Aspecna CR 18
EAC 31; KAC 32
Fort +16; Ref +16; Will +22
Defensive Abilities void adaptation; DR 15/chaotic, evil, good, or lawful;
Immunities electricity; Resistances cold 5, sonic 5; SR 29
Speed 50 ft., fly 100 ft. (Ex, perfect)
Melee slam +29 (8d8+22 B) or tail slash +29 (8d8+22 S)
Multiattack 2 slams +23 (5d8+22 B), tail slash +23 (5d8+22 S)
Ranged bloom beam +27 (3d12+18 F; critical stunned)
Space 15 ft.; Reach 15 ft.
Offensive Abilities balancing gaze, hyperflux
Spell-Like Abilities (CL 18th; melee +27)
1/day—chain surge (DC 27), greater discharge (DC 27)
3/day— control machines (DC 26), holographic image (5th level), remove radioactivity, synapse overload (DC 26)
At will—implant data, recharge, true seeing
Str +4; Dex +8; Con +4; Int +11; Wis +6; Cha +6
Skills Acrobatics +31 (+39 to fly), Computers +36, Engineering +36, Mysticism +36, Sense Motive +31
Languages machine telepathy 100 ft., truespeech
Other Abilities seek outcome, slip drive, spaceflight (Mysticism)
Balancing Gaze (Su)
As a full action, an aspecna can force each chaotic, evil, good, or lawful creature within 30 feet to attempt a DC 25 Will saving throw. Creatures that fail this save gain the staggered condition for 1d4 rounds, and the DCs of their spells and abilities are reduced by 2 for the same duration. Creatures that succeed at this save are immune to that aspecna’s balancing gaze for 24 hours. This is a sense-dependent effect.
Bloom Beam (Ex)
An aspecna’s bloom beam is a ranged attack with a range of 120 feet, the blast weapon special property, and the stunned critical hit effect.
The area surrounding an aspecna crackles with constant uncertainty and potential for change as it shuffles reality, reorganizing and optimizing the planar energies on which it draws. As a move action, an aspecna can change the type of energy damage (from fire to sonic, for instance) done by its bloom beam and spell-like abilities for 1 minute.
Seek Outcome (Su)
An aspecna can peer into the causal nexus of ongoing events to calculate the most efficient course of action. An aspecna can take 10 on any skill check, even during combat or if stress or distractions would normally prevent it from doing so. In addition, three times per day, an aspecna can reroll a failed ability check, attack roll, or saving throw.
Environment any (hyperspace)
Organization solitary or triad (1 aspecna and 2 iridias)
Spectra, a race of outsiders native to the newly discovered hyperspace plane, are unique in the Great Beyond as a relatively recent addition to the multiverse, rising in prominence over the last 300 years alongside the proliferation of hyperspace technology. Concerned primarily with the protection and promulgation of the nascent plane, and of advanced technology in general, spectra are beings of paradox and dichotomy. Some metaphysicians believe that, just as hyperspace grows by pulling in pieces of the multiverse each time a starship uses it to travel, so too are spectra created—amalgamations of raw, sometimes opposing energies born from the stolen pieces of other planes.
Yet spectra are also undeniably of hyperspace itself. They have inherent resistance to magic and can slip in and out of hyperspace via innate esoteric—though purely technological—means. Some theorists posit that, like the beacons that enable travel through hyperspace, spectra somehow exist simultaneously in multiple planes, manifesting in only one at any given time. Spectra rarely speak using their own voices, which are a mix of low-fidelity synthesized tones. They prefer to use their machine telepathy to temporarily harness nearby communication technology, speaking using a starship’s intercom or causing text to appear on a vidscreen, for instance.
Aspecnas, powerful spectra paragons with fan-like tails and faces that resemble blooming flowers, rarely interact directly with the Material Plane. These formidable outsiders instead concern themselves with maintaining the precarious balance of power among extraplanar forces, opposing any who would attempt to establish strongholds. Aspecnas have on occasion appeared to correct the course of mortals who have become lost in the ever-shifting plane, and even intervened to protect weaker mortals from the predation of malevolent hyperspace-marooned outsiders. These rare but memorable acts have earned aspecnas the nickname “Drift angels” among those who regularly travel through the plane.
The iridias have long offered advanced technologies to the species of the Material Plane. The machine telepathy cluster is among the most common, as it allows the user to interface with technology—and spectra—telepathically. This both facilitates communication with the strange outsiders and grants creatures an increased ability to create technological marvels of their own.
Machine Telepathy Cluster Augmentation Biotech
Price 2,500; Level 5
This clump of artificial synapses allows you to attempt Computers checks to access unsecured systems (or systems to which you already have access) within 10 feet. You can’t use this augmentation to attempt any other Computers checks. You can also communicate with spectra within 50 feet as though you had the spectra’s machine telepathy special ability, and when crafting items that require Computers or Engineering, you treat your number of ranks in those skills as 1 higher.
Starfinder Alien Archive 3 © 2019, Paizo Inc.; Authors: Saif Ansari, Kate Baker, John Compton, Adam Daigle, Katina Davis, Eleanor Ferron, Crystal Frasier, Leo Glass, Sasha Lindley Hall, Amanda Hamon, Thurston Hillman, James Jacobs, Jenny Jarzabski, Virginia Jordan, Jason Keeley, Natalie Kertzner, Luis Loza, Lyz Liddell, Ron Lundeen, Crystal Malarsky, Robert G. McCreary, Hilary Moon Murphy, Adrian Ng, Joe Pasini, Lacy Pellazar, Samantha Phelan, Jessica Redekop, Simone D. Sallé, Michael Sayre, Owen K.C. Stephens, James L. Sutter, Jason Tondro, Diego Valdez, and Linda Zayas-Palmer.