Building Creatures
Creatures aren't built the same way PCs are. The rules for building them are more flexible, and their statistics are based on benchmark final numbers rather than combining each individual modifier together. This is called top-down design, in which you consider the design process as a whole and select the details that reflect your intended result, rather than building statistics from the bottom up and hoping the finished creature matches your vision.
This guide provides a step-by-step process to build creatures, but as you get more comfortable with creature creation, you might prefer to use different methods. You could start with one ability you think is cool, or you might look to create a spellcaster of a certain type. There's no wrong starting place or wrong way to compile and present your creation; some GMs prefer to generate a stat block that's as similar to an official Alien Core entry as possible, while others prefer just a brief set of notes.
Develop the Concept
Next, look at the creature's role in your game. Is it meant to be a combatant? A social creature? A trusted ally? Figuring this out will help you determine whether to give it strong combat abilities or to focus on skills, spells, and special abilities. Think about how the creature might behave if it's in a fight, if someone tries to talk to it, or if it's in a social situation. Does it work better alone or with allies? What sort of character should be best at facing it or be particularly weak against it?
Also consider the complexity of the creature. This matters most when you plan to use a large number of creatures of that type. If you'll use five at the same time, you'll want their turns to move swiftly and avoid complex special actions. A creature that's likely to face a group of PCs alone can have more abilities, and it might need a more versatile set of defenses against PC tactics. Cut complexity as much as you can while retaining your desired theme.
Now, how do you want an encounter with this creature to feel? Should it be scary? Mobile? Confusing? A mystical duel or a knockdown, drag-out fight? What can you give your creature to convey those characteristics? Much of this feel will come from your choice of the creature's special abilities or spells, rather than its raw numbers.
With all this in mind, think about what specific abilities your creature should have. Take a few notes now, and get to the details later. You can use abilities from Alien Core or feats in Player Core, adjusting as needed, to save yourself time. It helps to think of a creature that's similar to yours and see what makes it tick—and what you can steal from it. Maybe you can just reskin that creature (sidebar Reskinning a Creature), instead of making a new one from scratch.
Now that you understand your creature's concept, it's time to get to the statistics. Remember that you can always change your concept later on. Your creation might evolve and transform as you go, so be open to change.
Understanding Statistics
Extreme: The creature is world-class in this statistic and can challenge almost any character. Most creatures have no extreme statistics or only one extreme statistic, although some creatures might have additional extreme statistics and weaker related statistics elsewhere (a common example being a creature trading accuracy for extreme damage). Examples from Alien Core include the zitteroc's Athletics modifier and the necrovite's spell DC.
High: Extremely capable but not world-class, the creature presents a challenge for most characters. Just about all creatures have at least one high value. Most combat-focused creatures have high AC and either a high attack bonus and high damage, or a merely moderate attack bonus but extreme damage. A cerebinite's attack bonus and a heliad nymph's Diplomacy modifier are high values.
Moderate: A middle-of-the road statistic covers anything unremarkable about the creature. Use this one often.
Low: The creature is actively bad at this. Choose these intentionally to represent the creature's weak points. Most creatures should have at least one low statistic; an example is the warp troll's Will save.
Terrible: Some statistics can dip even lower than low, to terrible. This indicates a truly awful statistic that still isn't game-breakingly bad. A tech zombie's Intelligence is terrible, as is a void ooze's Reflex save.
Push and Pull
Extreme Increases
Level
Some abilities are hard for PCs to deal with at low levels. For instance, creatures with an extreme AC at lower levels can make for frustrating foes that require exceptionally high rolls to hit. Natural invisibility or at-will invisibility as an innate spell should come at around 6th level, when PCs are more likely to prepare see the unseen in lower-rank spell slots, or 8th level, when some PCs get access to the truesight sight.
The tables in this chapter go up to 24th level, the highest-level extreme encounter a party might face.
Size and Traits
Your creature will almost certainly have one of the following traits to define its type: aberration, animal, astral, beast, celestial, construct, dragon, elemental, ethereal, fey, fiend, fungus, giant, humanoid, monitor, ooze, plant, robot, or undead. If you're making a creature from an existing category of a type, such as demon, it also has that category as a trait. Creatures with a close affinity to elements—air, earth, fire, metal, water and wood—or types of energy—like acid, cold, and electricity—have those traits.
Some abilities that are typical of creatures with the traits listed here can be found in Trait Abilities. As with the other steps, looking at similar creatures will give you an idea of what traits to use.
Add any traits that have detailed rules attached to them, like amphibious, aquatic, cosmic, incorporeal, mindless, and swarm. You can add traits related to the creature category, such as kucharn or midwife, but most of these traits are pretty self-evident in play. If at any point you realize during play that you didn't add a trait the creature really should have, you can usually apply it retroactively.
Attribute Modifiers
The Attribute Modifier Scales table shows some benchmarks for your creatures. Use high for the creature's best attribute modifiers, moderate for ones they're okay at, and low for the rest. If a creature has a truly bad ability, you can go as low as –5. That's the terrible range for attribute modifiers, and doesn't really change by level. This is most common with animals, which have an Intelligence modifier of –4 (for khefaks, laser wolves, rats, and such) or –5 (for more instinctual animals like insects), and for mindless creatures, which have a –5 Intelligence modifier.
Few creatures use the extreme column. A powerful, dedicated spellcaster might use an extreme spellcasting statistic, or a preternaturally charming creature like a nymph might have an extreme Charisma modifier. However, the most common way extreme numbers are used is for really big, really strong creatures. This happens with only Large or bigger creatures from 1st to 5th level, Huge or larger creatures from 6th to 9th level, and Gargantuan creatures from 10th to 15th level. Beyond that level, a creature doesn't gain an extreme Strength modifier from size alone.
| Level | Extreme | High | Moderate | Low |
|---|---|---|---|---|
| –1 | — | +3 | +2 | +0 |
| 0 | — | +3 | +2 | +0 |
| 1 | +5 | +4 | +3 | +1 |
| 2 | +5 | +4 | +3 | +1 |
| 3 | +5 | +4 | +3 | +1 |
| 4 | +6 | +5 | +3 | +2 |
| 5 | +6 | +5 | +4 | +2 |
| 6 | +7 | +5 | +4 | +2 |
| 7 | +7 | +6 | +4 | +2 |
| 8 | +7 | +6 | +4 | +3 |
| 9 | +7 | +6 | +4 | +3 |
| 10 | +8 | +7 | +5 | +3 |
| 11 | +8 | +7 | +5 | +3 |
| 12 | +8 | +7 | +5 | +4 |
| 13 | +9 | +8 | +5 | +4 |
| 14 | +9 | +8 | +5 | +4 |
| 15 | +9 | +8 | +6 | +4 |
| 16 | +10 | +9 | +6 | +5 |
| 17 | +10 | +9 | +6 | +5 |
| 18 | +10 | +9 | +6 | +5 |
| 19 | +11 | +10 | +6 | +5 |
| 20 | +11 | +10 | +7 | +6 |
| 21 | +11 | +10 | +7 | +6 |
| 22 | +12 | +10 | +8 | +6 |
| 23 | +12 | +10 | +8 | +6 |
| 24 | +13 | +12 | +9 | +7 |
Perception
Senses
| Level | Extreme | High | Moderate | Low | Terrible |
|---|---|---|---|---|---|
| –1 | +9 | +8 | +5 | +2 | +0 |
| 0 | +10 | +9 | +6 | +3 | +1 |
| 1 | +11 | +10 | +7 | +4 | +2 |
| 2 | +12 | +11 | +8 | +5 | +3 |
| 3 | +14 | +12 | +9 | +6 | +4 |
| 4 | +15 | +14 | +11 | +8 | +6 |
| 5 | +17 | +15 | +12 | +9 | +7 |
| 6 | +18 | +17 | +14 | +11 | +8 |
| 7 | +20 | +18 | +15 | +12 | +10 |
| 8 | +21 | +19 | +16 | +13 | +11 |
| 9 | +23 | +21 | +18 | +15 | +12 |
| 10 | +24 | +22 | +19 | +16 | +14 |
| 11 | +26 | +24 | +21 | +18 | +15 |
| 12 | +27 | +25 | +22 | +19 | +16 |
| 13 | +29 | +26 | +23 | +20 | +18 |
| 14 | +30 | +28 | +25 | +22 | +19 |
| 15 | +32 | +29 | +26 | +23 | +20 |
| 16 | +33 | +30 | +28 | +25 | +22 |
| 17 | +35 | +32 | +29 | +26 | +23 |
| 18 | +36 | +33 | +30 | +27 | +24 |
| 19 | +38 | +35 | +32 | +29 | +26 |
| 20 | +39 | +36 | +33 | +30 | +27 |
| 21 | +41 | +38 | +35 | +32 | +28 |
| 22 | +43 | +39 | +36 | +33 | +30 |
| 23 | +44 | +40 | +37 | +34 | +31 |
| 24 | +46 | +42 | +38 | +36 | +32 |
Languages
Skills
Most creatures don't have an extreme skill unless they're world-class for their level, like a necrovite's Arcana. Having an extreme skill is less impactful than having an extreme AC or attack bonus, but it still might warrant a sacrifice elsewhere, especially if the creature also has more high skills than usual. There's no need for terrible skill modifiers since an untrained skill usually represents that.
Special Modifiers
| Level | Extreme | High | Moderate | Low |
|---|---|---|---|---|
| –1 | +8 | +5 | +4 | +2 to +1 |
| 0 | +9 | +6 | +5 | +3 to +2 |
| 1 | +10 | +7 | +6 | +4 to +3 |
| 2 | +11 | +8 | +7 | +5 to +4 |
| 3 | +13 | +10 | +9 | +7 to +5 |
| 4 | +15 | +12 | +10 | +8 to +7 |
| 5 | +16 | +13 | +12 | +10 to +8 |
| 6 | +18 | +15 | +13 | +11 to +9 |
| 7 | +20 | +17 | +15 | +13 to +11 |
| 8 | +21 | +18 | +16 | +14 to +12 |
| 9 | +23 | +20 | +18 | +16 to +13 |
| 10 | +25 | +22 | +19 | +17 to +15 |
| 11 | +26 | +23 | +21 | +19 to +16 |
| 12 | +28 | +25 | +22 | +20 to +17 |
| 13 | +30 | +27 | +24 | +22 to +19 |
| 14 | +31 | +28 | +25 | +23 to +20 |
| 15 | +33 | +30 | +27 | +25 to +21 |
| 16 | +35 | +32 | +28 | +26 to +23 |
| 17 | +36 | +33 | +30 | +28 to +24 |
| 18 | +38 | +35 | +31 | +29 to +25 |
| 19 | +40 | +37 | +33 | +31 to +27 |
| 20 | +41 | +38 | +34 | +32 to +28 |
| 21 | +43 | +40 | +36 | +34 to +29 |
| 22 | +45 | +42 | +37 | +35 to +31 |
| 23 | +46 | +43 | +38 | +36 to +32 |
| 24 | +48 | +45 | +40 | +38 to +33 |
Items
Specific creatures or NPCs have more leeway to break these guidelines because you can plan the rest of your adventure's loot around them. Also, giving a boss a powerful magic item makes the fight and its aftermath more interesting.
| Creature Level | Safe Item Level |
|---|---|
| 3 or lower | 0 |
| 4–5 | 1 |
| 6 | 2 (tactical weapon) |
| 7 | 3 |
| 8 | 4 (advanced weapon) |
| 9 | 5 (tactical armor) |
| 10 | 6 |
| 11 | 7 |
| 12 | 8 (advanced armor) |
| 13 | 9 |
| 14 | 10 (superior weapon) |
| 15 | 11 (superior armor) |
| 16 | 12 (elite weapon) |
| 17 | 13 |
| 18 | 14 (elite armor) |
| 19 | 15 |
| 20 | 16 (ultimate weapon) |
| 21 | 17 |
| 22 | 18 (ultimate armor) |
| 23 | 19 (paragon weapon) |
| 24 | 20 (paragon armor) |
Defenses
Armor Class
| Level | Extreme | High | Moderate | Low |
|---|---|---|---|---|
| –1 | 18 | 15 | 14 | 12 |
| 0 | 19 | 16 | 15 | 13 |
| 1 | 19 | 16 | 15 | 13 |
| 2 | 21 | 18 | 17 | 15 |
| 3 | 22 | 19 | 18 | 16 |
| 4 | 24 | 21 | 20 | 18 |
| 5 | 25 | 22 | 21 | 19 |
| 6 | 27 | 24 | 23 | 21 |
| 7 | 28 | 25 | 24 | 22 |
| 8 | 30 | 27 | 26 | 24 |
| 9 | 31 | 28 | 27 | 25 |
| 10 | 33 | 30 | 29 | 27 |
| 11 | 34 | 31 | 30 | 28 |
| 12 | 36 | 33 | 32 | 30 |
| 13 | 37 | 34 | 33 | 31 |
| 14 | 39 | 36 | 35 | 33 |
| 15 | 40 | 37 | 36 | 34 |
| 16 | 42 | 39 | 38 | 36 |
| 17 | 43 | 40 | 39 | 37 |
| 18 | 45 | 42 | 41 | 39 |
| 19 | 46 | 43 | 42 | 40 |
| 20 | 48 | 45 | 44 | 42 |
| 21 | 49 | 46 | 45 | 43 |
| 22 | 51 | 48 | 47 | 45 |
| 23 | 52 | 49 | 48 | 46 |
| 24 | 54 | 51 | 50 | 48 |
Saving Throws
Extreme saves often pair with extreme or high attribute modifiers. Almost no creature should have more than one extreme save, even at high levels. Assign terrible saves to creatures that have a clear weak point—for example, a nearly immobile creature would have a terrible Reflex save.
| Level | Extreme | High | Moderate | Low | Terrible |
|---|---|---|---|---|---|
| –1 | +9 | +8 | +5 | +2 | +0 |
| 0 | +10 | +9 | +6 | +3 | +1 |
| 1 | +11 | +10 | +7 | +4 | +2 |
| 2 | +12 | +11 | +8 | +5 | +3 |
| 3 | +14 | +12 | +9 | +6 | +4 |
| 4 | +15 | +14 | +11 | +8 | +6 |
| 5 | +17 | +15 | +12 | +9 | +7 |
| 6 | +18 | +17 | +14 | +11 | +8 |
| 7 | +20 | +18 | +15 | +12 | +10 |
| 8 | +21 | +19 | +16 | +13 | +11 |
| 9 | +23 | +21 | +18 | +15 | +12 |
| 10 | +24 | +22 | +19 | +16 | +14 |
| 11 | +26 | +24 | +21 | +18 | +15 |
| 12 | +27 | +25 | +22 | +19 | +16 |
| 13 | +29 | +26 | +23 | +20 | +18 |
| 14 | +30 | +28 | +25 | +22 | +19 |
| 15 | +32 | +29 | +26 | +23 | +20 |
| 16 | +33 | +30 | +28 | +25 | +22 |
| 17 | +35 | +32 | +29 | +26 | +23 |
| 18 | +36 | +33 | +30 | +27 | +24 |
| 19 | +38 | +35 | +32 | +29 | +26 |
| 20 | +39 | +36 | +33 | +30 | +27 |
| 21 | +41 | +38 | +35 | +32 | +28 |
| 22 | +43 | +39 | +36 | +33 | +30 |
| 23 | +44 | +40 | +37 | +34 | +31 |
| 24 | +46 | +42 | +38 | +36 | +32 |
Hit Points
Hit Points are closely tied in with immunities, weaknesses, and resistances, so if your creature has any of those, look at that section before finalizing HP.
Regeneration and Healing Abilities
If a creature can use an ability that heals it, that ability typically restores more HP since it costs actions. An at will healing ability should be based on a heal spell 2 ranks lower than the highest-rank spell a creature of that level could ordinarily cast (for example, an 11th-level creature can typically cast up to 6th-rank spells, so you would base its healing ability on a 4th-rank heal spell). If the ability both deals damage and heals, use that same baseline scale from above but with vampiric feast instead of heal.
| Level | High | Moderate | Low |
|---|---|---|---|
| –1 | 9 | 8–7 | 6–5 |
| 0 | 20–17 | 16–14 | 13–11 |
| 1 | 26–24 | 21–19 | 16–14 |
| 2 | 40–36 | 32–28 | 25–21 |
| 3 | 59–53 | 48–42 | 37–31 |
| 4 | 78–72 | 63–57 | 48–42 |
| 5 | 97–91 | 78–72 | 59–53 |
| 6 | 123–115 | 99–91 | 75–67 |
| 7 | 148–140 | 119–111 | 90–82 |
| 8 | 173–165 | 139–131 | 105–97 |
| 9 | 198–190 | 159–151 | 120–112 |
| 10 | 223–215 | 179–171 | 135–127 |
| 11 | 248–240 | 199–191 | 150–142 |
| 12 | 273–265 | 219–211 | 165–157 |
| 13 | 298–290 | 239–231 | 180–172 |
| 14 | 323–315 | 259–251 | 195–187 |
| 15 | 348–340 | 279–271 | 210–202 |
| 16 | 373–365 | 299–291 | 225–217 |
| 17 | 398–390 | 319–311 | 240–232 |
| 18 | 423–415 | 339–331 | 255–247 |
| 19 | 448–440 | 359–351 | 270–262 |
| 20 | 473–465 | 379–371 | 285–277 |
| 21 | 505–495 | 405–395 | 305–295 |
| 22 | 544–532 | 436–424 | 329–317 |
| 23 | 581–569 | 466–454 | 351–339 |
| 24 | 633–617 | 508–492 | 383–367 |
Immunities, Weaknesses and Resistances
Immunities are generally reserved for creatures made of an unusual substance (like a fire elemental being immune to fire). You can also give an immunity if a creature's biology or construction would logically cause it to be unaffected (like a mindless creature's immunity to mental effects). If the creature should be hard to affect with something but the conditions above aren't true, give it a resistance instead. For instance, most cosmic creatures aren't actually made of ice, so it wouldn't be immune to cold, but its life in space makes it resistant to cold. You'll typically use the lower end of the value on the Resistances and Weaknesses table for a broad resistance that applies to a wide range of effects, like "physical 5 (except silver)" and the higher end for something narrower, like a single damage type. A creature with a resistance, especially a broad resistance or a physical resistance, usually has fewer HP.
Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of additional HP might depend on how tough the creature should feel if the PCs don't exploit its weakness; a tough creature might have additional HP equal to quadruple the weakness value. A creature with a hard-to-exploit weakness might have additional HP equal to the weakness value or less.
In Starfinder, PCs have access to a wide variety of damage types. A 1st-level character can pack a laser pistol (fire damage), a sonic rifle (sonic damage), or even a neural lash (mental damage). Because of this prevalence of damage type accessibility, resistances and weaknesses can often turn the tide of a battle. Some damage types, like fire or cold, often appear as obvious use cases for resistances and weaknesses. Be sure to vary your creature design to include some that might have mental or sonic resistance as a means of encouraging weapon diversity.
The combination of more HP and a weakness has a different feel from standard HP with resistances. If the creature being an impervious tank really fits its theme, use a resistance with an exception, such as "physical 5 (except silver)." If, however, it makes more sense for normal hits to get through and the creature to simply have great staying power, use more HP and a weakness. Living hardlight and tech zombies are a good example of the difference between these styles. Living hardlight has resistances because they're holograms and hard to hurt. Tech zombies, on the other hand, have more HP and a weakness to slashing damage-they're tougher, but their bodies aren't built to deflect weapon attacks, and slashing attacks can rip them up quickly.
| Level | Maximum | Minimum |
|---|---|---|
| –1 | 1 | 1 |
| 0 | 3 | 1 |
| 1 | 3 | 2 |
| 2 | 5 | 2 |
| 3 | 6 | 3 |
| 4 | 7 | 4 |
| 5 | 8 | 4 |
| 6 | 9 | 5 |
| 7 | 10 | 5 |
| 8 | 11 | 6 |
| 9 | 12 | 6 |
| 10 | 13 | 7 |
| 11 | 14 | 7 |
| 12 | 15 | 8 |
| 13 | 16 | 8 |
| 14 | 17 | 9 |
| 15 | 18 | 9 |
| 16 | 19 | 9 |
| 17 | 19 | 10 |
| 18 | 20 | 10 |
| 19 | 21 | 11 |
| 20 | 22 | 11 |
| 21 | 23 | 12 |
| 22 | 24 | 12 |
| 23 | 25 | 13 |
| 24 | 26 | 13 |
Speed
Creatures can have climb and swim Speeds at any level. While you can give your creature a fly Speed at 1st-level, as most PCs should have ranged options available to them, it's better to wait until around 3rd level (when PCs have enough feats to support those ranged attacks and access to items like jump jets and jet packs) to give your creature a fly Speed if it also has ranged attacks or another way to harry the PCs from a distance indefinitely.
Strikes
You might want to make sure a creature has an unarmed attack if you think it's likely to get disarmed. Creatures should always have access to a ranged strike; even if most PCs can't fly until they get access to jet packs at 5th level, lower-level PCs might still have access to climb Speeds and limited flight options like jump jets much sooner. Some ancestries give innate flight speed too, so it's possible to have a 1st-level PC flying around the battlefield, which means most creatures do need a ranged option or be in an area where flight mobility is limited. Many parties can also pin down melee-only enemies in a way that makes an encounter trivial if the enemies don't have ranged strikes.
Strike Attack Bonus
| Level | Extreme | High | Moderate | Low |
|---|---|---|---|---|
| –1 | +10 | +8 | +6 | +4 |
| 0 | +10 | +8 | +6 | +4 |
| 1 | +11 | +9 | +7 | +5 |
| 2 | +13 | +11 | +9 | +7 |
| 3 | +14 | +12 | +10 | +8 |
| 4 | +16 | +14 | +12 | +9 |
| 5 | +17 | +15 | +13 | +11 |
| 6 | +19 | +17 | +15 | +12 |
| 7 | +20 | +18 | +16 | +13 |
| 8 | +22 | +20 | +18 | +15 |
| 9 | +23 | +21 | +19 | +16 |
| 10 | +25 | +23 | +21 | +17 |
| 11 | +27 | +24 | +22 | +19 |
| 12 | +28 | +26 | +24 | +20 |
| 13 | +29 | +27 | +25 | +21 |
| 14 | +31 | +29 | +27 | +23 |
| 15 | +32 | +30 | +28 | +24 |
| 16 | +34 | +32 | +30 | +25 |
| 17 | +35 | +33 | +31 | +27 |
| 18 | +37 | +35 | +33 | +28 |
| 19 | +38 | +36 | +34 | +29 |
| 20 | +40 | +38 | +36 | +31 |
| 21 | +41 | +39 | +37 | +32 |
| 22 | +43 | +41 | +39 | +33 |
| 23 | +44 | +42 | +40 | +35 |
| 24 | +46 | +44 | +42 | +36 |
Strike Damage
A creature that's meant to be primarily a melee threat uses high damage for its melee Strikes, or moderate for melee Strikes that have the agile trait. Ranged attacks more typically use the moderate value. A creature that's meant to be highly damaging uses the extreme damage values but might then have a moderate attack bonus. As with most statistics, extreme damage is more likely at higher levels. You can also use the extreme value for special attacks that the creature can use only a limited number of times or under circumstances that aren't likely to happen every round.
More versatile creatures, such as ones that can cast some spells and aren't meant to primarily get their damage through Strikes, go one category lower: moderate for their main melee Strikes, low for agile and ranged Strikes. Spellcasters and other creatures that aren't meant to be competent in a direct fight might use the low damage value, or even less if they completely don't care about their Strikes.
The Strike Damage table entries include a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually, a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like 1d6 fire from the commercial flaming module upgrade, that counts toward its total damage per Strike. Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that use d10s or d12s for damage. On the other hand, an arc pistol uses only d4s, so an arc pistol wielder would need something like aiming bonus damage to deal extreme damage, or you might compensate for the arc pistol's lower damage per Strike by giving the creature the ability to attack more efficiently or use other tricks.
| Level | Extreme | High | Moderate | Low |
|---|---|---|---|---|
| –1 | 1d6+1 (4) | 1d4+1 (3) | 1d4 (3) | 1d4 (2) |
| 0 | 1d6+3 (6) | 1d6+2 (5) | 1d4+2 (4) | 1d4+1 (3) |
| 1 | 1d8+4 (8) | 1d6+3 (6) | 1d6+2 (5) | 1d4+2 (4) |
| 2 | 1d12+4 (11) | 1d10+4 (9) | 1d8+4 (8) | 1d6+3 (6) |
| 3 | 1d12+8 (15) | 1d10+6 (12) | 1d8+6 (10) | 1d6+5 (8) |
| 4 | 2d10+7 (18) | 2d8+5 (14) | 2d6+5 (12) | 2d4+4 (9) |
| 5 | 2d12+7 (20) | 2d8+7 (16) | 2d6+6 (13) | 2d4+6 (11) |
| 6 | 2d12+10 (23) | 2d8+9 (18) | 2d6+8 (15) | 2d4+7 (12) |
| 7 | 2d12+12 (25) | 2d10+9 (20) | 2d8+8 (17) | 2d6+6 (13) |
| 8 | 2d12+15 (28) | 2d10+11 (22) | 2d8+9 (18) | 2d6+8 (15) |
| 9 | 2d12+17 (30) | 2d10+13 (24) | 2d8+11 (20) | 2d6+9 (16) |
| 10 | 2d12+20 (33) | 2d12+13 (26) | 2d10+11 (22) | 2d6+10 (17) |
| 11 | 2d12+22 (35) | 2d12+15 (28) | 2d10+12 (23) | 2d8+10 (19) |
| 12 | 3d12+19 (38) | 3d10+14 (30) | 3d8+12 (25) | 3d6+10 (20) |
| 13 | 3d12+21 (40) | 3d10+16 (32) | 3d8+14 (27) | 3d6+11 (21) |
| 14 | 3d12+24 (43) | 3d10+18 (34) | 3d8+15 (28) | 3d6+13 (23) |
| 15 | 3d12+26 (45) | 3d12+17 (36) | 3d10+14 (30) | 3d6+14 (24) |
| 16 | 3d12+29 (48) | 3d12+18 (37) | 3d10+15 (31) | 3d6+15 (25) |
| 17 | 3d12+31 (50) | 3d12+19 (38) | 3d10+16 (32) | 3d6+16 (26) |
| 18 | 3d12+34 (53) | 3d12+20 (40) | 3d10+17 (33) | 3d6+17 (27) |
| 19 | 4d12+29 (55) | 4d10+20 (42) | 4d8+17 (35) | 4d6+14 (28) |
| 20 | 4d12+32 (58) | 4d10+22 (44) | 4d8+19 (37) | 4d6+15 (29) |
| 21 | 4d12+34 (60) | 4d10+24 (46) | 4d8+20 (38) | 4d6+17 (31) |
| 22 | 4d12+37 (63) | 4d10+26 (48) | 4d8+22 (40) | 4d6+18 (32) |
| 23 | 4d12+39 (65) | 4d12+24 (50) | 4d10+20 (42) | 4d6+19 (33) |
| 24 | 4d12+42 (68) | 4d12+26 (52) | 4d10+22 (44) | 4d6+21 (35) |
Spells
When choosing spells, lean hard into the creature's theme. While many PCs choose spells to cover a wide variety of situations, creatures are more evocative the more focused they are. Consider selecting about three-quarters of the spells based on relevance to the theme and the remainder for other things. However, make sure the spells aren't all the same—selecting instant virus for most of a creature's spell slots doesn't make for a compelling disease-themed creature in the way a diverse selection of disease spells would.
When choosing spells, some won't be very useful if cast at an extremely low rank compared to the creature's level. Most notably, damaging spells drop off in usefulness for a creature that's expected to last only a single fight. A damaging spell 2 ranks below the highest rank a creature of that level can cast is still potentially useful, but beyond that, don't bother. Spells that have the incapacitation trait should be in the highest spell slot if you want the creature to potentially get their full effect against PCs.
Spell DC and Spell Attack Modifier
Use the high numbers for primary casters, and the moderate numbers for creatures that have some supplemental spells but are focused more on combat. At 15th level and higher, the extreme numbers become standard for spellcasters. A few creatures might use the extreme numbers at lower levels, but they tend to be highly specialized, with very weak defenses and Strikes. Secondary spellcasters can go up to high numbers if they're above 15th level and have offensive spells. There's no low value—the creature shouldn't have any spells in the first place if it would be that bad at using them!
| Level | Extreme DC | Extreme Spell Attack Modifier | High DC | High Spell Attack Modifier | Moderate DC | Moderate Spell Attack Modifier |
|---|---|---|---|---|---|---|
| –1 | 19 | +11 | 16 | +8 | 13 | +5 |
| 0 | 19 | +11 | 16 | +8 | 13 | +5 |
| 1 | 20 | +12 | 17 | +9 | 14 | +6 |
| 2 | 22 | +14 | 18 | +10 | 15 | +7 |
| 3 | 23 | +15 | 20 | +12 | 17 | +9 |
| 4 | 25 | +17 | 21 | +13 | 18 | +10 |
| 5 | 26 | +18 | 22 | +14 | 19 | +11 |
| 6 | 27 | +19 | 24 | +16 | 21 | +13 |
| 7 | 29 | +21 | 25 | +17 | 22 | +14 |
| 8 | 30 | +22 | 26 | +18 | 23 | +15 |
| 9 | 32 | +24 | 28 | +20 | 25 | +17 |
| 10 | 33 | +25 | 29 | +21 | 26 | +18 |
| 11 | 34 | +26 | 30 | +22 | 27 | +19 |
| 12 | 36 | +28 | 32 | +24 | 29 | +21 |
| 13 | 37 | +29 | 33 | +25 | 30 | +22 |
| 14 | 39 | +31 | 34 | +26 | 31 | +23 |
| 15 | 40 | +32 | 36 | +28 | 33 | +25 |
| 16 | 41 | +33 | 37 | +29 | 34 | +26 |
| 17 | 43 | +35 | 38 | +30 | 35 | +27 |
| 18 | 44 | +36 | 40 | +32 | 37 | +29 |
| 19 | 46 | +38 | 41 | +33 | 38 | +30 |
| 20 | 47 | +39 | 42 | +34 | 39 | +31 |
| 21 | 48 | +40 | 44 | +36 | 41 | +33 |
| 22 | 50 | +42 | 45 | +37 | 42 | +34 |
| 23 | 51 | +43 | 46 | +38 | 43 | +35 |
| 24 | 52 | +44 | 48 | +40 | 45 | +37 |
Prepared and Spontaneous Spells
For a creature that can cast as many spells as a PC spellcaster, the highest spell rank the creature can cast is half its level rounded up. It gets five cantrips. If the creature's level is odd, it gets two spell slots of the highest spell rank (plus three spell slots of each lower rank), or three spell slots of that rank (plus four spell slots of each lower level). If its level is even, it gets three spell slots of the highest spell rank (plus three spell slots of each lower rank), or four spell slots of that rank (plus four spell slots of each lower rank). You can base the number of spells on the class you're trying to emulate or choose more spells if the creature doesn't have many other abilities.
Because creatures tend to be “on stage” for only a short time, you usually don't need to fill every spell slot. You can often fill just the top three ranks of spells, pick cantrips, and slot in a few thematic backup spells in the fourth rank down. For a recurring foe, you might give it a full complement of spells.
Innate Spells
Sometimes a strongly thematic innate spell is of a higher rank than the creature would normally be able to cast, but it's so fitting that it belongs there. Be careful when doing this, as PCs might not have access to the appropriate countermeasures for the spell. This option works best for support, action denial, or battlefield control spells that change the odds of a fight without outright killing anyone, such as the alghollthu omnipath's dominate spell. These should make the fight more interesting, not end it. Keep the number of such spells very low, typically just one.
Though you can achieve all sorts of things with innate spells, always start with the theme and an idea of how you want the creature to spend its actions. And though you could give the creature a tool to counter every kind of PC attack or trick, remember that the players chose those options to enjoy using them, rather than to be constantly foiled by an effectively invincible creature.
Rituals
Design Abilities
When choosing abilities, think about both the number of abilities and the diversity of abilities. Having a large number of similar abilities can make the creature tougher to run, and it probably can't use them all anyway. A diversity of abilities gives the creature different ways to act in different situations and helps guide you as the GM. For instance, a combat creature might have one ability it uses to get into position, another to use when it wants to focus damage on a single enemy, and a third that's more defensive.
Basics of Ability Design
- Respect the action economy.
- Make sure abilities are level appropriate.
- Avoid “invisible abilities.”
Action Economy
Reactions can help, giving the creature a way to act when it's not its turn. See Reactive Abilities for advice on designing these tricky abilities.
Because of PC capabilities at higher levels, creatures at those levels should get more abilities that improve their action economy. For instance, creatures that grapple should have Improved Grab instead of Grab, Speeds should be higher, and many abilities that would've cost an action at a lower level should be free actions.
Level Appropriateness
Invisible Abilities
Active Abilities
Consider how you want your creature to spend its turns. Two-action activities pretty much define the creature's turn, and single actions work best for supplemental benefits or normal Strikes. As you build out your idea of a creature's turn, don't forget about movement! A creature often needs to spend actions getting into position, especially early in a fight. This is especially challenging with melee-focused creatures. You can give such creatures abilities similar to a solarian's Stellar Rush or the void shark's Atmospheric Breach, or even grant it abilities that function like augmentations or armor upgrades from Player Core.Use 3-action abilities sparingly, as a creature can't use them if it's slowed or stunned—making a creature's coolest or most defining ability use up 3 actions might mean the creature never gets to use it. These activities should be reserved for abilities that include some movement (like Trample) or that the creature is likely to use before engaging in combat. Don't make an ability use 3 actions as a way to balance it—saying “This can be more powerful than other abilities because it is less likely to work,” is a recipe for frustration if you've made a cool ability that's too hard or even impossible for the creature to use.
Be especially careful with activities when designing boss creatures. They're likely to get targeted with the PCs' most powerful detrimental effects, get grabbed, become slowed, or otherwise have their actions restricted. Bosses need to have solid options they can use with 1 or 2 actions. This lets them use their remaining actions to get away, use a simple ability, or otherwise keep the fight dynamic.
Free Actions
Damage-Dealing Abilities
For abilities that deal damage in an area, use the Area Damage table. These numbers are based on a 2-action activity (e.g., Area Fire and most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimited-use abilities (ones that can be used at will) and limited-use ones (which can be used once or, like dragon breath abilities, once or twice but not on consecutive turns).
You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the Strike Damage section. If a high-level effect has a small area compared to similar abilities, you could have it deal more damage.
| Level | Unlimited Use | Limited Use |
|---|---|---|
| –1 | 1d4 (2) | 1d6 (4) |
| 0 | 1d6 (4) | 1d10 (6) |
| 1 | 2d4 (5) | 2d6 (7) |
| 2 | 2d6 (7) | 3d6 (11) |
| 3 | 2d8 (9) | 4d6 (14) |
| 4 | 3d6 (11) | 5d6 (18) |
| 5 | 2d10 (12) | 6d6 (21) |
| 6 | 4d6 (14) | 7d6 (25) |
| 7 | 4d6 (15) | 8d6 (28) |
| 8 | 5d6 (17) | 9d6 (32) |
| 9 | 5d6 (18) | 10d6 (35) |
| 10 | 6d6 (20) | 11d6 (39) |
| 11 | 6d6 (21) | 12d6 (42) |
| 12 | 5d8 (23) | 13d6 (46) |
| 13 | 7d6 (24) | 14d6 (49) |
| 14 | 4d12 (26) | 15d6 (53) |
| 15 | 6d8 (27) | 16d6 (56) |
| 16 | 8d6 (28) | 17d6 (60) |
| 17 | 8d6 (29) | 18d6 (63) |
| 18 | 9d6 (30) | 19d6 (67) |
| 19 | 7d8 (32) | 20d6 (70) |
| 20 | 6d10 (33) | 21d6 (74) |
| 21 | 10d6 (35) | 22d6 (77) |
| 22 | 8d8 (36) | 23d6 (81) |
| 23 | 11d6 (38) | 24d6 (84) |
| 24 | 11d6 (39) | 25d6 (88) |
Defensive Abilities
Reactive Abilities
To decide whether your creature should have a reaction, first consider if the creature has the reflexes or insight to react well in the first place—for instance, a scavenger slime doesn't have Reactive Strike because it's slow to react. Oozes, constructs, and unintelligent creatures are less likely to have reactions than others for this reason.
Second, look at the complexity of the encounter your creature is likely to appear in. If you have a large number of creatures, skipping reactions can make the fight flow faster. A creature that's more likely to fight solo, on the other hand, might have a reaction to give it a way to continue to be dangerous amid an onslaught of attacks by the party.
When creating reactions, be careful with “gotcha” abilities—ones that punish players for making perfectly reasonable choices, for rolling poorly, and so on. If you include abilities like this, they need to reinforce the creature's core theme and the play style you want it to use in combat. For example, a creature that Strikes as a reaction when someone fails an attack roll will encourage PCs to use their actions on other tactics, rather than attacking multiple times each turn. Is that what you want? Is this dynamic essential for making the creature feel like it's supposed to? This isn't the type of ability you'd give to any old creature—only a skilled melee combatant.
Reactions should require something out of the ordinary to happen, or should be relatively weak if triggered by something ordinary. A reaction that triggers anytime someone tries to Strike a creature is likely to be perceived by the players as uninteresting because it's so predictable.
The best reactions should be telegraphed so when they happen, it makes sense to the players. Think of one of the core reactions of the game: Shield Block. The creature raises its shield—an obvious action the PCs can see—so when it blocks damage from an attack, that makes perfect sense. Similarly, if you made a crystalline creature, you might have it build up sonic energy in a low thrum, so when it uses a reaction to release a burst of sonic energy when hit, the players can say, “Oh, I should have seen that coming.”
Reaction Damage
Constant and Automatic Abilities
Abilities the creature has no control over should be automatic. For example, the cybernetic zombie explodes when it dies. It has no option not to, so this wouldn't make sense as a reaction or free action. Conversely, the Ferocity ability is a reaction because it requires the creature to give itself a last push to stay at 1 HP.
Constant and Automatic Damage
Skill Abilities
Review
If this creature is built for combat, run through a few turns in your head. Does it still work decently if it gets slowed? Can it move into combat against the PCs effectively considering their mobility options compared to its own? Does it have any abilities it'll never use because of its other actions?
When you're satisfied with your creation, it's ready to hit the table. But that's not necessarily the end! If you notice issues during the game, you can fix them on the spot. It's your game, and you can freely change what you wrote if you think differently later on.
Trait Abilities
Aberration
Senses usually darkvision
Languages usually Aklo
Aeon
Traits monitor
Languages Utopian and other planar languages; envisioning for true aeons (Alien Core)
Air
Languages usually Sussuran Speed usually has a fly Speed
Angel
Traits celestial, holy
Aura Angels each have a unique aura based on how they serve as messengers and how they deliver those message.
Speed usually has a fly Speed
Rituals usually angelic messenger (Alien Core)
Animal
Languages none
Int –4 or –5
Archon
Traits celestial, holy
Immunities fear
Virtue Ability Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent.
Astral
Senses darkvision
Azata
Traits celestial, holy
Weaknesses cold iron
Freedom Ability Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent.
Beast
Int –3 or higher
Celestial
Traits holy
Senses darkvision
Languages Empyrean
Saves often a +1 status bonus to all saves vs. magic
Weaknesses unholy
Strikes typically have the holy trait
Cold
Immunities or Resistances cold
Construct
Traits Many constructs lack minds and have the mindless trait.
Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; if mindless, add mental
Cosmic
Senses usually darkvision
Speed cosmic creatures with fly Speeds can fly through space and other zero-gravity environments
Immunities usually cold; Resistances cold or void
Daemon
Traits fiend, unholy
Languages Daemonic, telepathy 100 feet
Immunities death effects
Death Ability Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent.
Demon
Traits fiend, unholy
Languages Chthonian, telepathy (usually 100 feet)
HP typically high to account for their multiple weaknesses
Weaknesses cold iron
Sin Vulnerability Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit.
Divine Innate Spells usually 5th-rank translocate and at-will 4th-rank translocate
Rituals usually demonic pact (Alien Core)
Sin Ability Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others.
Devil
Traits fiend, unholy
Languages Diabolic, telepathy (usually 100 feet)
Immunities fire; Weaknesses holy; Resistances physical (except silver), poison Divine Innate Spells usually one 5th-rank translocate and at-will 4th-rank translocate
Rituals usually diabolic pact (Alien Core)
Infernal Hierarchy Ability Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled.
Dragon
Senses darkvision
Languages usually Draconic and Triaxian
Speed usually has a fly Speed
Dragon Breath Many dragons have an activity to exhale magical, damaging energy, with specifics determined by their theme.
Drift
Traits cosmic
Earth
Perception often tremorsense
Languages usually Petran
Speed usually a burrow Speed
Elemental
Senses darkvision
Immunities bleed, paralyzed, poison, sleep
Elindrian
Senses scent
Languages Elindrian, Formian, telepathy
Husk Mind Elindrians share a telepathic bond that allows them to communicate nearly instantaneously and grants them a primal connection to a massive radioactive ooze known as the Terror of Ukulam.
Ethereal
Senses darkvision
Fey
Senses low-light vision
Languages usually Aklo, Fey, or both
Weaknesses cold iron
Fiend
Traits unholy
Senses darkvision
Saves often a +1 status bonus to all saves vs. magic
Weaknesses holy
Strikes typically have the unholy trait
Fire
Languages usually Pyric
Immunities fire; Weaknesses typically cold and water
Strikes typically deal fire damage
Fungus
Traits fungi without minds have the mindless trait
Immunities if mindless, mental; Weaknesses sometimes slashing or fire
Giant
Traits Large or bigger, humanoid
Senses low-light vision
Languages usually Jotun
Humanoid
Int –3 or higher
Incorporeal
Str –5
HP terrible at lower levels, then low at higher levels
AC typically low or moderate
Immunities bleed, disease, paralyzed, poison, precision; Resistances all damage (except force, ghost killer, or spirit; double resistance vs. non-magical) Strikes magical trait, typically low or moderate damage
Jinsul
Senses all-around vision, darkvision
Languages Jinsul
Strikes leg blades
Kucharn
Traits Kucharn are colony components, meaning they're in constant telepathic communication with one another because of their hive mind, and each have a specialized function within the Swarm.
Senses darkvision, usually emotionsense
Metal
Languages usually Talican
Midwife
Traits aberration, cosmic, midwife, holy or unholy
Languages telepathy (100 feet)
Divine Innate Spellscall cosmos, eldritch lance, eldritch wrath, massacre, revival, slice reality, void vessel; constant detect thoughts
Monitor
Senses darkvision
Ooze
Traits Almost all oozes lack minds and have the mindless trait.
Senses typically motion sense and no vision
AC usually terrible
HP usually around double
Immunities bleed, critical hits, precision, unconscious, often acid; if it has no vision, add visual effects; if mindless, add mental
Plant
Traits plants without minds have the mindless trait
Senses usually low-light vision
Immunities if mindless, mental; Weaknesses sometimes fire
Protean
Traits monitor
Languages Protean
Resistances precision, protean anatomy (Alien Core)
Divine Innate Spells constant unfettered movement
Change Shape (Alien Core)
Psychopomp
Traits monitor
Senses lifesense (typically 60 feet)
Languages Requian
Immunities death effects, disease
Resistances poison, void
Damage shepherd's touch (Alien Core)
Spectra
Traits cosmic, spectra
Languages Trinary, digital telepathy (typically 100 feet), truespeech
Senses darkvision, techsense
Spirit
Traits often incorporeal, often undead
Swarm
Traits size based on the entire mass, usually Large or bigger
HP typically low
Immunities grabbed, precision, prone, restrained, swarm mind (Alien Core); Weaknesses area damage, splash damage; Resistances physical, usually with one physical type having lower or no resistance
Undead
Traits Almost all undead are unholy. Ghostly undead have the incorporeal trait. Undead without minds, such as most zombies, have the mindless trait.
Senses darkvision
HP void healing (Alien Core)
Immunities death effects, disease, paralyzed, poison, sleep (or unconscious if it never rests at all); if mindless, add mental
Water
Languages usually Thalassic
Speed usually has a swim Speed
Wood
Languages usually Muan
Weaknesses fire and axes or slashing
Building NPCs
You can build NPCs just like you would any other creature. If an NPC should work like they have a class, use the class features and feats of a suitable class to pick abilities, and look at both the class's proficiencies and attribute modifiers to determine how strong the NPC's statistics should be. Class Road Maps under PC-Style Build has pre-built road maps for Player Core classes to get you started.
If the NPC isn't meant to work like they have a class (a vidgamer, for example), instead build the character separately. You can create new abilities as needed to get the NPC's interactions with the PCs to express their theme and role in the story. These NPCs can be level –1 or level 0. Their capabilities are below those of PCs, and they should typically not use any class features or feats from PC classes. Creatures of these levels tend to be extremely simple.
It's highly recommended that you select NPC skills using proficiency ranks as you would a PC, though you don't need to be precise about the number of skill increases you give the NPC. You can give them earlier access to expert, master, or legendary proficiency if they're a skill-based NPC and better proficiency in narrow areas of expertise, like Sports Lore for a brutaris player NPC.
Non-Combat Level
This can go the other way as well, such as with a powerful combat creature that's not suited to social settings. This is usually the case with creatures untrained in mental skills. You can improvise this as you run the game, or you can plan ahead if you have something particular in mind.
Building an NPC's non-combat level is relatively simple. Choose the level you want the NPC to be for the type of non-combat challenge you have in mind and use the skill numbers for that level—typically high or even extreme. Some challenges, such as social challenges, require the creature to have a high Perception and Will, so in those cases, you should increase those values as well. These should be set at the moderate or high values for the non-combat level, usually, depending on how adept you want the NPC to be.
Non-Combat XP
PC-Style Build
There are still some considerations and shortcuts that can expedite the process while ensuring the NPC works as intended.
- The creature's treasure should follow the Treasure for New Characters rules. You'll need to account for this in your campaign's overall treasure. You might even want to give the NPC a higher-level item appropriate as a treasure allotment for the level.
- You can expedite attribute modifier generation by making the starting attribute modifiers add up to +9, with no more than one modifier at +4 (and typically no more than one negative modifier). You can skip adding a background if you do this, but you might want to give the creature two skills, which includes one Lore skill, to represent the skills granted by a background.
- It's not necessary to assign every skill feat, particularly for a higher-level NPC. You can just pick the most emblematic ones and gloss over the rest.
- For general feats, Incredible Initiative and Toughness make good choices.
- Most of the guidelines about choosing spells still apply, though you might want a few more utility spells that deal with non-combat challenges, particularly in low-rank slots.