Archives of Nethys

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Template Grafts | Universal Monster Rules


Source Starfinder #9: The Rune Drive Gambit pg. 59

Hulsa CR 10

XP 9,600
CN Medium fey
Init +0; Senses see invisibility; Perception +19


HP 142; RP 5
EAC 23; KAC 24
Fort +11; Ref +9; Will +13
Defensive Abilities solar adaptation, soul furnace, void adaptation; Immunities electricity, fire


Speed 30 ft., fly 60 ft. (Su, perfect)
Melee solar weapon +21 (3d6+11 F or S; critical burn 1d6)
Ranged light ray +20 (3d6+11 E & F; critical burn 1d6)
Offensive Abilities flashing strikes, kaleidoscopic glow, miniature star (10-ft. radius, 5d6 F), supernova (15-ft. radius, 10d6 F; DC 19)
Spell-Like Abilities (CL 10th)
At will—life bubble (DC 19)
Constant—see invisibility


STR +1; DEX +0; CON +1; INT +3; WIS +5; CHA +8
Skills Acrobatics +19 (+27 to fly), Life Science +24, Mysticism +24, Physical Science +24
Languages Common; electromagnetic communication
Other Abilities life-giving glow, solar manifestation (solar weapon), stellar alignment (photon)


Environment any
Organization solitary, pair, or constellation (3–5)

Special Abilities

Electromagnetic Communication (Su) A hulsa can communicate with other creatures within the same star system. With other hulsas, this ability functions as telepathy. Otherwise, the hulsa mentally broadcasts to technological comm units.

Kaleidoscopic Glow (Su) A hulsa is supernaturally luminous, shining bright light out to a range of 30 feet, normal light for another 30 feet, and dim light for another 30 feet. A magical effect can reduce the light in this area only if its source has a higher level or CR than the hulsa. A hulsa can extinguish its light or relight it as a move action.

In addition, the hulsa can spend 1 Resolve Point to oscillate the bright light from this ability for as long as the fey maintains concentration. Creatures within 90 feet of the hulsa that can see this light must succeed at a DC 19 Will saving throw or become fascinated while the effect lasts and for 1 round after it ends. The hulsa can instead focus the glow on one creature, working like the hypnotic glow stellar revelation of a 10th-level solarian (DC 19, 10 rounds). Hulsas are immune to these mind-affecting effects.

Life-Giving Glow (Su) A hulsa can spend 1 Resolve Point to heal living creatures within its bright light. It can heal itself or one other living creature as a standard action, or itself and other creatures of its choice in its bright light as a full action. Each target regains 8d8 Hit Points. When using this ability as a full action, the hulsa can spend 1 additional Resolve Point to also harm undead in the area, dealing 8d8 electricity and fire damage to each one (Fortitude DC 19 half).

Light Ray (Su) A hulsa’s light ray has a range increment of 90 feet and the bright special property.


Hulsas are stout, kaleidoscopically radiant fey connected to remote stars. They love to teach others about the physical phenomena of the universe, and they use their powers to bless the respectful and punish the insolent.