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Skarak CR 13

XP 25,600
N Huge magical beast
Init +6; Senses darkvision 60 ft., low-light vision, blindsense (vibration) 30 ft.; Perception +23


HP 215
EAC 27; KAC 29
Fort +17; Ref +17; Will +12
DR 10/magic; Resistances cold 10
Weaknesses vulnerable to fire


Speed 50 ft., burrow 20 ft., climb 50 ft.
Melee bite +27 (3d12+21 P plus swallow whole) or gore +27 (3d12+21 B & P; critical knockdown)
Ranged tether +24 (3d12+13 B plus entangle)
Space 15 ft.; Reach 15 ft.
Offensive Abilities frenzied thrash, quad-stomached, snare, swallow whole (3d12+21 A; EAC 27, KAC 25, 54 HP)


Str +8; Dex +6; Con +4; Int +0; Wis +0; Cha –4
Skills Acrobatics +28, Athletics +23, Sense Motive +23


Frenzied Thrash (Ex)

By abandoning any regard for its own defense, a skarak can thrash out at multiple foes at once. As a full action, a skarak can make one gore attack against each enemy of which it’s aware in its threatened area. The skarak is flat-footed until the beginning of its next turn.

Quad-Stomached (Ex)

A skarak has four stomachs, allowing it to continue to swallow creatures whole even after one or more creatures have cut their way out of the skarak’s gut.

Snare (Su)

A skarak can spin and hurl a weblike coil with a range increment of 20 feet. Any Huge or smaller creature hit by the tether is entangled (Reflex DC 19 negates). The entangled condition persists until the target escapes with a successful DC 29 Acrobatics or Athletics check as a standard action, the target cuts itself free with a slashing weapon (EAC 27, KAC 25, 27 HP), or 1d10 minutes pass, at which point the tether’s adhesive becomes weak enough to escape automatically.

As a move action, a skarak can teleport a creature it has entangled with its tether to any square within its reach (Will DC 19 negates); the creature must be within 60 feet of the skarak to be teleported, and the target cannot be teleported to a space that is intrinsically dangerous, such as over a pit. This movement does not provoke attacks of opportunity.


Environment any land
Organization solitary, pair, or massacre (3–8)

Skaraks are massive, eight-legged predators that resemble horned arachnids covered in patches of black, white, and blue bristles. Their 16-foot leg spans and 3-ton bodies bely a deadly agility, and skaraks can chase down even fleet prey with little difficulty before goring their victims and swallowing them whole. Those they can’t reach they trap, either constructing devious pits or ensnaring their targets with lassos of sticky silk webs.

Skaraks are exceptionally efficient eaters, securing nutrients from virtually all parts of a kill. Yet the creatures’ jaws are best designed for stabbing and pinning prey, not chewing, and their bony throat plates perform only cursory mastication. Instead, food travels through a series of four stomachs, similar to those of herbivorous ruminants.

Powerful digestive acids break down carcasses (even the protective shells common to creatures on their home planet), and periodically transfer matter back to its throat for chewing during idle periods. The second stomach functions like a gizzard, gradually accumulating indigestible matter like stones and metal that help to grind food. Adventurers have found durable technological treasures inside this organ and also within the ambergris-like nodules the skaraks excrete. In times of limited prey, skaraks are known to graze on vegetation.

Skarak webbing is as much a sensory tool as it is a weapon. With the help of magically attuned cerebral lobes, skaraks can sense magical pathways between their own position and their webs. By reaching through these invisible portals, skaraks can drag a web-ensnared target into a waiting mouth. This intuition appears completely unattuned to any other form of magic, yet witchwarping scholars are quick to connect skaraks’ space-bending abilities with their own magical tradition, even paying a bounty for fresh skarak silk to test and prove that it’s from another reality.

Unlike spider webs, skarak webs have only a short-lived adhesive that loses all but a modicum of stickiness after a few minutes’ exposure to most atmospheres, making the threads nearly useless for creating lasting traps. Instead, skaraks spin simple hunting lassos and weave shelters, drawing finger-thick silk from spinnerets on their back legs and directing it with foot-combs on their front legs.

For all their resemblance to giant spiders, skaraks are highly analytical and expressive. A lone skarak might watch a settlement from afar for days to memorize behavioral patterns before launching a raid to snatch up prey at an opportune moment. But far more famously, skaraks are unabashed art critics, apparently delighting in beautiful visual expressions while vandalizing artwork that doesn’t meet their standards. Many settlements near skarak territories have developed artistic traditions to shield their communities, ranging from dance festivals during the creatures’ mating seasons to funding public art installations as a form of self-defense. If the quality meets the predators’ standards, marauding skaraks often marvel at the art for hours before dispersing as if in a haze. They’re far less adept at creating their own art, but they create nonetheless, building elaborate webs with interwoven baubles ranging from skulls and polished stones to spent rifle shells and dropped cred sticks. Occasionally, these web tapestries display scenes like nearby landmarks or animals, and a popular theory among adventurers is that these images act as treasure maps to hidden wealth.

Skaraks are predominantly solitary, yet they gather in small groups during their mating season, which occurs roughly once every Standard Year. After filling the nights with the haunting sounds of their dances, skaraks breed and embark on a group hunt that lasts for weeks as they gorge to fuel egg development. This rampage carves literal trails of destruction, with the adults shattering architecture in their path as they dig shallow furrows and fill them with uneaten carcasses as food stores for their future offspring. After finding or hollowing out a subterranean nest, the skaraks lay their eggs and scatter, leaving the eggs to incubate for about 5 months before hatching.

The newly hatched young instinctively retrace their parents’ rampage trail, eating any remaining carrion and hunting prey still in the area. Settlements nearby adapt to this cycle and often prioritize erasing these trails over repairing their own homes just to avoid the second wave of attack. A few warlords have even laid false trails to direct young skaraks against their enemies. More proactive settlements track down and burn these nests whenever possible. Yet skarak parents are canny. Not only do they typically kill off any other predators along their trail so that their young face little competition, they often leave only the weakest prey alive, ensuring their offspring can hone their hunting skills on hapless victims. As a result, some cultures view survivors of the first wave of skarak attacks as helplessly inept rather than lucky.

Section 15: Copyright Notice

Starfinder Alien Archive 4 © 2020, Paizo Inc.; Authors: Kate Baker, Tineke Bolleman, James Case, Jessica Catalan, JN Childs, Ed Chuck, John Compton, John Curtin, Adam Daigle, Katina Davis, Crystal Frasier, Leo Glass, Basheer Ghouse, Amanda Hamon, Sasha Laranoa Harving, Thurston Hillman, Joan Hong, Jenny Jarzabski, Jason Keeley, Mike Kimmel, Avi Kool, Chris Lambertz, Luis Loza, Ron Lundeen, Carmen Marin, Hilary Moon Murphy, Adrian Ng, Emily Parks, Joe Pasini, Lu Pellazar, Samantha Phelan, Jessica Redekop, James Rodehaver, Simone Sallé, Chris S. Sims, Kendra Leigh Speedling, Owen K.C. Stephens, and Viditya Voleti.