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When we were designing the Starfinder RPG, there was significant discussion about the idea of having creature creation be based on a series of arrays, building off the work from Pathfinder Unchained. One objection was the creatures would feel too similar if they all took their game values from the same set of arrays, grafts, and templates. The counter-argument was that this system is MUCH faster and simpler, and it would be possible to distinguish creatures with interesting concepts, abilities, and tactics. Put simply, a GM not worried about using more complex rules and still creating a creature with game values way-off the norm could instead spend that effort making creatures interesting, rather than mathematically on-par.

Three great ways to make monsters feel different from others of the same array and CR are new abilities, building tactics based on a feat players will recognize, and tweaking values. I've used all three here, for the Maw in the Darkness. At its core it's a typical scifi monster with acid for blood. Then I decided that since the concept didn't lend itself to either flight or a ranged attack, I'd build the monster around a high speed and the Spring Attack feat, making it more likely to could engage PCs who did have those options. While flight isn't a likely option for 2nd level PCs, if a GM wanted to use 4 of these as a CR 6 encounter for 6th level PCs, those abilities become more important.

Then I moved a few game values around, lowering KAW by 1 and raising EAC by the same amount, and similarly lowering Fort and Ref saves by 1 each, and raising the Will save by 2. Chances are most groups won't even notice these changes, but they do create a different set of numbers within the  

(Art by tsuneomp)

Maw In The Darkness

CR 2

XP 600

CN Medium magical beast

Init +1; Senses blindsight (sound) 60 ft.; Perception +7

DEFENSE

HP 25

EAC 14; KAC 14

Fort +5; Ref +5; Will +3

Weaknesses Blind, sound dazzling

OFFENSE

Speed 50 ft., climb 50 ft.

Melee bite +11 (1d6+6 P)

Offensive abilities acid blood (1d4/1d6, DC 13)

STATISTICS

Str +4; Dex +1; Con +0; Int -2; Wis +2; Cha +0

Skills Acrobatics +7, Athletics +7, Stealth +12

Feats Mobility, Spring Attack

SPECIAL ABILITIES

Acid Blood (Ex) The blood of a maw in the darkness is highly caustic, burning anything other than the maw in the darkness itself (or any other maws in the darkness exposed to it). When a maw in the darkness takes piercing or slashing damage, every creature and object within 10 feet must succeed at a DC 13 Reflex save or take 1d6 acid damage. The same is true if the maw in darkness takes bludgeoning or force damage, but the acid blood only does 1d4 (Reflex half) in those cases. Unattended objects automatically fail these saves. Long-term exposure to the acidic blood can eat away materials with a hardness much higher than the blood’s max damage, subject to GM discretion.

Blind (Ex) A maw in darkness has no sense of vision at all. They do not take any of the normal penalties for blindness as long as their blindsense is functioning. However, their total lack of vision means any creature that is not moving and takes no actions can make a Stealth check against a maw in darkness without cover or concealment by being silent, though if a maw in darkness bumps into such a target the Stealth is broken.

Sound Dazzling (Ex) A maw in darkness is dependent on its keen hearing for nearly all its sensory input. Anytime it takes sonic damage, it is dazzled until the end of its next turn.

Description

The terrifying creatures known as maws in the darkness have been found on numerous devastated worlds, and occasionally packs of them in a form of hibernation are discovered in mines, ancient ruins, caverns, and the holds of derelict starships. Their planet of origin is unknown, as is their means of spreading throughout the corners of explored space. (And these mysteries will never be officially answered, allowing GMs to safely come up with whatever answers work well in their campaigns, secure in the knowledge they’ll never be invalidated.)

Maws in the Darkness are vicious killers, slaying any lifeform (other than their own kind) they believe they can take down. Though essentially animalistic in their motives and thought processes, they are smarter than a true animal and use their cunning to plot, plan, and stalk their victims. The name “maw in darkness” comes from the reports of one of the first groups to encounter them in the modern era, a group of dwarven asteroid miners that discovered an ancient alien mine infected with the creatures. There were no survivors among the dwarves.

A maw in darkness uses its speed and Spring Attack to dash out from cover and/or concealment, bite a target, and rush back to cover if possible. Their excellent Stealth check is an important part of their initial tactics, preferring ambushes and surprise raids, but if a maw in darkness can get close to multiple targets it happily fights to the death in the hopes attacks against it spray its blood over a large area. Their preternatural ability to climb with blinding speed also allows them to attack from, and escape to, unexpected directions, especially in the kinds of tunnels and corridors they prefer for stalking their prey.

Hey, Since I Have Your Attention! 

My friend (and brilliant cartoonist) Stan! has done a whole series of drawings inspired by my online ramblings. He refers to them as "Damn It, Owen!" cartoons, since they get in his head and prevent him from doing other work until he draws them. He's been doing these for years, so now we're collecting them into a book!

We've launched a campaign on Kickstarter, which funded in 90 seconds and hit it's first three stretch goals in a few hours. Please go check it out, tell your friends, and consider throwing us your support.

Damnitowen.com

 

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