creature’s CR – 5 (minimum acid resistance 1); when the creature is not on its home plane, it gains the extraplanar subtype.

Fiendish

Fiendish creatures are natives of one of the evil-aligned Outer Planes.

Alignment: Alignment changes to evil.

Traits: DR/good with a value equal to creature’s CR – 10 (minimum DR 1/good); if the creature already has DR of that value or greater, it instead gains resistance to fire with a value equal to creature’s CR – 5 (minimum fire resistance 1); when the creature isn’t on its home plane, it gains the extraplanar subtype.

Fiery (CR 1+)

Fiery creatures are native denizens of the Elemental Plane of Fire or habitats covered in fire, and they have unique adaptations to help them survive there.

Grafts: Add the fire subtype graft.

Traits: Half of damage dealt by its natural attacks becomes fire damage; if the creature is from the Elemental Plane of Fire, it gains the extraplanar subtype when it isn’t on that plane.

Giant (CR 1+)

Giant creatures are larger than typical members of their species, and might represent a subspecies that has grown to unusual size due to environmental conditions.

Traits: Increase the creature’s size by one category, increasing its space and natural reach accordingly.

Miniature

Miniature creatures are smaller than typical members of their species and might represent a subspecies that has shrunk down due to environmental conditions.

Traits: Decrease the creature’s size by one category, decreasing its space and natural reach to match; if the creature was already Small and this decreases it to Tiny, the creature maintains a reach of 5 feet due to a change in its proportions.

Phrenic

Phrenic creatures have minor innate mental powers, which they might have developed due to high levels of native psychic energy in their environments.

Traits: +2 to Will saves; limited telepathy (and are considered to share a language with any other creature with limited telepathy for the purpose of telepathic communication); if CR 7 or greater, gains blindsense (emotion) with a range of 5 feet (if the creature already has a form of blindsense, change the blindsense to be emotion-based and add 5 feet to its range).

Resolute

Resolute creatures are natives of one of the Outer Planes where law is paramount. A GM can allow creatures summoned with the summon creature spell that would normally have the astral, celestial, or fiendish simple template graft instead have the resolute simple template graft.

Alignment: Alignment changes to lawful.

Traits: DR/chaotic with a value equal to creature’s CR – 10 (minimum DR 1/chaotic); if the creature already has DR of that value or greater, it instead gains resistance to cold with a value equal to creature’s CR – 5 (minimum cold resistance 1; when the creature isn’t on its home plane, it gains the extraplanar subtype.

Synthetic

Synthetic creatures are constructed through the use of extremely advanced technology, similar to that which makes androids possible.

Traits: Constructed (see below), synthetic (see below).

Constructed (Ex): For effects targeting creatures by type, synthetic creatures count as both their actual creature type and constructs (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both creature types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, synthetic creatures do not breathe or suffer the normal environmental effects of being in a vacuum.

Synthetic (Ex): The creature is affected by any ability that specifies it functions against androids.

Two-Headed (CR 3+)

This creature is a rare two-headed mutant or a member of a two-headed subspecies of a more common race.

Traits: Perception as a master skill; unflankable; if the creature has a bite attack, it can make two bite attacks (and no other attacks) as a full action with a –3 penalty to each bite attack roll.

Umbral

Umbral creatures exist in the lightless places of the universe, which might be the Shadow Plane, the interior of unlit caves, or the bottom of the darkest oceans.

Traits: Darkvision 60 feet (if creature already has darkvision, increase its range by 60 feet); if creature is CR 7 or higher, it gains blindsense (vibration) with a range of 5 feet (if the creature already has a form of blindsense, add 5 feet to that sense’s range).

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.