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Template Grafts | Universal Monster Rules

Electrovore Colony Troop

Source Starfinder #38: Crash and Burn pg. 61

Electrovore Colony Troop CR 9

XP 6,400
N Small magical beast (troop)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +17


HP 165; RP 4
EAC 22; KAC 24
Fort +13; Ref +13; Will +8
Defensive Abilities troop defenses; Immunities electricity, troop immunities


Speed 30 ft., fly 30 ft. (Ex, average)
Melee troop attack (1d10+13 B)
Space 20 ft.; Reach 5 ft.
Offensive Abilities electrical field


STR +4; DEX +6; CON +3; INT -4; WIS +2; CHA -1
Skills Acrobatics +22, Athletics +17, Stealth +17, Survival +17


Environment any
Organization solitary

Special Abilities

Electrical Field (Ex) On its turn, an electrovore colony can spend 1 Resolve Point to energize its troop attack with electricity. When it does, its reach increases to 10 feet for 1 round and its troop attack deals bludgeoning and electricity damage. A creature that takes electricity damage from this attack must succeed at a DC 16 Reflex save or be staggered for 1 round.


Electrovores breed rapidly, quickly overwhelming starships or space stations if left unchecked. Ordinarily these skittish creatures hide in a starship’s crawlspaces and fight only in self-defense, but a colony that lives without harassment for a prolonged time may eventually come to think of its regular feeding area as its territory. Because starship power cores and maintenance areas are often close, confined spaces, colonies discovered there often fill all available space, defending their home in a single, writhing unit.