Archives of Nethys

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Template Grafts | Universal Monster Rules


Endling Grafts


Invasion Endling

Source Alien Archive 4 pg. 33
Invasion endlings manifest following the extinction of a species via unnatural predators—from colonists seeking to clear out pesky wildlife from a region they wish to settle to invasive species introduced from other parts of the galaxy. As a stark contrast from their past lives, these endlings are particularly vicious, as if the species’ collective spirit refuses to be put down yet again.
Required Creature Type: Undead (incorporeal).
Alignment: Neutral.
Traits: One size larger than the creature was in life; rejuvenation (see below); vicious natural weapons (see below); fearsome roar (CR 3+; see below).
Abilities: Fearsome Roar (Su): As a standard action, an invasion endling can let out a terrifying roar. All non-endling creatures within 30 feet must succeed at a Will save or become shaken for 1 round. Creatures that fail this save by 5 or more are instead frightened for 1 round. A creature that succeeds at this save is immune to the fearsome roar of all invasion endlings for 24 hours.
Rejuvenation (Su): An endling can’t be destroyed by violence—an endling reduced to 0 Hit Points dematerializes but restores itself in 2d4 days. The only way to permanently destroy an endling is to determine the reason for its extinction and perform some action to set right whatever prevents it from resting in peace. The exact means vary with each kind of endling and are determined by the GM.
Vicious Natural Weapons (Su): As an attack, an invasion endling can temporarily cause a body part to become substantial. This functions as a natural weapon that the species had in life, dealing a damage type that the living counterpart’s natural attack dealt, as well as inflicting the bleed condition for an amount of damage equal to the endling’s CR.

Desolation Endling

Source Alien Archive 4 pg. 32
Desolation endlings can appear when a species goes extinct due to destruction of its habitat through technological means. Whether through industrial deforestation of an ancient wood or damming a river for hydropower, desolation endlings despise the structures built in place of their homes and the destructive technology used to that end.
Required Creature Type: Undead (incorporeal).
Alignment: Neutral.
Traits: One size larger than the creature was in life; rejuvenation (see below); antitech natural weapon (see below); demolition (CR 3+; see below).
Abilities: Antitech Natural Weapons (Su): As an attack, a desolation endling can temporarily cause a body part to become substantial. This functions as a natural weapon that the species had in life, dealing a damage type that the living counterpart’s natural attack dealt. A creature hit by this attack must attempt a Reflex save. On a failure, a random hybrid or technological item worn or wielded by the target ceases to function for 1 round, and if the target is a technological construct, it is shaken for 1 round.
Demolition (Su): A desolation endling’s antitech natural weapons ignore an amount of hardness equal to twice its CR. When performing a sunder combat maneuver, a desolation endling gains a +4 insight bonus to its attack roll.
Rejuvenation (Su): An endling can’t be destroyed by violence—an endling reduced to 0 Hit Points dematerializes but restores itself in 2d4 days. The only way to permanently destroy an endling is to determine the reason for its extinction and perform some action to set right whatever prevents it from resting in peace. The exact means vary with each kind of endling and are determined by the GM.

Plague Endling

Source Alien Archive 4 pg. 33
Plague endlings result from extinction by disease. Perhaps outsiders unwittingly introduced pathogens that the species’ immune systems weren’t evolved to cope with, or maybe the affliction was purposely inflicted to cull the species’ numbers. These endlings have become avatars of disease, turning their own pestilence against those who oppose them.
Required Creature Type: Undead (incorporeal).
Alignment: Neutral.
Traits: One size larger than the creature was in life; rejuvenation (see below); diseased natural weapons (see below); plague aura (CR 3+; see below).
Abilities: Diseased Natural Weapons (Su): As an attack, an invasion endling can temporarily cause a body part to become substantial. This functions as a natural weapon that the species had in life, dealing a damage type that the living counterpart’s natural attack dealt. A creature hit by this attack must attempt a Fortitude save or be exposed to a poison whose symptoms closely mimic the disease that caused the endling’s species’ extinction (see below).
Plague Aura (Su): A plague endling emits an aura of pestilence. All creatures that begin their turn within 30 feet of the plague endling must succeed at a Fortitude save or be affected by the plague endling’s poison (see below).

Plague Ending Poison

Type poison (contact); Save Fortitude (DC based on creature’s array)
Track any one track; Frequency 1/round for 6 rounds
Cure 1 save

Rejuvenation (Su): An endling can’t be destroyed by violence—an endling reduced to 0 Hit Points dematerializes but restores itself in 2d4 days. The only way to permanently destroy an endling is to determine the reason for its extinction and perform some action to set right whatever prevents it from resting in peace. The exact means vary with each kind of endling and are determined by the GM. .