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Chapter 11: Game Mastering / How to Read Stat Blocks

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.)


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


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


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


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.