Draelik CR 2
EAC 13; KAC 14
Fort +3; Ref +1; Will +5; +2 vs. necromancy effects
Defensive Abilities dark matter
Speed 30 ft.
Melee lesser shadowstaff +4 (1d4+2; see text)
Ranged lesser shadowstaff +6 (1d4+2 C)
Offensive Abilities dark nova
Spell-Like Abilities (CL 2nd; melee +6)
Str +0; Dex +1; Con +2; Int +0; Wis +4; Cha –1
Skills Culture +7, Mysticism +12, Stealth +7 (+11 in dim light or darker)
Languages Aklo, Common
Other Abilities stellar alignment (graviton)
Gear freebooter armor I, lesser shadowstaff with 1 clip (40 charges)
Dark Matter (Su)
Dark Nova (Su)
As a standard action, a draelik who is fully graviton-attuned can deal 2d6 negative energy damage to all creatures within 10 feet. A creature that succeeds at a DC 13 Reflex saving throw takes half damage. In addition, the light level of the affected area is reduced by one step for 1 round. After a draelik uses this ability, he immediately becomes unattuned.
Organization solitary, pair, or penumbra (3–8)
Draeliks are gaunt humanoids who average 7 feet in height. They have vestigial gills on their necks and slightly webbed hands and feet that hint that they may have once been an aquatic race, even though their homeworld currently has no oceans or lakes. Instead of hair, draeliks have short bristles on their heads. The color of draeliks’ skin spans various shades of yellow, from mustard to saffron. Draeliks have three fingers and a thumb on each of their hands, and their limbs are slightly longer than those of humans.
The majority of draeliks have a mystical marking resembling a third eye that usually appears on the forehead. Members of this faith don’t actively set out to destroy, but they do very little to prevent and reverse natural deterioration. They build only items that speed up this decay, mostly by using negative energy. This pseudo-religion is widespread throughout the Confederacy, and many races native to the nebula count themselves as followers, receiving the Eye of Enlightenment during a ritualistic process involving special inks distilled from dark energies. Many who get this tattoo gain powers similar to solarians who focus on the graviton aspects of their cycle.
While some outsiders mistakenly conflate the nihilistic philosophy of with that of the Cult of the Devourer, most draeliks find the comparison deeply offensive. To them, their path is a stately and dignified march toward the inevitable and ordained end of all things, while the Devourer’s followers cheapen the entire experience and ruin the work of generations by thrashing around in childlike tantrums, attempting to tear reality’s fabric instead of embracing its beautiful unraveling.
The few draeliks who don’t follow these entropic beliefs generally seek their fortunes in the wider galaxy. Despite their rejection of their home world’s nihilism, however, they are often still drawn to careers that emphasize the deeply ingrained talents of their people, hiring themselves out as deceptive assassins, furtive thieves, or mystics of dubious morality. Draeliks encased in shining armor and fighting for the betterment of every race and creed are rare, and those who seek to shatter the mold must always contend with their inner demons, sometimes even struggling against foul temptations from sceaduinars who want to bring them back into the fold.
Draeliks who have proven their worth wield a shadowstaff, a weapon that channels cold, dark energy from the Negative Energy Plane. Many sages believe that sceaduinars gifted the arcane technology necessary to create these items to the draeliks to protect them from the predations of the Galactic Empire. Shadowstaves function as both two-handed basic melee weapons and as small arms. A wielder must be proficient in small arms to use one as a ranged weapon without penalties and to gain the benefits of the Weapon Specialization feat with a shadowstaff used as a ranged weapon. These weapons use a special ammunition that is manufactured only on the worlds of the Confederacy and costs 160 credits for a 40-charge clip. Presented below are the statistics for a standard shadowstaff, used by advanced practitioners of the weapon’s art, as well as the lesser shadowstaff used by those newly honored with the responsibility of bearing the symbolic weapon. While even more powerful versions of the weapon exist, these are usually restricted to draelik high priests and other highly respected operatives of the draelik government.
Shadowstaff Level 8
Hybrid Item Price 10,000 Bulk 1
A shadowstaff is covered with fell symbols and is often surrounded by a dark nimbus of shadowy energy. As a basic two-handed melee weapon, a shadowstaff deals 2d6 bludgeoning, slashing, or piercing damage (your choice) as it manifests blades or spikes at will, and it has the block weapon special property. When a shadowstaff is used as a small arm, it has a range increment of 60 feet, and a single shot consumes 2 charges from its 40-charge capacity and deals 2d4 cold damage.
Switching a shadowstaff from melee functionality to ranged functionality (or vice versa) is a swift action. Additionally, you can use a shadowstaff to create darkness, as per the universal creature rule, once per day.
Level 2 Hybrid Item Price 500 Bulk 1
A lesser shadowstaff is covered with fell symbols and crackles with dark energy. As a basic two-handed melee weapon, a lesser shadowstaff deals 1d4 bludgeoning, slashing, or piercing damage (your choice) as it manifests blades or spikes at will, and it has the block weapon special property. When used as a small arm, a lesser shadowstaff has a range increment of 30 feet, and a single shot consumes 1 charge from its 40-charge capacity and deals 1d4 cold damage. Switching a lesser shadowstaff from melee functionality to ranged functionality (or vice versa) is a swift action.
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.