SFS Standard Asteray Creature 12

Thought to be merely mischievous tricksters, asterays are in fact fey born where the Void and First World overlap. Gifted with the innate ability to survive in space, asterays suffer from extreme wanderlust and an overwhelming desire to stave off boredom, with a desperate thirst for amusement being the prime motivation of most of their kind. They find themselves attracted to interesting stellar phenomena, from the swirls in gas giants to the interplay of stellar debris in an asteroid field. By floating through space, asterays gather enough sustenance to survive from their innate ability to consume latent cosmic radiation. However, asterays have one simple nutritional need that makes them a terror of the space lanes: organic matter. As space is all but devoid of organic elements for consumption, asterays resort to trailing starships, often by riding in their wake and tormenting the crew until they either abandon their posts or descend into chaos. Once an asteray has sufficiently driven a crew to despair, they enter the vessel and consume the corpses of the fallen.

Luckily—or perhaps not—for travelers, asterays typically find the consumption of living creatures distasteful, though their alien mindsets open them to using their vacuous ability to consume matter on active foes when threatened. Most asterays hibernate for months or even years at a time, floating in the wrecks of abandoned ships until the cosmic eddies of a passing ship stirs them from their torpor.

Elite Weak Asteray Creature 12

Recall Knowledge DC 28 30 31
Fey (Nature)
Perception +19; darkvision
Languages Aklo, Common, Fey
Skills Deception +24, Society +18, Stealth +23, Survival +21
Str +1 Dex +6 Con +4 Int +2 Wis +3 Cha +8

AC 32
Fort +20
Ref +24
Will +21
HP 235
Resistances cold 10, fire 10
Weaknesses cold iron 10
Wake Rider By touching a starship, an asteray can bond to the energy wake it leaves as it travels. The asteray can match speeds with the starship and ride along with it, treating the ship as if it were the “ground” so long as they remain within 100 feet. If the starship enters the Drift, the asteray can choose to accompany it into the Drift, or they can disengage as a reaction and remain behind.

Speed 25 feet, climb 25 feet, fly 60 feet
Melee [one-action] tail whip +24 (agilemagical), Damage 3d8+11 slashing
Ranged [one-action] electrical blast +24 (electricitymagicalrange increment 70 feet), Damage 3d10+14 electricity
Primal Innate Spells DC 32 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 5th
illusory object (at will)
4th 3rd
Matter Consumption [three-actions] (primalvoid) The asteray opens their mouth to suck in the molecules of an adjacent organic creature or object of Small size or larger. If the target is an object (including a corpse), then the asteray regains 30 Hit Points and becomes quickened 1 for the next minute, and they can use the extra action only to Climb, Fly, or Stride. If the target is a creature, then the target takes 10d8 void damage (DC 32 basic Fortitude save).
Sensor Song [one-action] An asteray can “sing” electronic signals that mask or mimic sensor readings. The asteray creates a false image of an object, as a 5th-rank illusory object spell. This false reading affects only electronic sensors, but creatures hear odd echoes in the area so long as the effect persists. Multiple asterays can sing together, doubling the range and area of illusory object for each asteray casting the spell in sync.