Index | Playable Races | Monsters (Humanoids | Monstrous Humanoids | Animals | Vermin | Magical Beasts | Plants | Fey | Dragons | Aberrations | Constructs | Oozes | Undead | Outsiders)
This page is part of the character sheet for Starfinder, covering Outsider creatures.
Outsider is a catch-all term for creatures originating from outside the Material Plane. They can run the gamut from benevolent angels to corrupting demons to anything in between. Of note is that technically not everything from another plane is an outsider, just the creature's whose very essence is tied to their plane of origin. These beings have no souls and are reabsorbed by their home plane upon destruction, recreated if slain in another plane and permanently destroyed if killed in their home plane itself.
To see the tropes for outsiders in Pathfinder, see Pathfinder Elementals, Pathfinder Ethereal, Pathfinder Shadow, Pathfinder Positive, Pathfinder Negative, Pathfinder Dream, Pathfinder Time, Pathfinder Astral, Pathfinder Celestials, Pathfinder Monitors and Pathfinder Fiends.
Native Outsiders
- The Power of the Sun: Equinoxians simultaneously embody the power of both black holes and blazing suns. A periastra can throw balls of superheated plasma at a foe, while an apastra can expel the gravitonic and photonic forces that rage within it in the form of a cataclysmic solar storm.
Periastra
Equinoxian periastras are masters of the Cycle, perpetually balancing the gravitonic and photonic forces comprising their bodies, and they are legendary for their fighting prowess.
- Gravity Master: As a ranged attack, a periastra can crush an enemy with gravity.
Apastra
Those equinoxians who cannot maintain balance are driven mad, becoming the tragic and powerful figures known as apastras.
- Throwing Your Sword Always Works: An apastra can throw its solar weapon at a foe, which will then return to its hand.
Tsukomogami
According to folktales, a personal object that is at least 100 years old can attract a tsukumogami, which thereafter claims the object as a ward and merges with it, the kami then becoming an anthropomorphic version of the object. In addition, the resultant amalgam develops a personality in accordance with the object’s treatment. Treasured objects birth tsukumogami that are kind, while abandoned or abused objects become jealous and wrathful.
- Animate Inanimate Object: A personal object that is at least 100 years old can attract a tsukumogami, which thereafter claims the object as a ward and merges with it, becoming an anthropomorphic version of the object.
Toshigami
- Cherry Blossoms: Toshigami hold a special relationship with cherry trees, and seem unwilling to reside among any other species of tree, even though cherry trees are now critically endangered after Golarion vanished. They're strongly associated with the passage of time and the transition between years.
- Horned Humanoid: They have branches shaped like antlers growing from their heads.
- Plant Person: Toshigami appear as women made out of the wood, bark and blossoms of the cherry trees they protect.
- Rapid Aging: Toshigami can make other creatures age years in mere moments.
Chinjugami
Kami that select constructed ecosystems, especially one separated from a planet, as their wards.
- Abandoned Area: Chinjugami fully embrace their roles as protectors and stewards of their wards when these ecosystems are abandoned, patrolling areas, performing upkeep, maintaining ecological balance, and ensuring enough resources exist for sustainability.
- Magic Staff: When it manifests, a chinjugami wields a biomechanical staff that can either sprout entangling vines or disrupt the enemy's body.
Ja Noi
The most common form of oni, tied to the hobgoblin race.
- Blood Knight: Ja noi have an insatiable thirst for combat that drives them to pursue battle and bloodshed.
Tsabagu
- Cyclops: Unlike normal shobhads, a tsabagu only has one single, baleful eye.
Agents of the Devourer that spread its words of destruction.
- Brown Note: Their Words of Destruction ability, which doesn't destroy anything itself but grants allies bonus effects on critical hits.
- Demon of Human Origin: Some speculate that atrocities were once mortals that performed a devastating act to earn their god's transformative blessing.
- Eyeless Face: The atrocite's eye sockets are nothing more than empty voids.
- Flight: Because naturally they weren't bad enough if they couldn't fly after you.
- Humanoid Abomination: An atrocite resembles a member of a humanoid sentient species...except for the empty eye sockets, the fanged mouths on its hands, and the halo of crackling void magic orbiting its head.
- No-Sell: Immune to poison and vacuum exposure.
- Omnicidal Maniac: Atrocites spread the Devourer's message of infinite unmaking, searching through space for places ripe for the depredations of a Devourer cult or helping extant cults execute massive acts of destruction beyond their normal capacity.
- Power of the Void: The crackling storm of energy around an atrocite can fire void bolts.
- Too Many Mouths: Each hand of an atrocite holds a fanged mouth.
- Perpetually Protean: Drift phantoms have no fixed shape. When other sentient creatures approach, a Drift phantom takes on the vague form of those creatures, shifting between shapes if more than one species is present.
- Shock and Awe: A Drift phantom can release an orb of static electricity.
- Casting a Shadow: A gravite can consume a light source, snuffing the light while healing its wounds.
- Gravity Master: A gravite can exert its gravitational pull on an enemy, crushing and dragging it closer.
- Pint-Sized Powerhouse: Although they rarely grow taller than 2.5 feet, gravites are born under unimaginable pressure and are both strong and heavy for their size.
A species of genie whose being is equally split between all elements.
Many scholars believe that the heart of every star contains a link to the Positive Energy Plane. Though this theory is difficult to verify, temporary portals to the Positive Energy Plane have been recorded deep within the Pact Worlds’ sun, as well as the suns of other advanced civilizations. Rarely, a crystalline mass that precipitated from the surrounding plasma coalesces around such a rift, similar to the way an oyster forms a pearl. The abundant energy radiating from the Positive Energy Plane sometimes infuses this matter with life and ejects it from the star, giving birth to an enigmatic native outsider known as a rheonnaghan.
- Attack Reflector: Rheonnaghans can sometimes reflect ranged attacks made against them back at their enemies.
- Light 'em Up: A rheonnaghan can unleash a blast of fire infused with positive energy.
- Paper People: A rheonnaghan appears as a pulsing two-dimensional geometric shape of pure energy.
Semi-sentient masses of energy ejected from solar coronas.
- Eat Dirt, Cheap: Solar wisps feed on minerals.
- Playing with Fire: A mature solar wisp can hurl a portion of its burning form, which bursts into flames upon impact.
- The Power of the Sun: A mature solar wisp can project an intense ray of solar light.
- Stronger with Age: Despite their smaller size, mature solar wisps are much more powerful than juveniles.
- Departure Means Death: Wellspring wisps feed on wellspring energy and need to remain near wellspring fissures for sustenance. A wellspring wisp that's more than a mile away from a wellspring fissure is fatigued and begins to starve.
- Nature Spirit: Wellspring wisps are formed from the wellspring energy seeping up from the fissures on the surface of Genrovis, and depend on the energy they contain for sustenance. Wellspring wisps are sapient and often cause trouble for crews tapping the fissures, luring the unwary into often treacherous territory. Though their antics can be dangerous, they seem to be most interested in helping other creatures explore their homes.
Inner Planes
Elemental Planes
Beings from the elemental planes that embody a variety of natural substances.
- Dumb Muscle: Even the most ancient of elementals aren't very smart.
- Elemental Embodiment: An elemental is composed entirely of its home plane's element. Besides the standard fire, air, earth, and water, they also come in magma, lightning, and ice varieties.
Djinni
Genies of air.
Shaitan
Genies of earth.
Efreeti
Genies of fire.
- Horned Humanoid: They usually have impressive racks of horns. Illustrations depict them as having between two and six.
- Jackass Genie: The most likely of all genies to act this way.
- Playing with Fire: Most of their spell-like abilities manipulate fire in some way.
Marid
Genies of water.
Mephits arise from the detritus and soul-stuff of the planes, much like elementals, springing forth fully formed without parents.
- Elemental Embodiment: About halfway this, while their other half is contamination from the Material Plane. Aside from the typical fire, water, earth, and air, as well as the slightly less-typical but still expected ice, dust and steam, they come in flavors like radiation, pollution, and tech.
Natives of the plane of fire who resemble burning-haired dwarves.
- Fantastic Caste System: Azer society is regimented, and members are born into a caste reflecting the trade practiced by their ancestors.
- Slave Race: Most of them were enslaved by the efreet. After the disruption caused by the Gap, their station improved somewhat, but they're still a distinct underclass.
- Overclocking Attack: A fulmivar can move into a technological item, temporarily overloading its electronics.
- Perpetually Protean: The fulmivar can shape its electrical body into almost any form, and most seem to shift wildly between forms.
Mischievous beings of fire.
- The Paranoiac: Magmins are untrusting and inquisitive, bombarding intruders with questions in a harsh tone. If magmins dislike the answers, they can become aggressive, even against stronger beings.
Natives of the Plane of Fire, onkushus have long been the allies, mentors, and students of angels, learning virtuous practices while teaching the goodly hosts of the Outer Sphere the value of cleansing fire.
- Hot Wings: An onkushu's wings are made of roiling flame, and its wing buffet can create a whirlwind of searing hot air.
- Attack Reflector: When in specular phase, a reflection's mirror-like surface can deflect ranged energy attacks.
- Mood-Swinger: A reflection's mind is in a state of continual flux as it tries to reconcile the imbued fragment of mortal consciousness with its elemental nature. One minute, it might act and speak as a denizen of the Material Plane; the next, it might dissolve into the fury of a stormy ocean.
- Stance System: A reflection can alter its watery surface to either absorb or reflect energy, entering either diffuse phase or specular phase or switching from one phase to another.
A warlike and tech-minded species native to the Plane of Fire.
- Fiery Salamander: Salamanders are a race of outsiders native to the Plane of Fire.
- Snake People: They have the lower bodies of snakes and the upper bodies of Lizard Folk.
Thoqquas are worms of fiery stone, like living lava. A thoqqua generates tremendous heat. This heat and the creature’s sinuous shape allow a thoqqua to burrow through dirt, gravel, and stone, as well as some softer metals and composites.
- Magma Man: Thoqquas are creatures of elemental earth whose bodies are hot enough to melt rock.
Wysps are tiny, spherical creatures native to the Elemental Planes and among the oldest of outsiders. They were formed by mystical vibrations between the Elemental and Ethereal Planes, coalescing pure ethereal energy into the first of these sentient beings.
- Super-Empowering: All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait.
Ethereal Plane
- Emotion Bomb: A creature hit by a fuhlgeist's slam can be forced to experience an overwhelming negative emotion.
- Our Ghosts Are Different: Excessive negative emotions occurring in one place sometimes leaves an impression in the ether that gains a rudimentary form of sentience. Though it has no true form and no soul, the fuhlgeist believes itself to be a living creature, and can can manifest on the Material Plane to lash out at those nearby. Though sometimes mistaken for ghost hauntings, fuhlgeists can't be banished by divine means like ghosts can, but do not rejuvenate after being destroyed, like a ghost does.
Shadow Plane
- Chained by Fashion: Many velstracs still proudly wear the chains that bound them.
- Nightmare Fetishist: Velstracs seek ecstasy through pain in the form of deliberate and violent self-transformation.
- Sadist: Most velstracs are aroused by the destruction of flesh. Though few allow this to overwhelm their ultimate goals, it does mean they take far more pleasure in it than they should.
Anchorite
The rank and file of the velstrac, serving as common soldiers and laborers.
- Boarding Pod: Corvette anchorite crews have even been known to use their escape pods as ballistic weapons or even to improvise boarding.
- Synchronization: An anchorite can telepathically link with a willing allied velstrac that it can see. When either of the velstracs paired in this way takes further damage, that damage is divided evenly between the two.
Heretic
Velstracs that make heavy use of cybernetic enhancement that decry consensual torture as weak due to its lack of true danger.
- Blood Knight: Heretics consider the consensual exchange of pain to be the weakest form of torture and despise it for its lack of true danger, preferring to engage in what they call 'vital combat'.
- Cyborg: They depend more heavily on mechanical enhancements than any other type of velstrac.
Prior
- Eye Beams: An optical laser replaces one of a prior's eyes.
- Tick Tock Terror: Survivors of prior attacks describe a relentless ticking emanating from the prior's gears that's reminiscent of the sound of an analog clock.
- Time Master: Priors have synthesised technology and magic to gain a measure of control over time itself.
Cantor
Velstracs that use their appearance as a weapon and specialize in subterfuge.
- Body Horror: They look like flayed children with bits of metal twisted into their flesh.
- Brown Note: Both a cantor's gaze and claws instill phantom pains and fears.
- Glowing Eyes of Doom: Their normally black eyes glow red when they use their powers.
- Make My Monster Grow: Not actually, but they can make it seem like this has happened. Once a minute they can gain the benefits of greater invisibility while creating an illusionary copy of them two size categories larger than the actual cantor, usually attacking the same target as the giant version to help sell the illusion.
Sexton
Even compared to other velstracs, sextons are rabid fanatics, existing only to experience pain and carry out the orders of more powerful velstracs.
- Human Pincushion: Nanocarbon chains weave in and out of a sexton's skin and wrap around its limbs.
- Multi-Armed and Dangerous: A sexton has an elongated torso, complete with additional pair of arms.
- Spike Shooter: A sexton can fire the spines of solidified shadowstuff that protrude from its back at foes.
Incorporeal plant-like creatures from the Shadow Plane. Their stats can be found in Signal of Screams: The Penumbra Protocol or online here.
- Convenient Coma: Gloom spores send victims into a coma within a few minutes if not treated, allowing nearby predators to easily kill the creature and fertilize nearby plants with the remains, including the creeping shade.
- Demonic Possession: The critical hit of their touch attack lets them enter and merge with a creature, though they can also do this automatically with unconscious creatures. This doesn't actually let them control their host, but it does fill the host with a sense of melancholy. Creeping shades actually benefit more from leaving a host, as it heals the shade for a significant amount and infects the former host with gloom spores.
- Intangible Man: They're incorporeal beings, formed of little more than shadow.
Predators from the Shadow Plane and the adult form of tenebrous worms.
- Brown Note: The patterns on their wings constantly shift, causing nausea in those who look at them.
- Chest Burster: They can take a full round to implant a helpless target with eggs that soon hatch worms to devour them from the inside out.
- Deadly Gas: Not quite deadly, but an aggravated gloomwing is surrounded by an invisible cloud of pheromones that leave others fatigued and vulnerable.
- Enemy Summoner: Their pheromone cloud doubles as a distress signal to call other gloomwings and tenebrous worms.
- Stronger with Age: Inverted, they're actually weaker than their larval stage.
Ferocious and alien-yet-familiar beasts native to the darkest parts of the Shadow Plane that bear a resemblance to local predators in whatever region they appear in. Their stats can be found in Signal of Screams: The Penumbra Protocol or online here.
- Tail Slap: They have a tail slap as an alternative attack to biting
Predators that inflict injuries that turn portions of flesh into portals between the Shadow and Material Planes.
- When Dimensions Collide: Shodravs distort the boundary between their native Shadow Plane and other planes when they continuously inhabit areas where the Shadow Plane borders another. As the barrier thins, other creatures might inadvertently cross between the planes. In time, the veil can cease to exist altogether, with the Plane of Shadow's features overwriting those of the bordering plane.
Larval gloomwings that crave flesh, whether living or dead.
- Body Horror: Their bites contain a mystical acid that converts living flesh into shadows.
- Dark Is Evil: Not evil, as they're actually Neutral, but definitely more painful as their bite attack does more acid damage more shadows there are. Note that that says shadows not darkness, as it deals the most damage in dim light but fairly little in both bright light and absolute darkness.
- Poisoned Weapons: They bristle with poisonous spines and their bite packs a nasty shadow acid.
- Stronger with Age: Inverted, they become significantly weaker when they develop into adult gloomwings
Strangely formed creatures surgically altered, bred, and trained by the velstracs.
- The Blank: A vespers hound has no discernible facial features.
- Chain Pain: A vespers hound can attempt to trap a single creature by lashing out with the length of chain that makes up its spine.
- Shadow Walker: A vespers hound can travel between shadows.
Negative Energy Plane
- Animate Dead: A kavearin can enter the space of a corpse within reach and graft itself to it, temporarily animating the corpse until the kavearin chooses to leave it behind.
- Crystalline Creature: Kavearins, commonly known as cadaver crystals, are animate collections of dark purple crystals native to the depths of the Negative Energy Plane.
- Arch-Enemy: Sceaduinars reserve a special hatred for their positive energy counterparts, the jyoti, believing that the jyoti stole their ability to create, leaving them only with the ability to destroy.
- Revive Kills Zombie: Like undead, sceaduinars are healed by negative energy and harmed by positive energy.
Outer Planes
Beings created by existence itself to enforce Monad, a state of balance between all forces of the multiverse.
- Balance Between Good and Evil: And between light and darkness, thought and instinct, life and death, and everything else. Aeons believe that the universe exists in a state of profoundly delicate balance between countless opposing forces, which must be kept in careful check to preserve the stability of the cosmos.
- Blue-and-Orange Morality: Aeons exist beyond the understanding of most mortals, endlessly striving toward goals unfathomable to mortals. Their ways are at one moment beneficent and in the next utterly devastating, but always without ardour, compassion, or malice.
- Our Monsters Are Weird: Many aeons have nothing in their forms anything approximating the human shape except by sheer coincidence.
- Oxymoronic Being: Each type of aeon represents the balance between two diametrically opposing concepts — life and death, logic and impulse, knowledge and ignorance, creation and annihilation — which they work to keep in balance.
- Sentient Cosmic Force: Each aeon embodies the realm of reality it would seek to balance, attempting to enforce a harmony as perfect as that of its physical form upon all things.
- Telepathy: Aeons mentally scan the thoughts and intentions of others, then reply with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking, which displays how the aeon perceives future events might work out.
Tekhoinos
Aeons that oversee the balance between technological and social development.
- Perpetually Protean: The substance of each of a tekhoinos' three limbs shifts constantly. Across its body, patterns of crystalline circuitry and iridescent vapour constantly shift, the same structure never repeating.
Alinoisos
- Gravity Master: An alinoisos can manipulate gravity to move starships or call meteors to attack enemies.
- Vacuum Mouth: An astral leviathan can create a cone of roiling astral material, sucking a starship into its mouth to be swallowed.
- Tulpa: Psychementals are born on the Astral Plane from strong, concentrated emotions, especially those experienced by a number of creatures in close proximity to one another.
Upper Planes
- Beast Man: They have animalistic features or take the forms of animals. While classic agathions from Pathfinder take the form of real animals (except the dragon-like draconal), those depicted here resemble fictional alien animals.
- Speaks Fluent Animal: They can communicate with animals using an ability similar to truespeech.
Vicunal
- Extra Eyes: Like the ruthigs whose form they take, vicunals have four eyes.
- The Heart: Vicunals are intuitive therapists, and tirelessly attend to their companions' physical and emotional injuries.
Claustral
- Great White Hunter: Claustrals enjoy hunting but almost never do so to kill, instead patrolling cityscapes to protect adopted fauna or neutralise deadly beasts.
Mustyotal
- Just Like Robin Hood: Mustyotals are formed from petitioners who worked against unjust systems to redistribute wealth, including but not limited to charitable pirates and phantom thieves. The lords of Nirvana tacitly approve of mustyotals robbing the rich to feed and house the poor.
Barachius
Angels that oversee the development of technology to ensure it isn't twisted for evil purposes. What qualifies as evil is known only to them, as they have been known to destroy single robots while leaving weapons of mass destruction untouched.
- New Technology Is Evil: Averted, it's the circumstances that technology is in that causes them to seek it out. They might destroy a lab containing new technology, but they'll also destroy outdated technology.
- Super-Empowering: They can briefly enhance mortals with magical bonuses to armor or attacks.
Exodus
- Guardian Angel: Exodus angels serve as the guardians of migrant groups that leave their homes to seek opportunities elsewhere.
Power Archon
Archons that ensure the power of technology doesn't lead to corruption.
- Digitized Hacker: Downplayed version, they can take Computer and Engineering checks at range with no immediate outward sign of what they're doing.
- Killing Intent: When things get serious they bring up a menacing aura, inflicting a penalty to AC and all saves for 24 hours on any creature hostile to them. However, a creature can remove these effects from itself by successfully damaging the power archon in question. This would probably be considered a major weakness, except power archons often travel in groups and their auras can stack.
- In-Series Nickname: Sometimes called battery archons.
- Martial Pacifist: They prefer to talk things out, with fighting as a last resort.
- New Technology Is Evil: How their actions tend to come across. It's not that all new technology is evil, but they're just proactive enough that they nip problems at the bud before they become too deep-seated to easily remove.
- Shock and Awe: They attack in melee and at range with electrical jolts and can choose to deal nonlethal damage with them at no penalty.
Tritidair
Servants of Desna with innate ties to the nuclear fusion in stars.
- Hypnotic Eyes: A tritidair's eyes sparkle with hypnotic starlight. Tritidairs wear special goggles to subdue this gaze, but can remove them if needed.
- Light 'em Up: A tritidair can shed bright light and attack with light rays.
Avigwyr
- People of Hair Color: Avigwyrs have neon hair, making them easily recognisable.
- Shock and Awe: An avigwyr can hurl deadly bolts of electricity.
- Hidden Weapons: When not in use, a cherubic squire's weapons are folded inside its shell and hidden from sight.
- Soul-Powered Engine: Cherubic squires are robotic shells capable of housing angelic petitioners to act as footsoldiers in their ongoing crusade. In gameplay terms, they are classified as outsiders but are also affected by abilities that target constructs.
- Sword and Gun: A cherubic squire is often armed with a duelling sword and pulsecaster pistol.
Middle Planes
- Mechanical Lifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
Anhamut
A relatively new type of inevitable, the anhamuts were created when the inevitables received a mysterious transmission containing their blueprints around the same time many species received instructions for Drift travel. Anhamuts protect and safeguard the exploration and mapping of the unknown universe, guarding against those who would destroy Drift beacons or attack explorers.
- Nanomachines: An anhamut is composed of millions of nearly microscopic nanites, and can discorporate its form into a swarm of individual nanites.
- Shock and Awe: Anhamuts can generate a powerful bolt of electrical current.
Rifti
Riftis arise from entropic energies released in the Maelstrom or by planar travel, such as the plane shift spell or faulty interplanar portals. They usually exist only briefly and form groups, most often with other riftis born at the same time.
- Perpetually Protean: Riftis shift form without control, and can resemble objects, abstract energies, or shards of matter.
Xiritix
- Morphic Resonance: Xiritixes usually maintain a facet of their original forms when they change shape, making them easy to spot even in disguise.
Durgastr
- Teleport Interdiction: Non-protean creatures and objects cannot use extradimensional travel to enter or leave a durgastr's dimensional shadow aura.
- Do Not Fear The Reaper: Despite their creepy appearances and association with death, their job is a necessary one.
- Ideal Illness Immunity: All psychopomps are completely immune to disease.
- Psychopomp: Psychopomps preside over the flow of life. Their primary concerns focus upon souls in the vulnerable transition between death and their final afterlife, protecting the dead from predators.
Erabryth
- The Blank: An erabryth has a mirrored disc in place of a face.
- Light 'em Up: As a ranged weapon, an erabryth can emit a beam of light from their mirrored face at a single target.
Morrigna
- Animal Eye Spy: A morrigna can see through the eyes of a spider swarm she summons as though it were the sensor of an arcane eye spell.
- Mechanical Lifeforms: Lawless ones are living outsiders made of spinning gears, and have the same immunities as constructs do.
- Set Right What Once Went Wrong: Whenever a creature succeeds its initial saving throw against one of the lawless one's spell-like abilities, the lawless one can attempt to tweak reality and force the saving throow to be reattempted.
Valkyries are resplendent outsiders of mysterious origins known for their ancient tradition of scouring the Material Plane for legendary warriors who perish in combat. Valkyries appear on battlefields throughout the galaxy in search of combatants of great skill and renown, supernaturally aware of who is ready to accept death’s embrace and who yearns to fight on another day.
- One-Gender Race: Valkyries are always female and frequently appear as powerful and majestic human or vesk women.
- Valkyries: Valkyries appear on battlefields in search of combatants of great skill and renown, supernaturally aware of who is ready to accept death and who yearns to fight on another day. When she locates such a target, a valkyrie can either claim the soul of a deceased warrior or aid the living to continue the battle.
Lower Planes
Alucidaemon
- Charm Person: An alucidaemon can focus on a single living creature that has immediate access to a personal comm unit or datapad, which immediately activates a vidgame that compels the target to play it.
- Too Important to Walk: Alucidaemons move with the help of a floating pod that serves as an extension of their bodies; they control it with the mechanical gauntlets permanently locked onto their hands.
Despondaemon
- Emotion Bomb: Despondaemons prefer to kill victims by psychically smothering them. After capturing prey within its body, a despondaemon telepathically exacerbates their insecurities until they die.
- Obstructive Bureaucrat: Despondaemons arise from the souls of bureaucrats who wore down well-meaning people with endless paperwork, illogical rules, outdated regulations and useless consistency.
- Sentient Sands: Despondaemons are huge creatures of living quicksand that hail from the desolate plains of Abaddon.
Palioxodaemon
- Tele-Frag: A palioxodaemon can attempt to teleport another living creature into a space occupied by solid nonliving matter, such as a wall.
- Teleporter Accident: Palioxodaemons form from the souls of evil mortals who died in space-time anomalies like teleportation accidents or planar warping. They resemble bodies that have been exploded outward, with segments of flesh fused with inorganic debris.
Alorbidaemon
- Body of Bodies: Alorbidaemons appear as horrible amalgams of several alucidaemons, joined together in a connected set of pods to form a single body.
- Your Mind Makes It Real: An alorbidaemon can distort reality around itself, creating an area of holographic terrain that attacks other creatures and inflicts mental strain.
Adikodaemon
- Man of Wealth and Taste: The adikodaemon, which personifies death caused by corporate malfeasance, is depicted wearing a tuxedo.
- No OSHA Compliance: Deaths caused by lax safety regulations fall under the adikodaemon's portfolio.
Lemure
The lowest kind of devil, only slightly above petitioners, lemures are living materials used to make other devils.
- Fusion Dance: When transformed by a greater devil into lesser devils, one devil is each created from multiple lemures.
- Perpetually Protean: Because lemures lack identities, their faces change and churn through different features, often mirroring the last person they saw. Their bodies are nearly formless, with drooping, misshapen limbs and melting heads.
- Zerg Rush: A wave of lemures can probe an enemy's defences, overwhelm a foe through sheer numbers, or clear a minefield. They make poor soldiers, but due to their ubiquity, Hell's overlords and middle managers often keep a swarm of lemures at the ready, just in case.
Imp
Imps are among the lowest-ranked of the fiends of Hell. However, they serve an important role in corrupting mortals. Easy to summon to the Material Plane, imps willingly form bonds with spellcasters who call them.
- Beware My Stinger Tail: Their tails end in a scorpion-like barb they can use to poison people.
- The Corruptor: Imps are likely to be a dark influence on a stronger leader. In this way, the imp can direct a group toward depravity but take no blame for any failings.
Porcellanix (Convergent Devil)
- Deal with the Devil: Convergent devils install biotech augmentations without revealing that their magic will infect the recipient, often sapping them of energy when used.
- Goal-Oriented Evolution: Convergent devils almost never augment their own bodies or try to become a different kind of devil. As far as they're concerned, they are the final stage of evolution.
- Irony: Convergent devils, who are formed from the souls of creatures who committed vile acts in a desire to evolve into something unique, ironically all turn into the same form no matter their origin.
Sigveir (Propaganda Devil)
- Emotion Bomb: Sigveirs can bring the dormant emotions of nearby creatures to the surface, overwhelming their reason, and often cultivate sparks of hope and joy before feeding.
- Emotion Eater: Sigveirs feed on emotions and delight in devouring every strong feeling, leaving mortals despondent and vacant.
- Media Scaremongering: Sigveirs tempt mortals into signing infernal contracts using disinformation and fearmongering. They slip inside mortal communities to whisper frightening lies into the ears of the meek, inspiring panic and dread that ultimately drive victims to turn against each other.
Magadaz (Gambling Devil)
- The Gambling Addict: The presence of a gambling devil encourages nearby creatures to make riskier decisions and take bigger gambles.
- Magical Counterfeiting: A gambling devil can produce up to 50 gold coins by drawing them from its body as a free action. These coins disappear an hour after leaving the gambling devil's possession.
- Money Mauling: A magadaz can use the fake gold coints it produces as magical thrown weapons.
Levaloch (Warmonger Devil)
Made from fiendish energy in bodies of armor and chitin, levaloch are the highly militarized grasp of Hell.
- Cyborg: Warmonger devils are diabolical essences infused into constructed metallic frames. Despite being true devils, they have a number of immunities common to constructs and are often misidentified as constructs.
- Spider People: Their lower bodies have six insectoid legs, making them look like this.
Erinyes
- Flaming Sword: Any weapon that an erinyes picks up gains the effect of a flaming and unholy fusion as long as it remains in her hands.
- Magic Hair: All erinyes weave long ropes from their own hair, which can be used to entangle enemies and only function for their weavers.
- Winged Humanoid: Erinyes resemble humanoid women with dark feathered wings sprouting from their shoulders.
Oidranoth (Mannequin Devil)
- Ironic Hell: These souls, who spent their mortal lives enacting particular cruelty and violence against androids and constructs with souls, have been encased in constructed bodies, a cruel mockery of the creatures they abused as mortals.
- Mechanical Lifeforms: The bodies of oidranoths are specifically constructed in the forges of Dis, instead of being formed by their own soulstuff. In gameplay terms, they count as both outsiders and constructs.
- Shock and Awe: A mannequin devil can generate an arc of infernal electricity.
Lislaroth (Hacker Devil)
Lislaroths are Hell’s digital spies. They gain access to sensitive data, which they use or trade to corrupt mortal souls
- The Cracker: Lislaroths can merge with computers to steal sensitive data.
- Shock and Awe: A lislaroth can fire an electrical bolt as a ranged attack.
Dhalochar (Endbringer Devil)
Also known as endbringer devils, these titanic beings are capable of transforming into living starships. They traverse the void between worlds, crashing down in a storm of fire to disgorge armies of their lesser brethren in a diabolical invasion.
- Blade Below the Shoulder: One of their arms is a titanic blade.
- Death from Above: Their preferred method of arrival is to simply crash down like a meteor.
- Hammerspace: Their bodies contain a pocket dimension they use for storage.
- Kaiju: Endbringer devils are tall, Colossal-sized monsters in their terrestrial form, and their job is to project a truly terrifying show of force upon a world.
- Living Ship: Endbringer devils were specifically created to serve as starships.
- Mook Maker: That pocket dimension mentioned above? They usually pack it full of smaller devils to act as a strike force.
- Skull for a Head: A skull can clearly be seen in place of a dhalochar's head.
- Transforming Mecha: It can change from a spaceship to a gigantic, armored, mecha-like devil.
- Voluntary Shapeshifting: They can switch forms between a titanic, multi-legged, armored monstrosity and a starship capable of travelling to the next world without relying on careless summoners.
Volocoth (Void Devil)
- Big Creepy-Crawlies: The volocoth is an enormous, flying insectile devil with a formidable maw and wicked, serrated mandibles.
- Living Ship: Void devils are often used as assault vehicles for infernal raids on other planes, and can carry a small squad of smaller devils within.
- Playing with Fire: Atop a volocoth's body is a swivelling beacon of flaming light that channels the fires of Hell.
Flashfire Demon
- Charm Person: A flashfire demon can compel a creature to covertly commit sabotage. The compelled creature makes all efforts to avoid being discovered, including acting normally while being observed and eliminating evidence of its actions. It retains no memory of the sabotage it enacts or the demon.
Pluprex
Demons that embody the use of radiation to harm.
- Atomic Superpower: A pluprex, which forms from the sinful soul of a mortal who used radiation to do evil, emits radiation and can create radioactive undead.
- Hellhound: Fiends from the lower planes that resemble monstrous wolf-like monsters with twisted goblin faces, which come to the material world to hunt down and devour mortal victims.
- Soul Eating: Their entire goal in life is basically to get more powerful, which requires eating non-evil humanoids and devouring part of their souls. Once they do this enough they become a greater barghest.
- Voluntary Shapeshifting: They can take on the form of a goblin, hobgoblin, bugbear or normal wolf at will.
- Fire-Breathing Weapon: A hellhound has a cybernetic flamethrower installed in its throat.
- Hell Hound: Hellhounds are pack hunters that stalk Hell. Though vaguely canine in appearance, they aren't true dogs or wolves.
- Magma Man: Molten rock oozes from a hellhound ravager's pores, encasing it in a layer of magma.
- Multiple Head Case: Hellhound ravagers have three heads: one breathes cold, one breathes electricity, and one breathes fire.
When a mutated creature dies in the Abyss, its mutations may become suffused with enough energy to grow and claw their way free of their host as a prexian mutantspawn.
- Atomic Superpower: A creature bitten by a prexian mutantspawn or wounded by a melee weapon a mutantspawn carries can be exposed to a sudden pulse of supernatural radiation.
- Demon of Human Origin: When a victim of an invoked mutation perishes in an area suffused with chaotic and evil energies, mutations in its flesh can sometimes animate into a prexian mutantspawn. A prexian mutantspawn's shape may vaguely resemble that of its original host body, but it retains no memories, skills or abilities; a creature that dies and then spawns a mutantspawn can be brought back to life normally.
Other Planes
The Drift
Spectra, a race of outsiders native to the newly discovered hyperspace plane of the Drift, are unique in the Great Beyond as a relatively recent addition to the multiverse, rising in prominence over the last 300 years alongside the proliferation of Drift technology. Concerned primarily with the protection and promulgation of the nascent plane, and of advanced technology in general, spectra are beings of paradox and dichotomy. Some metaphysicians believe that, just as the Drift grows by pulling in pieces of the multiverse each time a starship uses it to travel, so too are spectra created—amalgamations of raw, sometimes opposing energies born from the stolen pieces of other planes
Excuba
- Transferable Memory: An excuba can extract memories from a technological creature it touches.
- The Worm That Walks: An excuba in humanoid form appears to be comprised of tiny robots.
Iridia
Iridias serve as messengers and ambassadors to species of all planes, evangelizing the benefits of advanced technology and enforcing the tripartite will of Triune.
- Alien Hair: Iridias have a coil of glistening rainbow light for hair.
Wyspiria
- Neural Implanting: Wyspirias use their tendrils to plug themselves into people and machines, allowing them to quickly transfer huge quantities of data between connected people and devices.
Sondria
- Reincarnation: Sequences of sondria can offer Triune's blessing to those killed during Drift travel or in service of their agenda by reincarnating them as androids.
Nacrea
- Yin-Yang Bomb: A nacrea can fire a helix beam of flame and frost.
Aspecna
Aspecnas concern themselves with maintaining the precarious balance of power among extraplanar forces in the Drift, opposing any who would attempt to establish strongholds with the intent of laying their own claim to a substantial expanse of Triune's realm.
- Combat Clairvoyance: An aspecna can peer into the causal nexus of ongoing events to calculate the most efficient course of action, even during combat or if stress or distractions would normally prevent it from doing so.
- Team Switzerland: Aspecnas maintain the precarious balance of power among extraplanar forces in the Drift.
- Combat Tentacles: 20 writhing appendages unfurl from the chirosepia's beak and can wreak havoc on starship hulls.
- In-Series Nickname: Veteran travellers call these creatures driftkrakens, a term generally hated among the scientific community for its luridness and imprecision.
- Walking Techbane: Chirosepias constantly emit a silent pulse that disrupts technology.
These native Drift denizens have the ability to deconstruct foreign material, such as that constantly pulled into the plane by the activation of Drift engines, and knit those realities into the fundamental essence of the plane.
- Teleportation: Once per day, a Drift architect can teleport through the Drift instantaneously, appearing wherever it wishes with perfect accuracy.
- Compelling Voice: A driftlure can psychically compel all nearby creatures to immediately seek exposure to the Drift by the most direct means available, such as an airlock. This effect penetrates all barriers, including starship hulls and force fields. An affected creature acts too hastily to use safety precautions.
- Giant Enemy Crab: A driftlure resembles a giant crab.
- Grievous Harm with a Body: A driftlure can transfer a creature ensnared in its cilia to a free pincer and hurl it at a target as a ranged weapon.
- Shock and Awe: A Drift mote can unleash an electrical blast and create a wave of dangerous electricity.
- Tulpa: Scholars believe the first driftspun was created when the Drift absorbed a part of the Akashic Record, manifesting an entity that conformed to a story. Since then, the resulting psychic radiation has spread throughout the Drift. Occasionally, Drift travellers find that the weight of the stories they tell each other on the long journeys interact with this energy to form a driftspun.
Predators native to the Drift, garaggakals are intensely curious creatures. Unfortunately, they choose to learn about other species though methods more akin to a slaughterhouse than a scientific laboratory.
- Alien Autopsy: In addition to eating their victims, they also dissect them.
- Batman Can Breathe in Space: As natives of the Drift, they can survive in the void of space without issue.
- Blue-and-Orange Morality: They view everything as either predator or prey, which makes peaceful interaction... difficult.
- Extreme Omnivore: The universe is a strange and alien place to them and they like to learn by sampling the local cuisine, no matter how much it screams and fights back.
- Eyeless Face: Their head is little more than a fanged mouth.
- Flight: They can fly equally well in atmosphere and in the void of space.
- Intangible Man: They can phase through up to 15 feet of solid material. However, they're normally just as solid as less alien forms of life.
- In-Universe Nickname: They're sometimes referred to as Drift Wraiths.
- Lamprey Mouth: Their mouths are nothing but concentric rings of teeth.
- Sadist: They can subsist off of planar energy, they hunt for fun. The fact that they single out sentient species and idle wonder aloud what they'd taste like while fighting them cements garaggakals in this category.
- Winged Humanoid: They're technically humanoid, albeit monstrously formed, and they have wings. The wings are rather unique, resembling a bat's in structure but replacing the membrane with material more akin to an insect's wing.
- Cyclops: A kathrepi has a single staring eyeball with multiple pupils floating within it.
- Dying Race: Kathrepi are now all but gone from their home plane of the Drift (and, indeed, might be fading out of existence entirely).
- Hair-Trigger Temper: Challenging a kathrepi shade's intellectual position (or even just asking the wrong questions about it) is usually sufficient to drive it into a murderous rage.
- More than Three Dimensions: Kathrepi are four-dimensional creatures, and see themselves and their surroundings in a way that's difficult for three-dimensional creatures to understand. Kathrepi can retreat partially into the fourth dimension for long periods of time, which they do primarily to manipulate the complex four-dimensional technology they created.
- No Biological Sex: Kathrepi were sexless and are referred to by the neuter grammatical gender.
- No Need for Names: Kathrepi never developed individual-specific names.
- Psychic Powers: Kathrepi have developed psychic powers that aid them in their research.
- Was Once a Man: Kathrepi shades are only faint echoes of the kathrepi of old, their intellectual faculties having deteriorated through long centuries of ennui and self-recrimination.
- Emotion Bomb: A limbicate can compel another creature to act recklessly.
- Emotion Eater: Limbicates feed on emotional distress. Seemingly without scruples, they haunt cityscapes and provoke reckless, violent abandon before fading from sight.
- Self-Duplication: Limbicates reproduce by splitting into two, which is triggered by other creatures' trauma.
Creatures that feed by consuming the energy given off in the wake of starships and creatures jumping between the Drift and the Material Plane.
- Brown Note: A paraforan can vibrate at a frequency that manifests as a painful shriek within the minds of creatures around it.
- Fusion Dance: When a half a dozen or more paraforan fragments gather in a single location in the Drift, they begin to resonate at the same frequency and meld together to form an adult paraforan.
- Heal Thyself: An adult paraforan can pulse with a shimmering light that heals it.
- Emotion Bomb: A tetrakam can project debilitating loneliness into the minds of nearby creatures.
Drifting beings that seem to exist in a slower timestream than their surroundings, at least until they steal time from their victims.
- Time Master: Time eaters' attacks that seem to arrest the timelines of their victims while speeding up their own.
- Defeat Equals Explosion: A vorclash's destruction results in an eruption of dangerous energy as its various planar essences attempt to return home.
- Tortured Monster: A vorclash is in constant pain, as its incompatible fused components desperately try to split apart. As a result, despite its intelligence, a vorclash mostly acts out of frustration.
Dimension of Time
Wanderlust Siktempora
- Floating Limbs: Eight floating hands orbit around a wanderlust siktempora.
- The Migration: A wanderlust siktempora usually forms when a prominent event or discovery inspires large numbers of people living sedentary lives to crave travel, or when a group of people are sent to a different time period or inserted into a different timeline. One of the largest influxes of wanderlust siktemporas into the Material Plane coincided with Triune's Signal in 3 AG.
Predators from the Dimension of Time. Abuse of time or space is to them like blood in the water is to a shark, leading to them emerging into the Material Plane to relentlessly hunt those who abuse those fundamental forces.
- Clock Roaches: Hounds of Tindalos enter the world to track down and slaughter those who have dared to test or go beyond the bounds of reality.
Time dimensionals are living fragments of the Dimension of Time, seemingly created whenever an event or individual threatens the nature of causality or the flow of time.
- Combat Clairvoyance: A time dimensional has great control over its own temporal positioning, and can move quickly around a battlefield and know exactly where its enemies will strike.
- Genius Loci: A time dimensional is a living portion of the Dimension of Time itself.
- Time Master: A time dimensional can manipulate the flow of time as it affects nearby matter.
Other
- Planimal: Cynogerms constantly cycle through their three forms: a dandelion-like seed, a vivid flowering plant, and a colourful butterfly with a wingspan as large as an eagle's.
Planar wanderers driven to explore the Great Beyond.
- Ambiguous Situation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
- Dragged Off to Hell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
- Eyeless Face: All they seem to have is a mouth.
- Humanoid Abomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
The physical manifestation of a creature's self-doubt.
- Emotion Bomb: A creature that fails to hit an impostor is filled with self-doubt.
- Game Face: An impostor can alter its face into a twisted version of the face of a creature that can see it.
- Meaningful Name: It's a refrence to impostor syndrome.
- Tulpa: When a creature's lack of confidence returns again and again, the imprints left behind on the Astral Plane can grow strong enough to create an impostor.
- Tulpa: Widely circulated pop culture leaves its imprint in the Akashic Record, which sometimes grows and manifests as a memetic zenith. Each memetic zenith is a living idea that attempts to foster the ideology that brought it to life, and can be truly destroyed only if someone deletes or discredits all references on the infosphere.
- A Form You Are Comfortable With: A mnemonic stalker appears to other creatures in the form of a deity the target worships, or an individual of the same species if this creature doesn't worship a deity.
- Ingesting Knowledge: Mnemonic stalkers, consume the thoughts of intelligent creatures for nourishment, despite being themselves not intelligent. For millennia, mnemonic stalkers preyed upon an ancient, now-forgotten civilisation, in the process causing them to evolve into less intelligent creatures.
- Breath Weapon: A riftstalker can expel a blast of energy that functions as a breath weapon.
- Home Field Advantage: A riftstalker gains fast healing while within 100 feet of an area of planar instability.
- Randomized Damage Attack: Each time the riftstalker uses its planar breath, its damage type is selected randomly from acid, cold, electricity, fire or sonic.
- Bears Are Bad News: Ursine horrors are malevolent bear-shaped outsiders that prey upon fear.
- Emotion Eater: Ursine horrors feed on the fear of those who are afraid of them.
- Supernatural Fear Inducer: An ursine horror wields telepathic powers to frighten its victim.