Home >Game Mastering >Bestiary >Creatures by Type >Vermin >Apari >


Apari CR 7

XP 3,200
N Large vermin
Init +2; Senses darkvision 60 ft.; Perception +14


HP 105 RP 4
EAC 19; KAC 21
Fort +11; Ref +6; Will +9
Defensive Abilities mutable; Immunities critical hits


Speed 30 ft.
Melee claw +17 (2d6+11 S)
Ranged spike +14 (2d8+7 P)
Space 10 ft.; Reach 10 ft.
Offensive Abilities spawn constituents


Str +4; Dex +2; Con +5; Int —; Wis +0; Cha +0
Skills Athletics +19, Intimidate +14, Survival +14
Other Abilities mindless


Mutable (Ex)

Virtually every part of an apari’s internal physiology can be effectively repaired or replaced at a moment’s notice as constituents rush to fill the needed role. An apari is immune to critical hits, and when an apari would take ability damage or drain to a particular ability score, it can instead distribute that ability damage or drain as it wishes across all of its ability scores (though it must take at least 1 point in the targeted ability score).

Spawn Constituents (Ex)

Most aparis retain a force of combat-ready constituents waiting on call to defend the hive—or in dire circumstances, to sacrifice themselves to give the apari a better chance of escape. As a move action, an apari can spend 1 Resolve Point and lose 20 Hit Points to spawn a constituent in an empty adjacent square. An apari can use this ability only if it has 40 or more Hit Points.

Spike (Ex)

An apari’s ranged attack has a range increment of 30 feet.


Environment temperate or warm plains
Organization solitary

Section 15: Copyright Notice

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.