Alien Core
To use this book, you'll need Starfinder Player Core and Starfinder GM Core, which contain the rules of the game and give you further understanding of each creature's rules and its place in the galaxy. Using these books allows you as the Game Master (or GM) to create stories of grand adventure and populate them with fearsome foes, possible allies, and friendly guides.
Most of the sections of this book describe a creature or a group of related creatures, present their game statistics, illustrate their place within the galaxy, and provide details about their behavior or society. In this introduction, you can find advice on how to play these creatures in the game, including how to read and use their statistics, recommendations regarding roleplaying their interactions with player characters, and guidance on adjusting creatures to the needs of your story or setting.
Lastly, the appendix in the back of the book contains sections that provide information about frequently used creature abilities, creature traits, new rituals, uncommon languages, lists of monsters sorted by type and level, and options for further adjusting creatures.
Playing Creatures
Reading Creature Statistics
A creature's traits line sometimes begins with a rarity; if the creature's rarity is common, no rarity is listed. The next entry is the creature's size (Tiny, Small, Medium, Large, Huge, or Gargantuan). Any other traits are then listed alphabetically. The traits appearing in this book, including some traits from Starfinder Player Core, can be found in Creature Traits.
Actions and activities the creature can use have the appropriate icons next to those abilities' names noting how many actions they require. A creature always has the requisite proficiency ranks or other abilities required to use what's listed in its stat block. For instance, a spellcasting creature can perform the Cast a Spell activity, and a creature is never untrained with any of its items.
Some abilities are abbreviated in stat blocks, with their full text in the Ability Glossary.
Creature NameCreature (Level)
RaritySizeCreature Traits/>Rarity
Perception The creature's Perception modifier is listed here, followed by any special senses.
Languages The languages for a typical creature of that kind are listed here, followed by any special communication abilities. If a creature lacks this entry, it can't communicate with or understand another creature through language.
Skills The creature is trained or better in these skills. For untrained skills, use the corresponding attribute modifier.
Attribute Modifiers The creature's attribute modifiers are listed here.
Items Any significant gear the creature carries is listed here.
Interaction Abilities Special abilities that affect how a creature perceives and interacts with the world are listed here.
AC, followed by any special bonuses to AC; Saving Throws A special bonus to a specific save appears in parentheses after that save's bonus. Any bonuses to all three saving throws are listed after the three saves.
HP, followed by automatic abilities that affect the creature's Hit Points or healing; Immunities; Weaknesses; Resistances Any immunities, weaknesses, or resistances are listed here.
Automatic Abilities The creature's auras, any abilities that automatically affect its defenses, and the like are listed here.
Reactive Abilities Free actions or reactions that are usually triggered when it's not the creature's turn are listed here.
Speed, followed by any other Speeds or movement abilities.
Melee [one-action] (traits; some weapon traits, such as deadly, include their calculations for convenience) The name of the weapon or unarmed attack the creature uses for a melee Strike, followed by the attack modifier and traits in parentheses. If a creature has any abilities or gear that would affect its attack modifier, such as a tactical-grade weapon, those calculations are already included, Damage amount and damage type, plus any additional effects (this entry is Effect if the Strike doesn't deal damage).
Ranged [one-action] As Melee, but also lists range or range increment with traits, Damage as Melee.
Area Fire [two-actions] As Melee, but also lists area and range with traits, Damage as Melee, but also lists the attack's saving throw DC
Spells The entry starts with the magical tradition and whether the spells are prepared or spontaneous, followed by the DC (and spell attack modifier if any spells require spell attack rolls). Spells are listed by rank, followed by cantrips. A spell prepared multiple times lists the number of times in parentheses—for example, “(×2).” Spontaneous spells list the number of spell slots after the spell rank.
Innate Spells These are listed like other spells, but can also include constant, at-will, and focus spells. If the creature has a focus spell as an innate spell, it works like other innate spells with listed uses, rather than costing Focus Points. Spells that can be used an unlimited number of times list “(at will)” after the spell's name. Constant spells appear at the end, separated by rank. Rules for constant and at-will spells appear in the Ability Glossary.
Focus Spells If a creature has focus spells, this entry lists the spells, the spells' rank, the Focus Points in the creature's focus pool, and the DC.
Rituals Any rituals the creature can cast appear here. The creature can choose to automatically succeed without rolling on any of these rituals or can roll normally.
Offensive or Proactive Abilities Any actions, activities, or abilities that automatically affect the creature's offense, as well as free actions or reactions that are usually triggered on the creature's turn, appear here in alphabetical order.
Roleplaying Creatures
Adjusting Creatures
Combat Power
Theme
Languages
Gear
If a creature doesn't have its armor, find the armor in its Items entry, and reduce the creature's AC by that armor's item bonus. If the armor has a bonus from a higher grade, increase the reduction as appropriate; for example, if the creature has a suit of superior freebooter armor in its statistics, and the characters catch the creature without its armor, you would reduce the creature's AC by 6 instead of 4. If the armor has the resilient trait, reduce the creature's saves based on the trait's value.