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Downtime Rules
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.)
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.