Archives of Nethys

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Template Grafts | Universal Monster Rules


Source Starfinder #40: Planetfall pg. 61

Silicanid CR 2

XP 600
N Small animal (fire)
Init +4; Senses blindsense (scent) 60 ft., low-light vision; Perception +12
Aura warmth (5 ft.)


HP 25
EAC 13; KAC 15
Fort +6; Ref +6; Will +1
Immunities fire
Weaknesses vulnerable to cold


Speed 40 ft.; burrow 20 ft.
Melee bite +10 (1d6+3 F & P; critical burn 1d4) or claw +10 (1d6+3 F & S; critical burn 1d4)
Offensive Abilities takedown


STR +1; DEX +4; CON +0; INT -4; WIS +2; CHA +0
Skills Athletics +7, Sense Motive +7, Survival +12
Other Abilities tracking (scent)


Environment any land (Waydana-1)
Organization solitary, pair, pack (3–6)

Special Abilities

Aura of Warmth (Ex) Silicanids exude an aura of soothing warmth. Creatures adjacent to a silicanid are immune to the effects of cold weather, treat severe cold as cold weather, and treat extreme cold as severe cold.
Takedown (Ex) When a silicanid attacks on a charge and hits a creature of Medium size or smaller, the target is knocked prone.


As their name implies, silicanids are canids native to Weydana-1 that have inorganic, silicone-based bodies that resemble obsidian and magma more than flesh and blood; even their coats are a collection of soot and ash instead of fur. Doglike in both appearance and behavior, silicanids are natural hunters just like their carbon-based cousins, and they’re armed with teeth and claws of solid quartz. They instinctually chase down their prey, even burrowing into dens when necessary.

As companions, silicanids have a well-earned reputation as excellent varmint-hunters, due to their small stature and tenacity. Their aura of warmth makes them especially popular among vesk and other cold-blooded species, and they are much in demand as therapy animals or as companions in frigid environments. Silicanids are pack animals in the wild, and they form a fierce bond with others.