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Template Grafts | Universal Monster Rules


Source Interstellar Species pg. 185
Thieves are common throughout the galaxy, though more numerous in larger cities and space stations. They have a variety of methods and motivations for snaring others’ property; some thieves strike back against an amoral corporate system that left them behind, while others selfishly prey on those with little power to defend their possessions. PCs can encounter thieves in numerous circumstances, whether as unsavory associates, crafty foes, or on-again-off-again allies and rivals.

Aliens in the "Thieves" Family

Phantom Thief15

Thieves, Mugger

Source Interstellar Species pg. 185

Mugger CR 6

XP 2,400
CE Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +13


HP 90
EAC 18; KAC 20
Fort +8; Ref +10; Will +7


Speed 40 ft.
Melee yellow star solar brand +17 (1d8+11 E & F; critical wound) or horn +17 (1d8+11 P)
Ranged thunderstrike sonic rifle +14 (1d10+6 So; critical deafen)
Offensive Abilities beatdown, gore , menace


STR +5; DEX +2; CON +3; INT +1; WIS +0; CHA +1
Skills Athletics +13, Intimidate +18, Survival +13
Languages Common, Orc
Other Abilities maze mind
Gear freebooter armor II, thunderstrike sonic rifle with 1 high-capacity battery (40 charges), yellow star solar brand with 2 high-capacity batteries (40 charges each)

Special Abilities

Beatdown (Ex) As a standard action, a mugger can attempt a combat maneuver to trip a target. If this succeeds, the mugger also deals damage equal to one of their melee attacks.
Menace (Ex) As a standard action, the mugger can menace a target, who must succeed at a Will save (DC = 9 + the mugger’s CR) or be forced to follow the mugger’s orders as if affected by command. If the target succeeds at their Will save, they’re immune to that mugger’s menace ability for 24 hours.


Like pickpockets, muggers are common in large cities, but they adopt a strategy of brute force rather than stealth. Most muggers are physically imposing, the better to intimidate their ictims into handing over valuables. They can be among the lower echelons of an organized gang or simply free agents. A mugger might prey on low-level PCs who wander down the wrong alleyway, or the PCs might witness a mugging and wish to help. Most muggers flee if their victims put up a fight, which could provide the opportunity for an exciting chase.