Many creatures have subtypes that distinguish them from other races within the same broad creature type. Generally, a subtype graft grants a few traits to a creature. Other subtypes don’t grant additional abilities but are important for interactions with other rules.
A creature subtype graft gives a description of the subtype, followed by specific traits innate to that creature subtype.
Grafts: Some subtypes grant additional subtype grafts; these are listed in this entry.
Traits: The listed traits are usually innate to all creatures of the subtype, so it is recommended that a creature with this subtype gain them. The special abilities included in the traits entry don’t count against the number of abilities granted by the creature’s array.
Aeons are a race of neutral outsiders that 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; envisaging (see below); extension of all (see below).
Aeons communicate without language, first scanning beings for their thoughts and intentions and then projecting psychic flashes of a single concept in response. These flashes are usually a combination of visual and aural stimulation that communicate the aeon’s intent or understanding. An aeon’s envisaging functions as a nonverbal form of telepathy with a range of 100 feet, and it counts as a language for the purposes of telepathy and truespeech. Aeons can’t read the thoughts of creatures immune to mind-affecting effects.
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.
These creatures are often native to environments that are mostly or entirely underwater.
Azatas are celestials, or good outsiders, native to Elysium.
This subtype is applied to brenneris and creatures related to brenneris.
Creatures with this subtype are usually native to frigid environments.
Traits: Immunity to cold; vulnerable to fire.
This subtype is applied to damais and creatures related to damais.
Demons are fiends, or evil outsiders, native to the Abyss.
Traits: Immunity to electricity and poison; resistance 10 to acid, cold, and fire; summon allies; telepathy 100 ft.
This subtype is applied to dessamars and creatures related to dessamars.
Traits: Blindsense (scent) 30 ft., low-light vision. If the NPC is of the dessamar race, it can use the following spells as spell-like abilities: 1/day—charm person; at will—detect magic and telepathic message. A dessamar imago has a land speed of 20 feet and an extraordinary fly speed of 20 feet with average maneuverability, as well as the fragile limbs and twinkle racial traits. A dessamar instar has a land speed of 30 feet and a climb speed of 30 feet, and a +2 racial bonus to KAC and saving throws against any effect that forces them to move or knocks them prone. An instar also has the dream dust and poor vision racial traits.
Devils are fiends, or evil outsiders, native to Hell.
Traits: See in darkness; immunity to fire and poison; resistance 10 to acid and cold; summon allies; telepathy 100 ft.
This subtype is applied to dirindis and creatures related to dirindis.
This subtype is usually applied to outsiders with a connection to the Plane of Earth.
An elemental is a creature composed entirely of matter from one of the four Elemental Planes.
Traits: Elemental immunities.
This subtype is applied to espraksas and creatures related to espraksas.
Traits: If the NPC is of the espraksa race, it takes a –2 penalty to saving throws against mind-affecting effects, has a land speed of 30 feet and an extraordinary fly speed of 30 feet with average maneuverability, and gains the cold inured and snatch racial traits and the natural weapons (P) universal creature rule. An espraksa also gains Diplomacy and Sense Motive as good skills (although many espraksas have Sense Motive as a master skill).
This subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane.
Creature entries assume that encounters with those creatures take place on the Material Plane.
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.
This subtype is applied to giants and creatures related to giants.
This subtype is applied to humanoids of various goblinoid subspecies, such as hobgoblins.
Traits: Darkvision 60 ft.; if the NPC is of the hobgoblin race, it also gains the battle hardened racial trait and Intimidate and Stealth as master skills; if the NPC is of the kanabo race, it gains the armor savant and kanabo magic racial traits.
Creatures with this subtype have no physical bodies.
Kami are native outsiders that protect animals, plants, objects, and locations, which the kami call their “wards.” Kami have no need to drink, eat, or sleep.
Graft: A tsukumogami is a kami that permanently merges with a small object; these kami gain the tsukumogami template graft.
Traits: Darkvision 60 ft., low-light vision; fast healing (see below); immunity to bleed, mind-affecting effects, petrification, and polymorph; resistance 10 to acid, electricity, and fire; telepathy 100 ft.; no breath; merge with ward (see below); some kami gain other abilities from having specific wards.
Fast Healing (Ex)
A kami within 120 feet of or merged with its ward has fast healing. A kami of CR 10 or lower has fast healing 5, while one of CR 11 or higher has fast healing 10.
Merge with Ward (Su)
A kami has a specific ward—a creature with an Intelligence of –4 or lower, an object, or a location—listed in parentheses in the kami’s stat block. As a full action, a kami adjacent to its ward can merge body and mind with that ward. While merged, the kami can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. Typically, this trait allows a kami no control over its ward, although some kami (such as the tsukumogami) are exceptions. If the kami has no control over its ward, it can take no actions while merged other than to emerge from its ward as an action. The kami can emerge adjacent to the ward, provided the kami’s body is at least one size smaller than the ward. If the ward is a location, the kami can emerge at any point within that location. If the ward is destroyed while a kami is merged with it, the kami dies. If the ward is destroyed while the kami is not merged with it, the kami loses its merge with ward and fast healing traits, and the kami becomes sickened. It can take on a new ward by spending 7 days doing so, and it regains its traits and loses the sickened condition once it does. Some kami have additional abilities and limitations relative to their wards.
Native Creatures that have this subtype are outsiders native to the Material Plane. They can be returned to life (such as with the raise dead or mystic cure spells), just as other living creatures can be.
This subtype is applied to khizars and creatures related to khizars.
Traits: Blindsense (vibration) 30 ft., blindsight (life) 30 ft.; if the NPC is of the khizar race, it also gains the carbonic respiration, evergreen, and limited telepathy (including communication with non-mindless creatures of the plant type) racial traits, and gains Life Science and Survival as good skills.
Oni are evil spirits that take humanoid form to become native outsiders.
Grafts: Oni gain the humanoid subtype graft of the race associated with their physical form. For example, a ja noi oni takes the form of a hobgoblin and therefore gains the goblinoid subtype graft, even though it is not a humanoid or a member of the hobgoblin race. Oni also gain the shapechanger subtype graft, with their change shape ability generally limited to humanoids of similar size.
This subtype is applied to orcs and creatures who are related to orcs.
Traits: Most creatures with 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.
This subtype is applied to pahtras and creatures related to pahtras.
This subtype is applied to phentomites and creatures related to phentomites.
Plantlike creatures have many of the characteristics of plants.
Traits: Most plantlike creatures have the plantlike universal creature rule.
Pyric Revenant (CR 3+)
Pyric fire can turn a creature into a pyric revenant.
Required Creature Type: Undead.
Suggested Array: Combatant.
Traits: Immunity to fire, dimly illuminated, pyric fire, susceptible to water; melee attacks deal half fire damage and impart pyric curse; gains a pyric bolt ranged attack that deals fire damage; speaks Aklo and might retain one or more languages spoken in life.
Pyric Wraith (CR 5+)
A pyric revenant can eventually become a pyric wraith. The example in this entry was once human.
Required Creature Type: Undead (incorporeal).
Suggested Array: Combatant.
Traits: See in darkness, immunity to fire, ash consumption, illuminated, pyric fire; gains a touch attack; gains a pyric ray ranged attack; attacks deal fire damage, impart pyric curse, and have the burn critical hit effect (see Burning Attacks); speaks Aklo and might retain one or more languages spoken in life.
Suggested Ability Scores: Dexterity.
This subtype is applied to shakaltas and creatures related to shakaltas.
Traits: If the NPC is of the shakalta race, it has immunity to disease and poison, as well as void adaptation. It also has the aura of light, bonded souls, psychic shunt, shakalta telepathy, and starlight sustenance racial traits. A shakalta can use the following spells as spell-like abilities: at will—dancing lights and energy ray (electricity or fire only).
This subtype is applied to creatures that can dramatically alter their forms.
Traits: Change shape (with specific details depending upon the creature).
This subtype is applied to shatoris and creatures related to shatoris.
Traits: If the NPC is of the shatori race, it has the conditioning, psychometry, and shared stillness racial traits. A shatori can use the following spells as spell-like abilities: at will—detect magic, grave words, and stabilize.
This subtype is applied to shimreens and creatures related to shimreens.
Traits: If the NPC is of the shimreen race, it gains resistance 5 to electricity and the amplify, radiant, and shift limb racial traits.
This subtype is applied to skittermanders and creatures related to skittermanders.
Traits: Low-light vision; if the NPC is of the stridermander race, it also gains the camouflage, feeding tendril, and gorge racial traits.
Spectra are neutral outsiders native to hyperspace.
Traits: void adaptation; DR 5/chaotic, evil, good, or law (CR 8; increases to DR/10 at CR 13, increases to DR/15 at CR 18); immunity to electricity; resistance 5 to cold and sonic; spell resistance equal to 10 + CR; Computers, Engineering, and Mysticism as master skills; machine telepathy (see below); truespeech; slip drive; spaceflight (Mysticism).
Machine Telepathy (Ex)
A spectra can communicate with and through technological devices within a certain range (usually 100 feet), as well as with other creatures that have machine telepathy. A spectra can also attempt Computers and Engineering checks at this range.
Slip Drive (Ex)
A spectra has an internal biomechanical Drift engine that allows it to travel freely between hyperspace and other planes, as well as between two non-hyperspace planes, using the normal rules for hyperspace navigation. A slip drive has an effective Drift engine rating equal to the half the spectra’s CR, and a spectra need remain stationary for only 1 round (6 seconds) before engaging its slip drive.
This subtype is applied to strix and creatures related to strix.
Traits: Darkvision 60 ft.; if the NPC is of the strix race, it also gains the strix mobility, suspicious, and tinkerer racial traits, and gains Perception as a master skill and Stealth as a good skill.
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. It 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.
Velstracs are lawful evil outsiders native to the Shadow Plane who feed on fear and pain.
Traits: Darkvision 60 ft., immunity to cold, regeneration 5 (suppressed by good or silver), unnerving gaze (see below).
Unnerving Gaze (Su)
This gaze ability manipulates the perceptions of those who look upon a velstrac. Unnerving gaze has a range of 30 feet and can be negated by a Will save; the exact effects vary by velstrac. All velstracs are immune to this ability. This is a mind-affecting fear effect.
This subtype is applied to vlakas and other creatures related to vlakas.
This subtype is usually applied to outsiders with a connection to the Plane of Water.
Starfinder Alien Archive 2 © 2018, Paizo Inc.; Authors: Alexander Augunas, Kate Baker, John Compton, Adam Daigle, Brian Duckwitz, Eleanor Ferron, Amanda Hamon Kunz, James Jacobs, Mikko Kallio, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Mark Moreland, Matt Morris, Adrian Ng, Joe Pasini, Lacy Pellazar, David N. Ross, Stephen Rowe, Chris Sims, Owen K.C. Stephens, James L. Sutter, and Russ Taylor.