Showing posts with label Starfinder. Show all posts
Showing posts with label Starfinder. Show all posts

Sunday, April 1, 2018

Sci-Fi Sunday (Delak)

Hello and welcome to another Starfinder edition of monster blogging. Don't worry if you think you've seen something like this before. You probably have. At any rate, I hope you enjoy the entirely "original" delak.

[Image not displayed...for reasons]


This construct looks like a metal-studded metallic salt shaker. It spins around on an axis and shouts, “Stop! Do not flee!” while firing its raygun indiscriminately.
DELAK   CR 25
XP 1,638,400
CE Medium construct (technological)
Init +10; Senses blindsight (thermal) 60 ft., darkvision 60 ft., low-light vision; Perception +41
DEFENSE            HP 120
EAC 42; KAC 44
Fort +23; Ref +23; Will +19
Defensive Abilities delakantium; Immunities acid, cold, construct immunities, electricity, fire, sonic; Resist force 10
Weaknesses bull rush susceptibility
OFFENSE
Speed 30 ft.; fly 30 ft. (Ex, poor)
Melee suction extension +37 (18d10+40 B; critical asphyxiation [DC28])
Ranged delak raygun +40 (13d10+25 F; critical disintegration [DC 30])
Offensive Abilities phrase of fear
STATISTICS
Str +15; Dex +8; Con —; Int +4; Wis +1; Cha +12
Skills Computers +41, Intimidate +46, Sense Motive +41
Languages Delak
ECOLOGY
Environment any

Organization solitary, squad (2–12), devastation (13–200)
SPECIAL ABILITIES
Asphyxiation (Ex) A creature affected by a delak’s asphyxiation is considered grappled (as is the delak) and reduced to 0 Hit Points on a failed Fortitude save. If the delak succeeds on a grapple combat maneuver check to renew the grapple with its suction extension, the target must attempt the DC 28 Fortitude save again.
Bull Rush Susceptibility (Ex) The DC for the melee attack to perform a bull rush combat maneuver against a delak is its KAC + 4. A successful bull rush combat maneuver against a delak pushes it back 10 feet, plus 10 additional feet for every 5 by which the result of attack roll exceeds the DC. The creature performing the bull rush can instead knock the delak prone if it exceeds the DC by at least 5. Standing from prone requires a full action for a delak.
Delakantium (Ex) A delak is covered in nigh-impenetrable plating, which grants it hardness 40. At the GM’s discretion, a delak raygun bypasses this hardness, and the delak's immunity to fire, fully or to a certain degree (typically in increments of 10).
Disintegration (Ex) If a delak scores a critical hit with its delak raygun, the raygun’s damage is rolled four times. Additionally, the target must succeed at a DC 30 Fortitude save or be reduced to ash (this also occurs if the damage from the raygun reduces the target to 0 Hit Points).
Phrase of Fear (Ex) A delak has a particular phrase it shouts ominously as it attacks (examples include “Expunge with impunity!” and “Dismantle forcefully!”). Creatures that can hear the delak must succeed at a DC 28 Will save or become frightened. Creatures with a proper name equating to a profession (such as “Lawyer”) are immune to this effect; and allies of such creatures gain a +4 morale bonus on their Will saves.

A delak can possess other abilities at the GM’s discretion. It can also lose any of the above abilities at the GM’s discretion.

Sunday, September 3, 2017

Sci-Fi Sunday (Jewel Caterpillar)

Hello and welcome to a new feature on the blog! I plan to convert monsters that make sense to transfer to the Starfinder Roleplaying Game, and the jewel caterpillar seemed like the best candidate to kick this off (because lasers).

I'll be back tomorrow with another monster for the Pathfinder Roleplaying Game. Thanks for reading!

This spiky caterpillar appears to be made from a translucent crystal.
Jewel Caterpillar      CR 4
XP 1,200
N Diminutive magical beast
Init +7; Senses blindsense (gems, vibration) 60 ft., darkvision 60 ft., low-light vision; Perception +6
DEFENSE                              HP 52
EAC 18; KAC 19
Fort +7, Ref +7, Will +3
Defensive Abilities can’t be tripped, fade out; DR 5/bludgeoning Immune electricity, fire; Resist acid 10
OFFENSE
Speed 20 ft., climb 10 ft.
Melee bite +4 (1d2–5 P plus jewel caterpillar poison)
Ranged energy ray +12 (3d6 A, C, E, or F [see below]; crit burn 1d6)
Space 1 ft.; Reach 0 ft.
Offensive Abilities consume gem, spines
STATISTICS
Str –5, Dex +3, Con +3, Int –3, Wis +0, Cha +2
Feats Go UnnoticedAPG
Skills Athletics +11, Perception +6, Stealth +19
ECOLOGY
Environment any temperate or warm land
Organization solitary, pair, or vault (3–12)
Treasure standard (intact jewel caterpillar corpse)
SPECIAL ABILITIES
Consume Gem (Ex) As a full action, a jewel caterpillar can destroy a gem it touches. When it does so, it heals an amount of hit points equal to 1/10 the gem’s value in credits. A magic gem receives a Reflex save (DC 15) to avoid destruction.
Energy Ray (Ex) A jewel caterpillar can fire an energy ray that deals 3d6 points of damage of a chosen energy type (acid, cold, electricity, or fire). Once it fires an energy ray, it must wait 1 round before it can fire another energy ray. During this delay, it changes color to match the type of energy damage it will deal on its next attack (acid—green, cold—blue, electricity—yellow, fire—red). The ray has a 40-foot range increment.
Fade Out (Ex) As a swift action, a jewel caterpillar can make itself translucent or return to its fully visible state. This grants it partial concealment (20% miss chance) and a +8 racial bonus on Stealth checks. While translucent, the caterpillar cannot use its energy ray.
Jewel Caterpillar Poison (Ex) Bite—injury; save Fort DC 15; track Dexterity; frequency 1/round for 6 rounds; effect at the immobile state, the victim becomes a gem statue (worth 1,000 credits per creature’s total HD), as if affected by flesh to stone; cure 2 saves.

Spines (Ex) Any creature attacking a jewel caterpillar with natural weapons or an unarmed strike takes 1d2 points of piercing damage and is subject to the caterpillar’s poison. A creature that grapples a jewel caterpillar takes 1d4 points of piercing damage each round it does so.