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Chapter 11: Game Mastering

How to Read Stat Blocks

Source Starfinder Core Rulebook pg. 420
This section presents an example of a creature stat block that might be found in a Starfinder product. Below is a description of each line in that stat block. Note that this example isn’t meant to be used as written; it is merely a way to show the different aspects of a stat block. Any abilities that differ from the rules for characters are either universal creature abilities (see the Starfinder Alien Archive) or explained at the end of the stat block.

Name and CR

Source Starfinder Core Rulebook pg. 420
The creature’s name is presented along with its Challenge Rating (CR), a numerical representation of the creature’s relative power. Challenge Ratings are explained in detail on page 389.

XP

Source Starfinder Core Rulebook pg. 420
This is the total number of experience points the PCs earn for defeating the creature.

Race and Grafts

Source Starfinder Core Rulebook pg. 420
All creatures have a race entry. Some creatures are also built with class or template grafts, giving them more abilities (see the Alien Archive for more information).

Alignment, Size, Type, and Subtype

Source Starfinder Core Rulebook pg. 420
A creature’s listed alignment represents the norm for many of those creatures; it can vary as you require for the needs of your campaign. A creature’s size determines its space and reach. Some innate abilities come from the creature’s type and subtype.

Init, Senses, and Perception

Source Starfinder Core Rulebook pg. 420
This lists the creature’s initiative modifier followed by its special senses (this entry is omitted if it doesn’t have any). Its Perception modifier is listed here instead of in its Skills entry (see below).

Aura

Source Starfinder Core Rulebook pg. 420
If the creature has a magical or exceptional aura, it is listed here along with its radius from the creature and the save DC to resist the aura’s effects, where applicable.

Hit Points and Resolve Points

Source Starfinder Core Rulebook pg. 420
These entries list the creature’s Hit Points and Resolve Points (if it has use of them).

EAC and KAC

Source Starfinder Core Rulebook pg. 420
The creature’s Energy Armor Class and Kinetic Armor Class are listed here.

Saving Throws

Source Starfinder Core Rulebook pg. 420
This entry provides the creature’s Fortitude, Reflex, and Will saving throw modifiers, followed by situational modifiers to those rolls.

Defensive Abilities, DR, Immunities, Resistances, and SR

Source Starfinder Core Rulebook pg. 420
The creature’s unusual defensive abilities, damage reduction (DR), immunities, resistances, and spell resistance (SR) are listed here (if the creature has them).

Weaknesses

Source Starfinder Core Rulebook pg. 420
This entry lists the creature’s weaknesses, if it has any.

Speed

Source Starfinder Core Rulebook pg. 420
This notes the creature’s speed followed by any additional speeds and types of movement the creature has.

Melee

Source Starfinder Core Rulebook pg. 420
The creature’s melee attacks are listed here, each starting on a separate line. The attack roll modifier appears after the attack’s name, followed by the attack’s damage, damage type, and critical effects in parentheses.

Multiattack

Source Starfinder Core Rulebook pg. 420
If the creature can make multiple melee attacks with a full action (usually with different weapons), the attacks and attack roll modifiers are listed in this entry, followed by the attack’s damage, damage type, and critical effects in parentheses.

Ranged

Source Starfinder Core Rulebook pg. 420
This entry lists the creature’s ranged attacks in the same format the Melee entry uses for melee attacks.

Space and Reach

Source Starfinder Core Rulebook pg. 420
The creature’s space and reach are noted here; if the creature’s space and reach are a 5-foot square and a reach of 5 feet, respectively, this entry is omitted. Any special reach (from weapons or the like) is listed in parentheses.

Offensive Abilities

Source Starfinder Core Rulebook pg. 420
This entry lists abilities the creature is likely to use offensively.

Spell Abilities

Source Starfinder Core Rulebook pg. 420
After noting the caster level of the creature’s spell-like abilities, this section lists the creature’s spell-like abilities (and the associated saving throw DCs, where relevant), organized by the number of times per day it can use each ability

Spells Known

Source Starfinder Core Rulebook pg. 420
If the creature can cast spells (usually from a mystic or technomancer class graft), its caster level is shown in this entry, followed by the spells it knows (with the associated saving DCs, where applicable) and how many times per day it can cast them. Often, only the creature’s most powerful spells are listed here.

Ability Score Modifiers

Source Starfinder Core Rulebook pg. 420
The creature’s ability score modifiers (rather than the scores themselves) are listed here.

Skills

Source Starfinder Core Rulebook pg. 420
The creature’s skills appear here alphabetically with their modifiers.

Feats

Source Starfinder Core Rulebook pg. 421
Any feats that give the creature a static bonus (such as Improved Initiative) are already factored into the creature’s statistics. Only feats that give situational bonuses or allow for special combat tactics are listed here.

Languages

Source Starfinder Core Rulebook pg. 421
The languages most commonly spoken by the creature are noted here. You can swap out the languages known for other choices as needed.

Other Abilities

Source Starfinder Core Rulebook pg. 421
This entry lists abilities and features the creature has that aren’t covered in another line.

Gear

Source Starfinder Core Rulebook pg. 421
This entry details the gear and treasure the creature has, which can be altered to suit your needs.

Environment

Source Starfinder Core Rulebook pg. 421
The regions and climates in which the creature is typically encountered are listed here.

Organization

Source Starfinder Core Rulebook pg. 421
This entry describes typical groupings for this creature type and whether such groups include any other types of creatures.

Special Abilities

Source Starfinder Core Rulebook pg. 421
All of the creature’s unusual abilities are detailed in this section.

Space Goblin Monark

Source Starfinder Core Rulebook pg. 421
CR 20
XP 307,200

Space goblin technomancer
NE Large humanoid (goblinoid)
Init +9; Senses darkvision 60 ft.; Perception +34
Aura unnatural aura (30 ft.)

Defense

HP 395 RP 7
EAC 34; KAC 35
Fort +17; Ref +17; Will +22; +4 vs. enchantments
Defensive Abilities natural invisibility; DR 10/magic; Immunities fire; Resistances sonic 20; SR 31
Weaknesses light sensitivity

Offense

Speed 35 ft., climb 20 ft., swim 30 ft.; earth glide
Melee quantum dogslicer +28 (13d6+22 S)
Multiattack quantum dogslicer +24 (13d6+22 S), bite +24 (9d6+22 P)
Ranged junklaser bazooka +3 (4d12+20 F; critical burn 1d8)
Space 10 ft.; Reach 10 ft. (15 ft. with bite)
Offensive Abilities breath weapon (80-ft. line, 5d8 A, Reflex DC 27 half, usable every 1d4 rounds)
Spell-Like Abilities (CL 20th)
At will—charm person (DC 24)
Technomancer Spells Known (CL 20th)
6th (7/day)—chain surge (DC 29), disintegrate (DC 29), flight, interplanetary teleport, true seeing
5th (7/day)—control machines (DC 28), heat leech (DC 28), synapse overload (DC 28), telekinesis, wall of force
4th (7/day)—corrosive haze (DC 27), dimension door, overload systems (DC 27), rewire flesh (DC 27), soothing protocol, wall of fire

Statistics

Str +2; Dex +9; Con +2; Int +12; Wis +2; Cha +6
Skills Computers +39, Engineering +34, Stealth +39
Feats Cleave, Mobility
Languages Common, Goblin
Other Abilities water breathing
Gear nanotube carbon skin, junklaser bazooka, quantum dogslicer, spell cache, 1,000 credits

Ecology

Environment any
Organization solitary or cult (1 plus 20–30 space goblins of CR 3–4)

Special Abilities

Breath Weapon (Su) A space goblin monark can exhale a line of caustic acid as a standard action.