Space and Science Fiction Creatures


Homebrew and House Rules


If you make a deck of these they will have a number, a name, and possibly a picture. The whole description will be in the rule pamphlet.
These things will be found wandering derelict starship halls, lurking in buried installations, and imprisoned in government bases.

1: Grey
This creature has the stats of a human child, sort of. It has +4 wisdom and intelligence, but -4 strength and dexterity. Your average grey starts with 10s in everything, then adds the race modifiers. It will also have telepathy, telekinesis, and the ability to control tech as if it had a remote in it's glowing index finger. This one is an expert pilot, but many modern character classes are possible.

Description: This grey, childlike creature, has an enlarged head and very big eyes. It's nose and ears are hard to spot slits. It's fingers and toes are very long, especially it's index finger, which tends to glow when it's using telepathy and telekinesis.

2: Bug Eyed Monster
Raised and genetically engineered to be slaves by smarter aliens, these things can be very violent when they break free. Strength and Con 20, Everything else 6. Their pincers at the ends of their arms do 1D8 either piercing or strangling. When not a wandering monster they can be found mining in chain gangs, pulling a cart like a horse, or walking on a treadmill to provide power. Usually an 8D6 monster these things have low light vision. They are attracted to light. Control can be reestablished with a bluff check of 25. Having a weapon that caused them pain adds 4 to your bluff.

Description: These vaguely insectoid creatures are 7 feet tall. They have green chitinous skin AC20 except on their heads, which is 12, and they have black veins on their heads. Their heads are big like a green tomato. Their eyes are compound, but usually have lenses that force them to concentrate on their work in front of them.


3: Space Plague Zombies
These look and move like zombies, but they can hold off really dying by eating raw flesh. Uneffected by holy water or positive energy(and thus turning), they can be killed by beheading or crits to the head. No death burst, but everything else is like Plague Zombies.

Description: Usually travel in packs of four to five. They have obvious , deep, wounds and tattered clothing. They moan when living victims are nearby.


I'd add the race of alien telepathic plant people I made up, but using the race builder to work out the mechanics is slow going.


Vutava wrote:
I'd add the race of alien telepathic plant people I made up, but using the race builder to work out the mechanics is slow going.

4: alien telepathic plant people

This number reserved for Vutava's idea. Don't rush. Do your usual quality workmanship.

RPG Superstar 2012 Top 32

Xenomorphs and Predators and those giants that look like China Mieville, oh my!


SmiloDan wrote:

Xenomorphs and Predators and those giants that look like China Mieville, oh my!

5: Xenomorph-Treat as a doppelganger.

6: Predator-Treat as a bugbear with invisibility armor, weapons, and other tech.
7: China Mieville-Expert writer NPC with 8s in every stat. Is taking notes in a notebook. May show signs of being here as a dreamer.


Xenomorphs always seemed emulated by the Akata in Pathfinder. They come from space, can hibernate, infect creatures to reproduce in a squicky way, etc.


Oh, like the tiger fly. Grab people, fly back to nest, and lay eggs in them.


5: Xenomorph-Like an Akata, but it has a black exoskeleton(+6 AC, +4 hide in shadows), has acid blood rather than water vulnerability, and is humanoid shaped(no tentacles).

RPG Superstar 2012 Top 32

Or humanoid shaped WITH tentacles.


8: Original Displacement Panthers.
Will try to ambush any normal animal lifeforms. Will drain all the potassium from corpses, turning them to mush. Use stats for panthers and add 4 tentacles with lamprey mouths at their squid like ends. Can communicate telepathically. There are 2, lawful evil. because of their constant displacement power, all attacks depending on vision against them suffer a 50% miss chance.

These creatures are normally found on a jungle planet. Although the planet was quarantined, some planets will pay smugglers to transport mated pairs to enemy planets. Some disreputable scientists are still trying to discover the secret to their constant displacement power.

(This is based on a short, speculative fiction story and not any other game. Only one crewmember survived.)


9:(Android) Crewman
They look like a crewman, act like a crewman, dress like a crewman, ect. They start at neutral(suspicious) but will respond to friendly or threatening behavior.

GM notes: Use the stats for an android on page 19 Bestiary 5. Substitute high tech gear for medieval weapons, shield, and gear. They have Minor Repairs instead of weapon finesse. Minor repairs is a feat that lets them perform mending non magically.


10:Maintenance Robot MR000086
This metal sphere expertly rolls around the barbarian. Out of it pops a head, two arms, and 2 legs. The legs extend till it can reach the broken intercom. It begins busily repairing it, using parts and tools from inside it’s body cavity.

XP 800
N Medium construct (robot)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8

DEFENSE
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 20 (2d10+10)
Fort +1, Ref +2, Will +2
Defensive Abilities hardness 5; Immune construct traits, shielded vs electromagnetic pulses
Weaknesses vulnerable to critical hits,

OFFENSE
Speed 20 ft.40 rolling
Melee slam +9 (1d4+7) or
Improvised weapon +3 (1d4+1/×2 plus 1d6 electricity)
Natural weapon Welding torch +3(1D6 fire/X2)
Ranged Thrown piece of scrap metal +3 (1d4+1/×2)

STATISTICS
Str 16, Dex 13, Con —, Int 12, Wis 13, Cha 1
Base Atk +4; CMB +9; CMD 20
Feats Minor repair, (can perform mending non magically in 1-4 rounds. Make whole takes an hour.)
Skills Craft (any one) +4, Disable Device +4, Perception +4, Profession (any one) +4, Knowledge engineering +4
Languages Common, computer binary
SQ adaptive learning, charge weapon, nanite repair, limbs 3 feet extendable to 10 feet, large eyes that can project light like 2 bulls eye lanterns.

ECOLOGY
Environment any
Organization solitary, pair, or squad (3–12)
Treasure standard (Masterwork Tools, other treasure)

SPECIAL ABILITIES
Adaptive Learning (Ex) A Maintenance Robot has a number of skill points equal to 2 + its Intelligence modifier per Hit Die, and treats Craft and Profession as class skills. In addition, a Maintenance Robot has a number of bonus skill ranks equal to its Hit Dice that can be reprogrammed to apply to any one skill—these ranks can’t be split among multiple skills and must apply to one skill. A Maintenance Robot can change what skill these bonus ranks apply to up to once per day by concentrating for 1 minute, during which time it can take no other actions. Rather than spend these bonus ranks on a skill, a Maintenance Robot can choose to devote them to any skill needed such as programming or systems analysis. All Maintenance Robots are automatically proficient with all simple weapons. If a simple weapon is available, it will use it and skip the -4 for an improvised weapon.
Charge Weapon (Ex) Any metal weapon wielded by a Maintenance Robot becomes charged with electricity and deals 1d6 additional points of electricity damage on a hit.

Nanite Repair (Ex) A Maintenance Robot’s nanites heal it, restoring a number of hit points equal to its Hit Dice every hour (4 hit points per hour for most Maintenance Robots). Once per day, as a full-round action, a Maintenance Robots can heal itself or any robot it touches of 4d6 points of damage.

Maintenance Robots can talk. If spoken to they will reply in a cheerful, insincere voice. If told the reactor core is going critical, they will chirp ,”That’s one of my prime functions”, and go push in the control rods till it runs normally. Although they have plenty of room in their body cavity, they tend to use treasure to repair stuff, so keep that in mind. Their actual names are MR plus a 6 digit number, but they will accept nick names such as Pinball, Odd Job, Torchy, or whatever.


11. BNFA. Big Nosed Furry Alien. George can telekinetically control machines and telepathically talk to computers. It's a variety eater that prefers to eat live vermin. Wears a communicator around it's neck and can make sarcastic remarks in common. Otherwise use the stats for a halfling rogue 5th level.


12. Psionic Humanoid Alien: Typical human shaped with an enlarged cranium. Typically found wearing long robes. +2 to Intelligence, -2 to Charisma as they are intellectual but distant and scientific in their dealings with other species. Posses psionic abilities that can cause others sleep, create paralysis, and even cause excruciating pain.


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JosMartigan wrote:
12. Psionic Humanoid Alien: Typical human shaped with an enlarged cranium. Typically found wearing long robes. +2 to Intelligence, -2 to Charisma as they are intellectual but distant and scientific in their dealings with other species. Posses psionic abilities that can cause others sleep, create paralysis, and even cause excruciating pain.

Some have levels of illusionist, but cast the spells psionically. They often meddle with lesser beings, keeping them like pets and teaching them their ancient traditions and customs. Some try to settle ancient disputes by hiring lesser creatures with more advanced technology, ancient history, or treasure they no longer have use for. Barbarians hate them for building infamous dungeons based on reading, writing, and arithmetic.:)


13. Energy balls. They can display any color or pattern. One or two are encountered. They have 30 int. wisdom. and charisma, but no physical abilities. They can posses anyone, even mindless creatures. They can do almost anything like a wish spell, raising the dead, polymorphing creatures or things. They will usually meddle with lesser beings like bored children playing with bugs. PCs will have to use social skills to get help with their mission, but they will always add interesting stuff and "lessons".

Some just run away from these things or try to ignore them.

One, the gypsy, is known for possessing a con man or fortune teller and offering people draws from their deck of many things. Then they watch the results. :p


Goth Guru wrote:
Vutava wrote:
I'd add the race of alien telepathic plant people I made up, but using the race builder to work out the mechanics is slow going.

4: alien telepathic plant people

This number reserved for Vutava's idea. Don't rush. Do your usual quality workmanship.

Hey, guess what I finally did? Skip the first page if you don't want to see my work.


14. Sentient Holographic Life form: designed to appear the same as the race that first developed them. Use a system of forcefields and light patterns to create a body. Limited to areas with holo-projectors.

15. Life form encased in an environmental suit to protect it against harmful light or atmosphere. Can't leave suit unless in native environment. Could be an aquatic lifeforms on dry land, a life form that cannot breathe local amosphere or tolerate local light/radiation


About 4. Someone make an actual character. Probably lairs in a hydroponic room of some sort. Also eligible for adding a PC.

16: Treant. Have it say only "I am Groot!" if you want to mess with players.


I'm going to stat up a stand alone, mini holo projector that can allow a holographic being to travel.


Goth Guru wrote:
I'm going to stat up a stand alone, mini holo projector that can allow a holographic being to travel.

Like a light bee?


Yes, or the future tech device the doctor uses in Voyager.


Goth Guru wrote:
Yes, or the future tech device the doctor uses in Voyager.

Wasn't he restricted to places with pre-existing holo-emitters (such as Medbay)?


Was restricted. In the last season or so, a villain from the future upgraded it, or something. If you haven't watched the last season, I don't want to spoil it for you.


[b]16: Inheritors. Though they use the basic stats of kobolds, they are mammals covered with warts and long healed burns. They are immune to radiation. Their lawful evil cult believes that they are born to serve the ship or base. All other races are invaders. There are usually 5 in a clique. They start out as hostile but if you can convince them(bluff or Diplomacy) that you want to repair the ship or base for them, you can improve that.


Goth Guru wrote:
17: Inheritors. Though they use the basic stats of kobolds, they are mammals covered with warts and long healed burns. They are immune to radiation. Their lawful evil cult believes that they are born to serve the ship or base. All other races are invaders. There are usually 5 in a clique. They start out as hostile but if you can convince them(bluff or Diplomacy) that you want to repair the ship or base for them, you can improve that.

Fixed it.


18: Dead Security A group of undead humanoids, 4 about the same level of the characters. They have been reanimated by their implants and will attack any apparent intruders. Soldiers who's apparent theme is monster. Shouldn't have a higher level than characters. A simple laser rifle is less of a threat to a spaceship.


19:What was the planet where Luke Skywalker found Yoda? Didn't it have the vibe of the planet of origin for the shambling mound? "SWAMP THING I THINK I LOVE YOU,,," What if a swamp-thing had allergies? What would he be allergic to? I can think of at least one little irritating green humanoid he could sneeze at. What kind of bodily-fluids would he cough up? Would it be green-slime or would it be like spinach luggies? What if he tossed his salad?
Do you want blue-cheese or ranch with that order? Dagobah was the name of that planet.


Oswald the Dirty and Smelly wrote:

19:What was the planet where Luke Skywalker found Yoda? Didn't it have the vibe of the planet of origin for the shambling mound? "SWAMP THING I THINK I LOVE YOU,,," What if a swamp-thing had allergies? What would he be allergic to? I can think of at least one little irritating green humanoid he could sneeze at. What kind of bodily-fluids would he cough up? Would it be green-slime or would it be like spinach luggies? What if he tossed his salad?

Do you want blue-cheese or ranch with that order? Dagobah was the name of that planet.

Admittedly funny jokes aside, a shambling mound is a legit creature in a derelict mothership. Probably looking for another hydroponic place to "put down roots". Note that exposed electrical conduits can provide them with a con boost.

Starfinder notes: They don't like the taste of androids.


"They (shambling mounds) don't like the taste of androids." Maybe they don't like the plant grease the androids squirt between their hard drives? We could dowse them with a little Louisiana Sunshine and lather some Tiger Balm on the androids. So they slide down better. That's some good eating. We will raise the roof and sing, "me oh, my oh, we for sure going to have some fun on the bayou."


Goth Guru wrote:

8: Original Displacement Panthers.

Will try to ambush any normal animal lifeforms. Will drain all the potassium from corpses, turning them to mush. Use stats for panthers and add 4 tentacles with lamprey mouths at their squid like ends. Can communicate telepathically. There are 2, lawful evil. because of their constant displacement power, all attacks depending on vision against them suffer a 50% miss chance.

These creatures are normally found on a jungle planet. Although the planet was quarantined, some planets will pay smugglers to transport mated pairs to enemy planets. Some disreputable scientists are still trying to discover the secret to their constant displacement power.

(This is based on a short, speculative fiction story and not any other game. Only one crewmember survived.)

The origin of the displacer beast is usually attributed to Couerl in the story "Black Destroyer" be A.E. VanVogt. I only read the version collected in The Voyage of the Space Beagle, but Coeurl's powers were far different than you describe.


Black Destroyer is not the story I was referencing.
Black Destroyer was probably the inspiration for a lot of other stories.


20:Jeremiah Smithfield(Squatter).
Only the spiritually sensitive or those with see invisible will be able to see this prepetioner. He looks human with a full beard and a uniform from some long forgotten government. 5 rogue/3 squatter. He will take over any unoccupied bodies or constructs and return to his quest to reach epic levels. Otherwise he will follow the party around looking for a likely vessel.


21:Captain Jack Gernichen
He wears mirror shades and a scarf in addition to his captain's uniform. You would have to beat his stealth of 21 to recognise him as a marooned one.

He is looking for the best party member to be his new engineer and first officer. He may bribe the others with the black box he keeps in his chest cavity. He's rigged several rooms to pump out the air when he has the chosen one trapped.


22:Mister Media
Looks like a TV set with arms and legs. Construct with 30 HP. It will constantly play the tv shows it has grabbed out of the either(see the random table on the starfinder boards). He can be asked to mute, change channels, ect. He may display a line face and quote shows. 3D glasses and the remote must be found separately. He's hard to get rid of unless you can find him another audience.

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