Archives of Nethys

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Template Grafts | Universal Monster Rules


Source Starfinder #45: The Culling Shadow pg. 60

Stralithid CR 8

XP 4,800
N Medium magical beast
Init +8; Senses blindsight (motion) 120 ft.., kinetic sight, sightless; Perception +15


HP 110
EAC 21; KAC 23
Fort +8; Ref +12; Will +11
Defensive Abilities telekinetic absorption
Weaknesses sonic overload


Speed 20 ft., burrow 40 ft.
Melee telekinetic burst +20 (3d4+14 B, P, or S; critical staggered [DC 16])
Ranged telekinetic lance +20 (3d6+8 B, P, or S; critical staggered [DC 16])
Offensive Abilities kinetic entanglement, telekinetic trap
Spell-Like Abilities (CL 8th)
At will—telekinesis (DC 19)


STR -1; DEX +4; CON +2; INT —; WIS +1; CHA +6
Skills Stealth +20
Languages Terran (can’t speak any language)


Environment any land (Weydana-7)
Organization solitary, pair, quilt (3–5)

Special Abilities

Kinetic Entanglement (Ex) As a standard action, a stralithid can create a telekinetic link between itself and another creature within 120 feet; the effect lasts for 1 minute or until the stralithid uses this ability again. When the targeted creature is within 120 feet of the stralithid and attempts to take a physical action, the stralithid can use its reaction to absorb the action’s kinetic force. The targeted creature must attempt a DC 18 Fortitude save. On a failure, the target takes 4d6 force damage and loses the triggering action; the stralithid gains the effects of haste until the end of its next turn, and the kinetic entanglement ends.
Kinetic Sight (Ex) A stralithid can use its blindsight to perceive targets of its kinetic entanglement and telekinetic trap abilities, even if the creature is motionless.
Sonic Overload (Ex) A stralithid that takes sonic damage or fails to save against a sonic effect must succeed at a DC 16 Fortitude save or be stunned for 1 round, overwhelmed by minute vibrations.
Telekinetic Absorption (Ex) A stralithid is immune to effects with the force trait.
Telekinetic Lance (Ex) A stralithid’s telekinetic lance is a ranged attack with a range of 120 feet and the staggered critical hit effect.
Telekinetic Trap (Ex) As a full action, a stralithid can infuse a 30-foot-radius sphere within 120 feet with an intricate pattern of invisible kinetic energy that lasts for 1 round. A non-stralithid that enters or begins its turn in the pattern’s area must succeed at a DC 18 Fortitude save or be staggered for 1d4 rounds.


Stralithids are subterranean telekinetic creatures that dwell in Weydana-7’s vast regolith seas. When the creature feeds, it extends tendrils hundreds of feet to the surface of the regolith sea, where the stralithid absorbs kinetic energy from nearby activity, primarily meteoroid impacts.

Stralithids also feed off the motion of Weydana-7’s other fauna, creating nearly invisible traps of shifting kinetic energy to stun prey. They hunt collector crabs (page 54), goading the creatures into traps to drain them dry and to lay eggs in the corpses.