Some Homebrew Critters Until The Alien Book Comes Out


Homebrew


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I figured I'd toss out some of my own homebrew critters here in case people needed some low CR enemies for their campaigns. I built these by reverse engineering the few examples we have for Starfinder.

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Chuu'ra - CR 1/2

Initially assumed to be related to the Ysoki these space rodents are a galactic nuisance. Though they are sapient, (the Ysoki generally disagree) these humanoid rodents aren't very intelligent. They are often found acting as bandits and cheap hirelings.

Spoiler:

CN - Small Rodent

Init: +3 Senses: Darkvision 60' Perception: +5

Defense:
HP: 10
EAC: 12 KAC: 13
Fort: +2 Ref: +6 Will: -1
Special Defense: +2 to Resist Poisons and Disease

Offense:
Speed: 30
Melee: Bite (+2, 1d4), or by weapon
Ranged: Azimuth Laser Pistol (+4, 1d4f), or by weapon

Stats:
Str +0
Dex +2
Con +0
Int -2
Wis -1
Cha +0

Skills:
Acrobatics +6
Perception +5
Intimidate +1
Stealth +6

Feat: Lightning Reflexes

Languages:
Common


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Tomar - CR 1/2

Tomar are carnivorous plants, though they can move, they are not considered sapient. They resemble large venus flytraps with small spindly root-like legs.

Spoiler:

N - Medium Sized Plant

Init: +1 Senses: Tremorsense 60' Perception: +4

Defense:
HP: 12
EAC: 10 KAC: 11
Fort: +2 Ref: -2 Will: +0

Offense:
Speed: 20
Melee: Bite (+3, 1d4+1)
Special: Grab (If the Tomar succeeds in a bite, it will grab automatically, targets successfully grabbed take 1d4+1 damage per round until freed. While Grabbing the Tomar can take no other actions.)

Stats:
Str +1
Dex -2
Con +0
Int -5
Wis +0
Cha +0

Skills:
Perception +1

Feat: Improved Grab

Languages:
None


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Wy'ren - CR 1

Wy'ren are also known as "space wyverns" though they are nothing like the creature of the same name and are considerably less of a threat. These winged dragon-like creatures make their homes on asteroids and other airless environments. It is believed that they survive by absorbing energy. This has made them very resistant to energy weapons.

Spoiler:

N - Medium, Lizard

Init: +4 Senses: Darkvision 60' Perception: +4

Defense:
HP: 15
EAC: 14 KAC: 12
Fort: +2 Ref: +4 Will: 0
Special Defense: Fire Resistance 5, Electrical Resistance 5, Wy'ren do not need to breathe and require no food or water. A wy'ren kept in a sealed environment that is unable to absorb background radiation (such as if sealed in a clean room) will die in 1d4 days of starvation.

Offense:
Speed: 40, Fly 40
Melee:
Bite (+4, 1d4+2), Claw (+4, 1d6+2)
Full Attack: Bite +1 (1d4+2), Claw +1 (1d6+2)

Special: Dive Bomb, the Wy'ren can charge as a Standard Action, the Wy'Ren do not suffer penalties from charging.

Stats:
Str +2
Dex +2
Con +2
Int -1
Wis +0
Cha +0

Skills:
Fly +5
Perception +4
Stealth +5

Feat: Step Up

Languages:
None

Notes: The Wy'Ren are surprisingly dangerous to characters who rely on ranged energy attacks. Their common method of attack is to swoop in, charge, then attack in melee. Once on a target they are relentless, attempting to take a guarded step will only cause them to follow via step up.


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Krovek - CR 1

Krovek are small artificial constructs. Though deemed not actually intelligent they are a dangerous threat if allowed to propagate. They are small, four legged, robotic organisms that live to reproduce themselves. They are incredibly aggressive and will attack any biological organisms that they come across. Nobody knows where they came from, it is believed that perhaps they originated on a fringe world. They cannot be affected by persuasion or intimidation, they follow specific programming and will not deviate from it, though they can be bluffed.

Spoiler:

N - Small Construct

Init: +2 Senses: Low Light Vision 120' Perception: +4

Defense:
HP: 14
EAC: 13 KAC: 14
Fort: N/A Ref: +2 Will: +0
Special Defense: Krovek are immune to effects that target Fortitude Save unless they specifically affect machines. This is because they are non-biological entities. They are also immune to Persuasion or Intimidation attempts.

Offense:
Speed: 40
Melee: Claw (+2, 1d4)
Ranged: Integrated laser weapon (+5, 1d6 fire, range: 60')

Stats:
Str +0
Dex +2
Con +0
Int +0
Wis +0
Cha +0

Skills:
Athletics +4
Perception +4
Stealth +4
Mechanics +4
Sense Motive +4

Feat: Weapon focus: Integrated Laser

Languages:
Common, Machine Language


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As a bonus, a short adventure I wrote (for an intro game) for use with these. (Sorry guys, you'll have to make your own maps.)

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Setup:

Spoiler:

My players are all "Troubleshooters" for Vermillion Inc. Vermillion Inc. is a mercenary company that takes care of situations that may, or may not, require discretion. Vermillion usually is pretty moral on contracts they choose. You'll have to edit some parts to suit your own group.

Because your groups may be different, I am going to be fairly vague.


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Step 1: The Hook

Spoiler:

The PCs are contacted with the offer of a contract to recover cargo from a space ship named the "Solar Wind" that went down for unknown reasons on a nearby planet. The planet is named Vassir V. Vassir V is a known port for smugglers, with a small black market space port built into an old mining asteroid field above the planet, it is generally considered dangerous but it is widely used by the criminal element because it has no official government or local sapient creatures.

Vermillion Inc supplies the party with a ship of their own. Your group may vary. The vermillion Inc transport isn't armed, as it is dropped off from a larger ship that sits at the edge of the system awaiting a return signal. In any case the client wants the cargo recovered from the ship. The client did not explain what the cargo was, but did explain that it would be in sealed transportation containers and told the company that the containers had to be unopened.


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Step 2: We're being followed

Spoiler:

As the PCs begin to descend toward the planet they need to make a Perception Check (DC 15) to notice that there is a small ship that appears to be tailing them.

If the PCs attempt to hail the ship, it will turn and leave without responding. If they attack, (My group's ship was unarmed as it is a small shuttle) it will also attempt to flee as well. The PCs can also attempt to lose the tail (Which will need a DC 15 Piloting check)

Note: You'll have to stat the ship up if you expect space combat. I didn't bother. The ship is flying by an automated system that grants it a +5 Piloting bonus.


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Step 3: Locating the Solar Wind

Spoiler:

Locking onto the beacon isn't very hard and the PCs can easily locate the crash site. It is in a jungle area though so the closest the PCs can get is within about 150 yards. They'll have to trek through the jungle.

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Step 4: Fatal Flora!

Spoiler:

As the PCs travel through the jungle have them make a survival check DC 12. Success gives the PCs a warning that this planet is known for some carnivorous plants. If they are aware of this grant them a +2 circumstance bonus on the perception check to avoid the ambush coming up.

Coming to a clearing the PCs should make a Perception Check (DC 14) (don't forget if they made the survival check to grant them a +2) if they succeed they spot some of the plants roots are above ground. They notice that those are dangerous.

If they succeed then they can act in the 1st round, if they don't then the first round is a surprise round.

Encounter: 4x Tomar


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Step 5: Reaching the Solar Wind.

Spoiler:

As the PCs reach the crash site they find that the ship appears to have suffered little physical damage in the crash. The source of the crash isn't hard to spot. 3 Wy'ren are latched onto the underside of the ship. An engineering check (DC 12) reveals the cause, a Wy'ren must have breached the casing on the power cable and caused the crash.

The Wy'ren attack the PCs.

Encounter: 3x Wy'ren


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Step 6: Entering the Solar Wind.

Spoiler:

As the PCs enter the Solar Wind they find the cargo quite intact. A series of sealed boxes sit stacked, but sadly the pilots are found in the cockpit dead.

A DC 10 perception check around the cargo hold reveals a convenient repulsor platform as well that is used for loading, unloading cargo, and delivering cargo. This will make carrying out the cargo much easier. Otherwise they will have to carry the 6 boxes by hand.

Unfortunately for the PCs 4 of the boxes are breached, but this won't be revealed until they are moved. If the PCs are using the Repulsor Platform this isn't so bad. If they aren't then they have a serious problem on their hands as the breached boxes suddenly burst to life while being transported and the internal cargo is revealed.

Note: The ambush can alternatively be avoided if a PC actively chooses to check the containers for breaches.

Encounter: 4x Krovek (potentially 6x Krovek, see below)

Roll randomly to determine which 4 containers are breached. Any PC who is carrying a breached container suffers a surprise round. This is avoided if the containers are placed on the Repulsor Platform or if the breaches were already discovered.

Inside of each container is a Krovek in suspended animation. The containers must have cracked in transit and moving them around triggered the dormant Krovek. 2 of the containers are undamaged and still sealed, they are safe to transport. If, however, any area of effect attacks goes off near an undamaged container it will cause a breach and another Krovek will enter the battle on the turn following the AoE.


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Step 7: Returning to the Shuttle

Spoiler:

The trip back through the jungle is uneventful with the PCs encountering no further resistance from the local wildlife. However they are met by a dangerous situation. 6 Chuu'rah, the occupants from the ship earlier, are waiting for their return and are willing to take whatever it is that the PCs have.

They open fire once the PCs come into sight.

Encounter: Chuu'rah x6


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Step 8: Returning with the Cargo

Spoiler:

The PCs return. Your PCs may have no cargo with them, or they may have 4 Krovek Corpses and 2 in storage. Whatever the situation they should get an experience bonus for completing the mission. They will gain a monetary reward of 100 credits each for each returned undamaged Krovek.

The people that hired the PCs intend to study the Krovek in a secure environment to see if they can learn anything new about their origin. Though the PCs may decide that the Krovek are just too dangerous and destroy them outright. That, I leave to you.

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Hope this helps some people out! Happy gaming!


Note: Under the Krovek I gave them, "Mechanics" as a skill. That should be "Engineering" Oops.


Hi :) Wanted to post a thank you for your quick list of monsters and intro module. Used it on Sunday -- and worked really nicely!


Battlegamer wrote:
Hi :) Wanted to post a thank you for your quick list of monsters and intro module. Used it on Sunday -- and worked really nicely!

I'm glad it helped! :)


Some more critters:

Nanozombie - CR 1

Spoiler:

NE - Medium Humanoid
Init: +1 Senses: Perception: +4

Defense:
HP: 19
EAC: 11 KAC: 12
Fort: +6 Ref: -1 Will: +1
Special Defense: Immunity to disease, Immunity to mind affecting effects, +4 to resist poison

Weakness: Nano-Zombies are incredibly vulnerable to electricity. Shock damage deals an extra 50% damage to the target. When first struck with an electrical attack the Nano-Zombie must make a Will Save DC 15 as a one-time-only check. If it fails the Nanites malfunction and begin to die. The victim lapses into unconsciousness until their Intelligence, Wisdom, and Charisma scores return to normal.

Offense:
Speed: 40
Melee: Bite (+6, 1d4+3 +Infection)

Special Offense:
Infection, victims must pass a DC 15 fortitude save or become infected with the nano-zombie plague. The infected loses 1 point of charisma, intelligence, and wisdom per hour (Which cannot be recovered while the infection exists), making another check each hour. Once the victim's charisma, intelligence, or wisdom reach 0 the plague takes over and the person becomes a nano-zombie. Succeeding on this check means that the character's body rejects the nanites and the infection is removed. The lost ability points recover at the normal rate.

Once the nanites have been rejected the victim can never be infected by the Nano-Zombie plague again. This does not count if the infection is cured magically or technologically. Only if the person naturally fights off the nanites.

Stats:
Str +3
Dex -1
Con +4
Int -2
Wis -1
Cha +0

Skills:
Perception +4
Stealth +6
Survival +3
Intimidate +3

Feat: Fleet

Languages:
Common

Note:
A person can recover if the nanites are removed, even after being completely overtaken.

The Nano-Zombies are a unique technological creation. They are actually a colony of rogue nanites that reanimate and control the bodies of their hosts. They do not look like typical zombies, they appear to be "zoned out" people without the normal signs of decay and rot that are normally associated with the condition.

Nano-Zombies spread very quickly by biting their victims. After that the nanites spread.

The first instance of the Nano-zombie plague occurred on a space station at the edge of Absolom Station space. The research station was performing illegal experiments to create methods to control inmates that were in incarceration. The experiment went out of control.

The inmate was a violent offender who had created a cult of cannibal worshipers. It is theorized that the nanites were somehow corrupted by his considerable will. The inmate reacted aggressively and bit two of the researchers and a security guard before he was restrained.

The nanites were never meant to be spread through the saliva of the infected. That was a spontaneous development. As such, not following quarantine protocols they allowed the security guard to go home for the evening. He did not arrive for his shift the next day.

One of the researchers, barely being able to remember how to utilize the comm systems, called for help the next morning. They were disoriented, confused, and mentally impaired. The other researcher appeared to be fine, though complained of a light headache.

Doctors found the researcher's blood filled with nanites. Unfortunately, they could not treat them in time and she bit three of the attendants. The facility went on lockdown.

This, unfortunately, did not help the situation. With the facility on lockdown there was no way for the doctors within to help stop the infection that was now spreading outside from the security guard. The nanites were spreading quickly, far too quickly. After a few days the station had finally sent out an emergency distress call, not something a place usually does when conducting illegal experiments.

A team of agents were sent in from Absolom Station. They destroyed the research station, but one of them was infected and didn't report it. Since then there have been sporadic outbreaks of the Nano-Zombie plague in various locations.

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