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.
Creature Subtype Entries
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.
Azatas are celestials, or good outsiders, native to Elysium.
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.
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 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 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.
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.
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 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.