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Born of the verdant and ancient forests covering the wood-aligned planet of Kir-Sharaat, the erahthi are at once both plantlike and elemental creatures. Erahthi are born from massive, translucent fruit grown from ancient miles-tall trees called Heartwoods and are engineered by life-bending alchemists and psychics before their birth to serve pre-determined castes of their society. Erahthi are masters of symbiotic technology, growing and animating plant material for nearly every purpose, from personal equipment to entire cities of living wood.

Physical Description: Erahthi are medium-sized bipedal humanoids. Their skin is tough and inflexible, often with a visible grain pattern or areas of rough bark. They lack a nose, external ears, or facial hair. Some erahthi exhibit patches of plant or fungal material or have tendrils of vine hanging from their skin (which can be fashioned to resemble traditional humanoid hair if desired). Erahthi eyes are a single solid color but have distinct irises and pupils. These eyes are highly light-sensitive and quick to adapt to changes in illumination.

Erahthi do not sleep in a manner familiar to most other humanoids, but do require rest to avoid fatigue, and eat like most humanoids. Erahthi “sleep” is a state of conscious stasis in which their minds are relaxed and their bodies inert, but they remain fully aware of their surroundings. An erahthi cannot take actions, even mental ones, while thus resting, but they are still capable of attempting Perception checks to notice changes in their environment while sleeping. While erahthi require oxygen, they absorb it through the surface of their skin rather than through lungs. This allows an erahthi to use any portion of their body to take in oxygen when deprived by their environment, such as keeping one hand above water to breathe while swimming.

In spite of their seemingly plant-like nature, erahthi still possess a full skeletal system, with bones formed of ossified amalgamations of plant fiber and calcium. Likewise, erahthi have internal organs similar to most humanoid species, though in unconventional alignment (such as their lungs).

Though some erahthi choose to present themselves as one or more genders relative to human conceptions of the notion, they— as a species—lack the distinction. Erahthi physiological morphology is strictly dictated by the castes responsible for their birth.

Society: Erahthi society is a rigid system of castes, with every member of the species grown for a specific role. An erahthi’s physical body is grown in a massive, translucent fruit that grows on one of the miles-tall Heartwood trees of Kir-Sharaat. Nascent erahthi are tended by specialized castes of farmers who ensure each body develops as required. When an erahthi body is only a seedling, divinations predetermine what caste the erahthi will be best suited for; this defines the methods used to bring the body to full maturation. Once a body is mature, it is inhabited by a soul drawn from the aetheric currents by the Heartwood tree; this is considered the “birth” of an erahthi individual. Despite the body being fully formed at this birth, erahthi still require several years to mentally and physically mature and become accustomed to their form and the caste they were born into. A newborn erahthi is usually half of the height and weight of a fully-matured erahthi, and this transition to adulthood takes around 40 years to complete. Typical erahthi live for more than 200 years. The erahthi reproductive cycle means that they do not have gender in the same way as most other species and are incapable of reproduction outside of Kir-Sharaat. Some erahthi who explore beyond their home world often take on the customs of other species and may choose to present one or more genders based on personal preference.

Relations: Following the Century War, many erahthi hate and fear humans and their “tools” the infused and phalanx. Although this insular attitude can border on xenophobia in older erahthi, those born since the end of the Century War are beginning to leave these prejudices behind, though this generation will not come to maturity for decades. With the cessation of hostilities, some erahthi endeavor to find common ground with humanity and other races found beyond their world, seeking to begin anew and release the hatred of the last hundred years. The erahthi of the seeker caste also tend to have an open mind about alien species, judging individuals by their actions rather than their species. Due to the potential for difficulty posed in holding these ideals, most adventuring erahthi leave Kir- Sharaat, seeking to avoid causing friction with their people.

The okanta represent a quandary for the erahthi. While okanta are a relatively new species to the interplanetary stage, they allied themselves with humanity during the Century War, and okantan mercenaries terrorized erahthi forces during the final days of the Century War. However, the erahthi recognize the okanta as a free-spirited people who stand independent of the human Hierarchy. Some erahthi of the builder caste endeavor to make connections with okantan alchemists and engineers to develop new means of growing food and shelter on Kir-Sharaat. By and large, the okanta are seen as a curious people who could yet be powerful allies, even if the Century War were to reignite.

Of the less common species, the zahajin are perhaps the most significant to the erahthi people. These feylike residents of Kir-Sharaat are the antithesis of erahthi culture, depending on toxic aetherite to survive; the two species exhibit a mutual hatred towards one another that has lasted centuries, but has avoided hostilities through the maintenance of centuries-old pacts.

Faith: Erahthi society is governed by the Tritarchs (also called the “era-sharaat” when referring to them as a species), a mythic race of beings that created the erahthi in their own image. These three entities direct erahthi civilization, but not in concert; tradition dictates that two of the Tritarchs are asleep at any given time. Each Tritarch governs erahthi civilization for a single kil-athaat (the period between alignments of the six moons of Kir-Sharaat, corresponding to approximately 250 Akasaati years). In this way, the Tritarchs serve the erahthi as god-kings, ruling one at a time and representing different aspects of erahthi life. Indaarin is the keeper of knowledge, the philosopher; Erathlias represents progress and mastery over the natural world; and Athrakarus is both the explorer and the warrior, responsible for discovering the stars but also for the deaths of millions during the Century War. Erahthi cultural outlook tends to adjust depending on which Tritarch is awake.

The Tritarch are not just a governing body, however. The erahthi venerate these entities as the creators of their people and founders of civilization. Certainly, the Tritarch do possess deific qualities, and much of erahthi culture works in ways to both worship and respect each individual Tritarch (such as paying respect to Athrakarus to request victory in battle, or Indaarin to receive a flash of insight to a complex mathematical equation). Erahthi faith isn’t about prayers or temples, however. It is about respect and reverence of the strong and capable, as is befitting of a meritocracy that advocates for the best and the brightest to lead.

During the end of the Century War, human ideas of faith infiltrated erahthi culture, typically among young erahthi who were forced to leave Kir-Sharaat to fight in the war whom never returned home. Ideas such as Scorism began to take root in young erahthi, and while worship and reverence of the Score is unheard of on Kir-Sharaat, a growing movement of young erahthi turn to this faith that praises the individual rather than the whole.

Adventurers: Most erahthi remain in their castes and never leave their homeworld, working in quiet contemplation for the betterment of their species. However, the Tritarch Athrakarus favors exploration, and during his current reign the seeker caste has flourished. Erahthi scholars search the primordial forests for clues to the Progenitors and their own history, while others leave their homeworld to visit those of their recent enemies. Individual erahthi may petition to join the seeker caste if so inclined, and these make up the bulk of erahthi seen by other species. Other erahthi found offworld are war veterans who refused to return home, often times for tragic reasons.

Names: Erahthi names are generally chosen during divinations before birth, and many believe that their name influences what soul is called to inhabit the body grown for them. Erahthi names often grow as time goes on, with the owner adding new names to honor friends or events in their personal history. Common first names for members of the knowledge-based castes are Seph, Quooth, Zenne, Leth, and Hyaam; those of the more physically oriented castes are given names with harder initial consonants such as Keth, Girin, Nald, and Dourm. Erahthi take on a portion of the name of the Heartwood grove where they were born as a suffix to their birth name. So Seph born from the Heartwood of Akithval might be Seph-Val or Seph-Akith.

Racial Traits

Ability Adjustments: +2 Con. Erahthi are healthy and vigorous, with great physical endurance.

Hit Points: 6

Size and Type: Erahthi are outsiders with the erahthi, native, and plant-like subtypes.

Speed: Erahthi have a base speed of 30 feet.

Darkvision: Erahthi can see in darkness up to 60 feet.

Camouflage: An erahthi blends in among trees and underbrush, gaining a +4 racial bonus on Stealth checks while within forest terrain.

Dermal Breathing: Erahthi breathe through their skin and any exposed portion of their body can be used to breathe, such as keeping one hand above water to avoid drowning. However, this leaves erahthi susceptible to inhaled toxins; they suffer a –2 penalty on all saves to resist inhaled fumes, poisons, smoke, or other such effects. They also incur this penalty if any skin is exposed to hazardous atmospheres.

Tree Skin: Erahthi gain a +1 racial bonus to their KAC due to their tough skin.

Treespeech: Erahthi can communicate with any creature of the plant type or plant-like subtype, though this does not make it friendly. If a plant or plant-like creature is friendly to the erahthi, it may do you favors. Additionally, an erahthi may use Intimidate to bully plants or plant-like creatures by spending 1 Resolve Point.

Wood-Infused: For the purposes of effects targeting creatures by type, erahthi count as both native outsiders and plants, whichever is worse. Erahthi gain a +2racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, and are immune to magic sleep effects.

Woodland Passage: An erahthi can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at up to half their normal speed without taking damage or suffering other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect an erahthi. An erahthi that moves at more than half their speed suffers the normal effects of any undergrowth.

Erathi Subtype Graft

This subtype is applied to erahthi and creatures related to erahthi.

Traits: Creatures with this subtype have darkvision 60 ft.; if the NPC is of the erahthi race, they also gain the dermal breathing, camouflage, tree skin, treespeech, wood- infused, and woodland passage traits.

Section 15: Copyright Notice

Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.