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Template Grafts | Universal Monster Rules


Source Interstellar Species pg. 182
Survivalists are defined by independence and self-sufficiency. They often expertly navigate specific types of hostile or dangerous terrain: forests, deserts, or more remote locales such as dead space or post-apocalyptic cityscapes. Survivalists generally don’t rely on others and commonly live and work alone. However, the following statistics can represent hunters and warriors within a community as well as hermits. A survivalist might have some kind of sentient companion or a creature companion, such as a beast of burden or a hunting beast. A survivalist might arrive at a critical moment to help PCs as they travel through a barren wasteland. Alternatively, a survivalist makes an excellent antagonist in a wilderness setting since they’re capable of using every aspect of the environment against their foes.

Aliens in the "Survivalists" Family

Career Ranger3
Mysterious Hermit14
Trophy Hunter9

Survivalists, Mysterious Hermit

Source Interstellar Species pg. 183

Mysterious Hermit CR 14

XP 38,400
CN Medium aberration (shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +25


HP 215; RP 5
EAC 27; KAC 28
Fort +12; Ref +12; Will +19


Speed 30 ft.
Melee advanced living staff +21 (4d6+14 B; critical bind)
Ranged parallax laser pistol +23 (5d4+14 F; critical burn 3d4)
Spells Known (CL 14th)
5th (3/day)—commune with nature, raise dead
4th (6/day)—confusion (DC 23), discern lies (DC 23), divination, restoration
3rd (at will)—mind thrust (DC 22), remove affliction


STR +0; DEX +6; CON +0; INT +4; WIS +8; CHA +4
Skills Life Science +30, Mysticism +30, Survival +25
Languages Aklo, Common, up to 4 others
Other Abilities change form , compression , many forms , peer into the unknown, weird surroundings
Gear freebooter armor IV, advanced living staff with 2 batteries (20 charges each), parallax laser pistol with 2 super-capacity batteries (80 charges each)

Special Abilities

Peer into the Unknown (Su) A mysterious hermit can spend 1 Resolve Point to gain +2 on an attack roll, skill check, or saving throw. They can choose to use this ability after success or failure has been determined.
Weird Surroundings (Su) A mysterious hermit has the ability to alter the terrain close to their home. In any location where the hermit has lived for at least 1 year, they can create one of the following effects within a radius of 1 mile: change the local gravity by 1 step, change the local temperature by 1 step, or increase Survival DCs to avoid getting lost by 10. A mysterious hermit can change which effect is active once per day and the change takes effect after 1 day.


For one reason or another, mysterious hermits isolate themselves from civilization. Perhaps a hermit chose isolation to better focus on their studies, or perhaps they fled their home after being persecuted for performing horrible experiments on the local populace. Locating a hermit and convincing them to share their knowledge requires seekers to travel to remote, dangerous locales simply for the chance of receiving a hermit’s aid. Hermits can have a range of reactions to others seeking them; they might be grateful for some brief company, or be violently distrustful of those who seek their knowledge.