SFS Standard Shipbreaker Creature 8

Shipbreakers are bullet-shaped chunks of living steel crackling with electricity from their plasma fields. Shipbreakers propel themselves through space, seeking faint electronic signals emitted by starships. After tracking a target, shipbreakers slam into the starship using a powerful breach maneuver and then rip through the hull to get at the crew inside, ingesting passengers, components, and cargo in a vicious gulp that fuels their interplanetary predation.

Shipbreakers are especially attracted to batteries and even prioritize eating a fully charged battery over a more nutritious living creature. These batteries remain a permanent component of shipbreakers, storing and retrieving excess caloric energy from the elementals. Shipbreakers that have ingested a tremendous amount of batteries over their long existences often glow from the inside or crackle with electricity.

Elite Weak Shipbreaker Creature 8

Image of a shipbreaker
Recall Knowledge DC 23 24 26
Elemental (Arcana)
Elemental (Nature)
Perception +13 (darkvision, electroreception, techsense (imprecise) 100 feet)
Skills Athletics +19, Piloting +15, Survival +15
Str +6 Dex +3 Con +4 Int -5 Wis +2 Cha +0
Items advanced batteries (3 to 3,000)
Electroreception While in space, the shipbreaker can sense electronic signals from starships in the same star system. While it can't necessarily interpret starship signals, it has a vague sense of the intent or purpose of any given starship signal, such as "to scan," "to communicate," or "to warn of danger."
Techsense A shipbreaker can detect creatures and items with the tech trait as an imprecise sense at the listed range.

AC 25
Fort +18
Ref +15
Will +14
HP 173
Resistances piercing 8, slashing 8
Weaknesses electricity 8
Plasma Shield [reaction] (fire, electricity) Trigger A creature hits the shipbreaker with a melee Strike; Effect The shipbreaker discharges a field of plasma, dealing 2d6 fire damage and 1 persistent electricity damage plus the effects of plasmashock to the triggering creature.

Speed fly 60 feet
Melee [one-action] jaws +20 , Damage 2d12+6 piercing plus 1d6 electricity and plasmashock
Atmospheric Breach [two-actions] (attack) The shipbreaker Flies, then Leaps vertically up to 25 feet, plus a cumulative 25 feet for each consecutive round the shipbreaker uses this ability, and makes a jaws Strike against a creature at any point during the jump. In low gravity, the shipbreaker Leaps 100 feet high the first round it jumps, cumulatively multiplied by 4 each consecutive round if trying to reach escape velocity to leave the surface of a planet (which requires 5 consecutive rounds of using Atmospheric Breach in a low-gravity environment).
Plasmashock (electricity) A creature damaged by a shipbreaker's Plasma Shield or jaws Strike must attempt a DC 26 Fortitude save.
Critical SuccessThe creature is unaffected and becomes temporarily immune to plasmashock for 1 hour.
SuccessThe creature becomes off-guard and loses its reactions until the start of its next turn. If the creature has the tech trait or the shipbreaker was attacked by a tech weapon, the creature or weapon becomes glitching 1.
FailureThe creature is stunned 1. If the creature has the tech trait or the shipbreaker was attacked by a tech weapon, the creature or weapon becomes glitching 2.
Critical FailureAs failure, but stunned 2 and glitching 3.
Swallow Whole [one-action] (attack) Large, 2d10+4 bludgeoning, Rupture 17

All Creatures in "Elemental"

NameLevelSpoiler
Cyanoscum0
Earth Scamp0Tales From the Vast
Fire Scamp0Tales From the Vast
Fouled Water Scamp1Tales From the Vast
Fouled Brine Shark3Tales From the Vast
Radiation Crawler3Tales From the Vast
Tregalxi3
Cyanoscum Bloom4
Living Wildfire5Tales From the Vast
Plasmazer6
Flarysca7
Jabali Spelunker7Tales From the Vast
Shipbreaker8
Wastewither8
Tergaiator10

Elemental

Elementals are energetic intrusions from the primal planes of existence. They take many forms, from mindless eddies in the wind or water to complex entities capable of wielding primal magic. The advent of space travel and the progress of technology have allowed even more living embodiments of the elements to manifest in the Universe.

Natural events like wildfires, solar storms, and floods can unleash hordes of unruly elementals on a planet or into a region of space. Sometimes, a gathering of powerful elementals causes a natural disaster on an epic scale, like an off-the-charts solar flare that fries a planet's power grid or a ceaseless storm swirling in a gas giant's atmosphere.