HobblinHarry's Starfinder Resources
Name STR DEX CON INT WIS CHA HP Type Subtype Size Reach Arms Natural Weapons Land Fly Swim Climb Low-light Darkvision 60 Limited Telepathy 30 Blindsense 30 +2 Skills Feats Skilled Spell-like Abilities Other Traits Saving Throws Combat Resist 5 Environment Source
Android 2 2 -2 4 Humanoid Android M X X Sense Motive (-2 and increase DC by 2) Has a single armor upgrade slot which can be upgraded with an armor upgrade that could be installed into light armor +2 against disease, mind-affecting effects, poison, sleep effects

For effects targeting creatures by type, counts as both humanoids and constructs (whichever effect is worse)
Does not breath or suffer the normal environmental effects of being in a vacuum CRB p.42
Human 4 Humanoid Human M Bonus Feat X +2 to any 1 ability CRB p.44
Kasatha 2 -2 2 4 Humanoid Kasatha M 4 Culture, Acrobatics, Athletics Can move through nonmagical difficult terrain in deserts, hills, and mountains at normal speed CRB p.46
Lashunta (Korasha) 2 -2 2 4 Humanoid Lashunta M X Any Two At will: daze, psychokinetic hand

1/day: detect thoughts
CRB p.48
Lashunta (Damaya) -2 2 2 4 Humanoid Lashunta M X Any Two At will: daze, psychokinetic hand

1/day: detect thoughts
CRB p.48
Shirren 2 2 -2 6 Humanoid Shirren M X Vibration Culture, Diplomacy 1/day: as long as an ally is within 10 feet, can roll a single attack roll or skill check twice and take the higher result CRB p.50
Vesk 2 2 -2 6 Humanoid Vesk M X X +2 against fear effects +1 racial bonus to AC when wearing armor

When wearing heavy armor, Armor Check penalty is 1 less severe.
CRB p.52
Ysoki -2 2 2 2 Humanoid Ysoki S X Engineering, Stealth, Survival Can store up to 1 cubic foot of items weighing up to 1 bulk in cheek pouches and can transfer a single object between hand and cheek as a swift action and can disgorge the entire contents of the pouch on the ground in his square as a move action that does not provoke an attack of opportunity +5 to Acrobatics checks when tumbling through the space of an opponent one size category larger

Can stand from prone as a swift action

Does not gain penalties to attacks or become flat-footed when off-kilter
CRB p.54
Dwarf 2 2 -2 6 Humanoid Dwarf M 20 X Perception (to stonework) Land speed is never modified when encumbered or wearing heavy armor

Receives a perception check on unusual stonework within 10 feet whether or not actively looking

Proficient with basic and advanced melee weapons and gains weapon specialization for those weapons at 3rd level
+2 against poisons, spells, spell-like abilities +1 bonus to attack rolls against creatures with the goblinoid or orc subtype

+4 bonus to AC against an attack from a creature with the giant subtype

+4 to KAC against bull rush and trip maneuvers
CRB p.506
Elf 2 -2 2 4 Humanoid Elf M X Perception, Mysticism Immune to magical sleep effects

+2 against enchantment spells and effects
CRB p.507
Gnome (Feychild) -2 2 2 4 Humanoid Gnome S X Culture 1/day: dancing lights, ghost sound, token spell 1/day: after rolling a 1 on a d20, can reroll and use the second result +2 against fear and despair effects, illusion spells and effects CRB p.508
Gnome (Bleachling) -2 2 2 4 Humanoid Gnome S X Culture 1/day: dancing lights, ghost sound, token spell 1/day: after rolling a 1 on a d20, can reroll and use the second result +2 against fear and despair effects, illusion spells and effects CRB p.508
Half-Elf 4 Humanoid Elf, Human M X Perception Skill Focus +2 to any 1 ability Immune to magical sleep effects

+2 against enchantment spells and effects
CRB p.509
Half-Orc 6 Humanoid Orc, Human M X Intimidate, Survival +2 to any 1 ability

1/day: when brought to 0HP but not killed, can fight on for 1 more round
CRB p.510
Halfling -2 2 2 2 Humanoid Halfling S Perception, Stealth, Acrobatics, Athletics +1 to all saving throws

+3 against fear effects
Reduce the penalty for using Stealth while moving by 5 and reduce the Stealth check penalty for sniping by 10 CRB p.511
Astrazoan 2 -2 2 4 Aberration Shapechanger M X Diguise (+10 to appear as changed creature) As a standard actions, can physically alter form to look like any familiar Medium creature indefinitely

Can move through an area as small as 1/4 their space or squeeze through an area 1/8 their space

1/day: when taking a 10 minute rest, can additionally recover HP as though a full rest was taken
For effects targeting creatures by type, counts as both humanoids and aberrations PW p.209
Bantrid 2 2 -2 4 Aberration S 40 X Acrobatics Immune to sense-dependent effects that rely on smell +2 to AC against trip maneuvers

Can stand from prone as a swift action
PW p.210
Borai 2 -2 2 6 Undead M X At character creation, a borai selects a race as his original living form and gains an indicated racial trait. See p.211 of Pact Worlds or use GM discretion

When attempting to disguise as a member of the original race, the DC of the Disguise check is not modified
Immune to negative energy damage

+1 against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, stunning

Takes no penalties from energy drain effects and after 24 hours, any negative levels are removed. Can still be destroyed if accrues more negative levels than class levels

For effects targeting creatures by type, counts as both humanoids and undead (whichever effect is worse)
PW p.211
Khizar -2 2 2 6 Humanoid Khizar, Plantlike M X Vibration, Blindsight (Life) Life Science, Survival Can't speak and can only communicate via telepathy

Can use limited telepathy on non-mindless creatures with the plant type without sharing a common language
+2 against mind-affecting effects, paralysis, poison, sleep effects, and stunning unless the effect works against plants

For effects targeting creatures by type, counts as both humanoids and plants
Breathes in carbon dioxide and exhales oxygen

In situations of slow suffocation, reduce the effective number of creatures consuming air by two unless no oxygen-breathing creatures are present

Can go without food for three times longer than other humanoids as long as long as exposed to natural sunlight for at least 4 hours per day
PW p.212
SRO (Medium) 2 2 Construct Technological M X Has an integrated standard datajack and comm unit which can be upgraded for the normal price of the equipment

Has a built-in cybernetic component with an item level no greater than half the character level (minimum 1) which can be swapped out at no additional cost every level
Immune to bleed, disease, death effects, poison, nonlethal damage, sleep effects unless these effects works against constructs

+4 against effects that normally target only humanoids

A character must use the Engineering skill to perform tasks of the Medcine skill on SROs

Counts as living creatures for the purpose of magic healing effects though the number of HP restored is halved
Does not breath or suffer the normal environmental effects of being in a vacuum PW p.213
SRO (Small) 2 2 Construct Technological S X Has an integrated standard datajack and comm unit which can be upgraded for the normal price of the equipment

Has a built-in cybernetic component with an item level no greater than half the character level (minimum 1) which can be swapped out at no additional cost every level
Immune to bleed, disease, death effects, poison, nonlethal damage, sleep effects unless these effects works against constructs

+4 against effects that normally target only humanoids

A character must use the Engineering skill to perform tasks of the Medcine skill on SROs

Counts as living creatures for the purpose of magic healing effects though the number of HP restored is halved
Does not breath or suffer the normal environmental effects of being in a vacuum PW p.213
Strix 2 2 -2 6 Humanoid Strix M 20 30 X Perception, Stealth (in dim-light and darkness) Has a base craft time of 2 hours for technological items +2 against illusion spells and effects PW p.214
Early Stage Barathu -2 2 2 6 Aberration M 0 30 X X Once every 1d4 rounds as a swift action, can reshape its body for a specific adaptation that lasts until the beginning of their next turn:
  • Add additional amount of damage to melee attacks equal to STR modifer
  • +1 bonus to AC
  • Gain a base land speed of 15ft
  • Gain Resistance 2 against a single type of energy (acid, cold, electricity, fire, sonic)
  • Extend reach by 10 feet
+1 to Fortitude AA p.21
Contemplative -2 -2 4 2 2 Monstrous Humanoid M 5 30 X X Thought While wielding a two-handed weapon, cannot fly or use spell-like abilities and takes a -4 penalty to attack rolls

1/day: before attempting a skill check or saving throw against a creature, can use its bonus for skill associated with that creatures type in place of its normal bonus
AA p.29
Draelik 2 2 -2 4 Humanoid Draelik M X Stealth (+4 in dim-light and darkness) At will: fatigue, ghost sound

1/day: wisp ally
+2 against necromancy effects AA p.37
Dragonkin 4 -2 6 Dragon L 10 30 X X As a standard action, can breath a 30ft cone of flame that deals 1d6 fire damage. At 3rd level, add 1-1/2 * character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + 1/2 level + CON modifier). Cannot use this ability again until a 10-minute rest is taken

Can form a permanent bond with a single, willing non-dragonkin creature that lasts until the partner dies. The dragonkin and its partner can communicate as if they had telepathy with a range of 100ft and when within 30ft of its partner, both creature roll initiative checks and share the higher result
Immune to sleep effects

+2 against paralysis
Until 5th level, must end movement on the ground at the end of each turn or fall AA p.41
Drow 2 -2 2 4 Humanoid Elf M X Perception At will: dancing lights, detect magic Counts as having the Minor Physic Power feat for the purpose of meeting prerequisites and if Psychic Power feat is taken, can add the drow noble's Limning Light to their list of spell-like abilities Immune to magical sleep effects

+2 against enchantment spells and effects
When exposed to bright light, is blinded for 1 round and is dazzled as long as it remains in areas of bright light AA p.43
Formian 2 2 -2 4 Monstrous Humanoid M X X X Scent Sonic AA p.51
Space Goblin 4 -2 2 Humanoid Goblinoid S 35 X Engineering, Stealth, Survival As a move action, can remove penalties associated with the broken condition from a single piece of equipment until the start of the next turn. The item then becomes unusable for 10 minutes and retains the broken condition AA p.55
Gray -2 4 2 Humanoid Gray S X X At will: daze, telepathic message

1/day: mind thrust (1st level)
A number of times per day equal to its CON modifier, can phase out as a reaction to gain a 20% miss chance against one attack AA p.57
Haan 2 2 -2 4 Monstrous Humanoid L 10 X As a standard action, can create a 30ft cone of flame that deals 1d6 fire damage. At 3rd level, add 1-1/2 * character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + 1/2 level + CON modifier). Cannot use this ability again until a 10-minute rest is taken When in an atmosphere, as a reaction can inflate a web balloon to slow their fall which functions as the flight spell at 1st level AA p.59
Ikeshti 2 2 -2 4 Humanoid Ikeshti S 15 1/day plus one additional time per every 5 character levels: make a ranged attack against target's KAC which grants the next ally who hits that foe the benefit of harrying fire against it +4 to Acrobatics checks to escape grapples, pins, and restraints Can go without water for 3 days plus a number of hours equal to the CON score before needing to attempt checks to avoid nonlethal damage AA p.65
Kalo 2 -2 2 2 Monstrous Humanoid Aquatic M 20 50 X Blindsight 60ft (Sound) Stealth (+4 in water) Cold Can only breath water AA p.69
Maraquoi -2 2 2 5 Humanoid Maraquoi M 3 20 X Sound Survival AA p.75
Nuar 2 -2 2 6 Monstrous Humanoid M X 40 X Piloting, Survival (requires at least 1 rank) Can attempt a level-based Wisdom check (1d20 + level + WIS modifier) instead of using the bonus from the Piloting skill to navigate or instead of the bonus to the Survival skill for orienteering Can charge without taking penalties to attack roll or AC and if already has this ability, gains the ability to charge through difficult terrain AA p.87
Reptoid 2 -2 2 5 Humanoid Reptoid, Shapechanger M X X Diguise (+10 to appear as changed creature) 1/day: can assume the appearance of a specific Medium humanoid and always takes this form when using this ability. The ability functions as the disguise self spell and lasts for 10 minutes * character level. A new form can be selected by spending 1 week preparing for the change but can then no longer assume the previous form +2 against mind-affecting effects, poison AA p.93
Ryphorian (Summerborn) -2 2 2 4 Humanoid Ryphorian M X Perception Bonus Feat Fire (stacks) AA p.97
Ryphorian (Winterborn) -2 2 2 4 Humanoid Ryphorian M X Perception Bonus Feat Cold (stacks) AA p.97
Ryphorian (Transitional) -2 2 2 4 Humanoid Ryphorian M X Perception Bonus Feat Fire (2), Cold (2) (stacks) AA p.97
Sarcesian -2 2 2 4 Humanoid Sarcesian L 10 X X Can go 1 hour without breathing and can exist in a vacuum without suffering the associated environmental effects and when in a vacuum, automatically grows wings made of pure energy that grant a Fly speed of 60ft AA p.99
Shobhad 4 -2 6 Monstrous Humanoid L 10 4 40 X 1/day: when brought to 0HP but not killed, can fight on for 1 more round Cold (stacks) AA p.105
Skittermander 2 -2 2 2 Humanoid Skittermander S 6 X 1/day: can take an extra move action +2 to grapple combat maneuvers AA p.107
Urog 2 2 -2 6 Magical Beast L 20 X X X Electrolocation 60ft (Vision) Bluff (-2), Diplomacy (-2) X Electricity (stacks) AA p.117
Verthani -2 2 2 4 Humanoid Verthani M X Skill Focus Can install an additional cybernetic augmentation into a system that already has an augmentation When stationary for 1 round, gains a +10 bonus to Stealth checks but loses the bonus if any action is taken and cannot use the ability if wearing clothing or armor that covers more than 1/4 of the body AA p.119
Witchwyrd -2 2 2 4 Monstrous Humanoid M 4 X Bluff, Diplomacy 1/day plus one additional time per every caught magic missile: magic missile As a reaction, if not flat-footed and aware, can use any number of free hands to catch magic missiles fired at it. The hand is no longer free and the energy lasts for 6 rounds or until it is used to create a magic missile AA p.123
Wrikreechee -2 2 2 4 Monstrous Humanoid Aquatic M 20 30 X Aid Another (and +2 when being aided) +4 to attack rolls when attempting to grapple a smaller creature and can make two grapple attempts with a -4 to the rolls as a full action

When benefiting from partial cover, cover, or improved cover, the granted bonus to AC and Reflex saves increases by 1
Can breath both water and air normally AA p.125
Ferran -2 2 2 4 Humanoid Ferran S X +4 against radiation effects +2 to KAC against bull rush or being repositioned

Deals an additional amount of damage equal to its character level with its first melee attack after it moves at least 10 feet in the same round
DS2 p.55
Woioko (Floatborn) 2 -2 2 4 Humanoid Woioko M 30 X Culture, Diplomacy Can hold breath for 10 minutes before risking drowning DS2 p.60
Woioko (Deepborn) 2 -2 2 4 Humanoid Woioko, Aquatic M 30 X Can breath both water and air normally DS2 p.60
Elebrian 2 2 -2 2 Humanoid Elebrian M X As a full action, can make a single melee or ranged attack and if it hits, add 1/2 level to the damage dealt (minimum 1). The targeted creature is immune to this ability for 24 hours

Can attempt a skill check to recall knowledge untrained regardless of the DC and can always take 20 to do so even without access to an information network or data set
DS3 p.53
Morlamaw 2 -2 2 4 Monstrous Humanoid Aquatic L 10 X 20 40 X Cold Can breath both water and air normally SFS 1-08 p.21
Kish 2 -2 2 5 Humanoid Kish M X Survival Bonus Feat Can take 20 on Survival checks to endure severe weather and predict weater DS4 p.58
Ghibrani (Husk) 2 -2 2 4 Humanoid Ghibrani M 20 X Diplomacy As a standard action, can vibrate wings fast enough to produce an almost imperceptible hum. All creatures within 15 feet that hear the buzz must attempt a Will save (DC = 10 + 1/2 level + WIS modifier) or gain the off-target condition for 1 round. This is a mind-affecting sense-dependant ability. A Membrane Ghibrani cannot use wings to fly in the same round as using this ability. +2 to KAC against attempts to bull rush or reposition them. DS5 p.55
Ghibrani (Membrane) -2 2 2 4 Humanoid Ghibrani M 20 X Diplomacy As a standard action, can vibrate wings fast enough to produce an almost imperceptible hum. All creatures within 15 feet that hear the buzz must attempt a Will save (DC = 10 + 1/2 level + WIS modifier) or gain the off-target condition for 1 round. This is a mind-affecting sense-dependant ability. A Membrane Ghibrani cannot use wings to fly in the same round as using this ability. DS5 p.55
Ilthisarian 2 2 -2 6 Monstrous Humanoid Ilthisarian L 10 X 20 X +2 against poison effects

+4 against effects that target specific organs, such as the wound and severe wound critical effects
DS5 p.56
Scyphozoan 2 2 -2 4 Aberration Aquatic M 30 Vibration Stealth As a swift action, can make one of their prehensile tentacles secrete acid, giving it the corrosive weapon fusion, except the ability is not magical. While the effect is active, the scyphozoan is considered armed and the attack doesn't count as archaic but cannot hold an item in that tentacle. Starting at 3rd level, the scyphozoan adds 1-1/2 x character level to the damage while the effect is activated. Can deactivate the effect as a swift action. Can breathe both water and air normally DS5 p.59
Selamid 2 2 -2 6 Ooze Selamid M Blindsight 60ft (Vibration) Can manipulate and wear equipment as a creature with two arms and equipment and armor of the appropriate size never needs to be adjusted to use it. Does not gain the normal ooze immunities. They are not immunute to critical hits, are not mindless, and can gain and use skills normally.

For effect targeting creatures by type, counts as both humanoids and oozes (whichever effect is worse)

Cannot see and is never subject to any effect that requires it to see a target or effect.
+8 to Acrobatics checks to escape Can always take 10 on Athletics checks in zero gravity DS5 p.60
Seprevoi 2 -2 2 6 Monstrous Humanoid Seprevoi M 40 +2 against radiation and radiation sickness

-2 against diseases (except radiation sickness)
+1 to attack rolls when using a weapon with the analog or archaic property

+2 to KAC against combat maneuvers to trip or move it from its position
Failing skill checks to move in Zero-G never imparts the off-kilter condition DS5 p.61

Includes errata from Paizo Starfinder FAQ