Appendix

Creature Adjustments

The Starfinder galaxy contains innumerable creatures beyond those presented in this book, and you'll likely want to create custom creatures to fit the needs of your campaign. While you can build brand-new creatures using the guidelines in GM Core, sometimes you'll want to make small adjustments to an existing creature. Consider using the following adjustments to add thematic abilities or tweak a creature's combat power to better suit your campaign.

These changes are designed so you can apply them quickly, but they aren't comprehensive. You should review the adjustments and consider the specific application to determine if you're introducing unintended consequences, especially in terms of a creature's threat level in combat. For example, applying hardlight adjustments to a creature that already has several immunities or resistances to specific types of energy damage might result in a creature that the PCs have a difficult time hurting due to its many defenses— this could be exactly what your story needs, or it could lead to an encounter that's not enjoyable.

Elite and weak adjustments are the most basic ways to adjust a creature's combat power, and they work best with creatures that focus on physical combat. These adjustments overstate the normal numerical gains the creature would receive from increasing its level to make up for the lack of new special abilities. Creatures that cast spells or rely on noncombat abilities typically need specific adjustments to those spells or abilities. These adjustments have a greater effect on the power level of low-level creatures, as noted. Applying the adjustments more than once to a creature should be avoided. If you need to alter a creature's level more drastically, use the GM Core guidance on building creatures.

Be mindful that you don't overdo it with creature adjustments—players often enjoy recognizing and learning about creatures. If none of your creatures are recognizable, or all of them break the rules in some way, your players might begin to lose their sense of immersion because all the creatures they're encountering are strange or different than what they expect. On the other hand, if you're running an adventure on a strange planet or in a remote region of the Vast, it might be best if every creature has unexpected adjustments!

Ability Glossary

The following creature abilities are listed here because they are shared by many creatures or are highly complex. The statistics for individual creatures might alter the traits, the number of actions, or other rules of these abilities. Anything noted in a specific creature's stat block overrides the general rules for the ability below. In these abilities, “monster” is used for the creature that has the ability, to differentiate it from any other creatures the ability might affect.

Creature Traits

Some of these traits appear in Starfinder Player Core or GM Core, while others are new to this book.

Rarity Traits

Unless a creature is common, its trait list starts with a rarity trait.

Size

After any rarity trait, each creature has its size listed.

Other Traits

After any rarity traits and the size, each creature's trait line lists all other traits the creature has in alphabetical order. The following is a list of those traits found in the book.

Weapon Traits

The bonuses from these weapons traits are included in creatures' statistics, but the traits appear because they're relevant for the clumsy and enfeebled conditions.

Integrated Equipment

Weapons or other items listed as “integrated” in a creature's Items entry are considered part of the creature until the creature is slain. These items can't be disarmed or otherwise removed from the creature. If an integrated item is listed as having ammo or batteries, these are considered part of the creature and recharge naturally over the course of 24 hours of rest. In most circumstances, a creature can attempt a Crafting check to remove integrated equipment from a slain creature, with a DC based on the slain creature's level, using the DCs by Level table as a guideline. On a success, the creature can remove the item and use it normally.

Rituals

Some creatures from the Outer Planes can use rituals to call their kin or transport themselves to another plane. These are the rituals used by various creatures in this book; under rare circumstances in your campaign, player characters might gain access to these rituals as well! Pathfinder Monster Core contains many additional fantasy creatures, such as demons, that can be called with these rituals.
Uncommon Languages
LanguageSpeakers
AlghollthuAlghollthu, thralls, and enemies
DaemonicDaemons and those who buy souls
ElindrianElindrians
First OneFirst Ones
FormianElindrians, formians, others from Castrovel
GaraggakalGaraggakals
JinsulJinsuls
JotunGiants
MuanWood elemental creatures
OrbianSapient orbs
PetranEarth elemental creatures
PyricFire elemental creatures
RequianPsychopomps and related creatures
StarsongOmas
SussuranAir elemental creatures
TalicanMetal elemental creatures
ThalassicWater elemental creatures, aquatic creatures

Languages

Some creatures in this book speak languages not found on the languages table of Starfinder Player Core. The languages are listed on the Uncommon Languages table.

Companion Creatures

A small number of creatures in Alien Core include rules for using them as pets or companion creatures for player characters. Companion creatures are minions with their own unique statistics, actions, and special benefits they provide to player characters. Full rules for companion creatures, including all new robot companions, can be found in Starfinder Tech Core.