Archives of Nethys

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Template Grafts | Universal Monster Rules


Planar Scion Grafts

The following grafts help represent non-human creatures who were influenced by planar energies.

Sylph

Source Starfinder #14: Soldiers of Brass pg. 58
A sylph has ancestry tracing back to the Plane of Air or its energies, and the wind currents often treat a sylph more kindly than other creatures.
Required Creature Type: Outsider (native).
Traits: Darkvision 60 ft.; cold resistance 5; spell-like abilities (flight [1st level] 1/day, 2nd level at CR 6+, 3rd level at CR 12+); air affinity (see below).
Abilities: Air Affinity: Sylphs have a +2 racial bonus to Acrobatics checks and, if able to fly, maneuverability one step better than normal.
Suggested Ability Scores: Dexterity, Intelligence.

Aasimar

Source Alien Archive 2 pg. 99
More imposing and beautiful than their mundane kin, an aasimar has celestial ancestry.
Required Creature Type: Outsider (native).
Alignment: Any nonevil.
Traits: Darkvision 60 ft.; resistance 5 to acid, cold, and electricity; celestial radiance usable a number of times per day equal to 1 + half the creature’s CR.
Suggested Ability Scores: Charisma, Wisdom.

Ifrit

Source Starfinder #13: Fire Starters pg. 60
An ifrit has ancestry tracing back to the Plane of Fire.
Required Creature Type: Outsider (native).
Traits: Darkvision 60 ft.; resistance 5 to fire, fire affinity (see Racial Traits), spell-like abilities (overheat 1/day; CR 8+, 2/day; CR 16+, 3/day).
Suggested Ability Scores: Dexterity, Charisma.

Suli

Source Starfinder #14: Soldiers of Brass pg. 58
A suli has ancestry tracing back to the Elemental Planes or a janni parent.
Required Creature Type: Outsider (native).
Traits: Low-light vision; resistance 5 to acid, cold, electricity, and fire; elemental assault (see below).
Abilities: Elemental Assault: As a swift action, a suli can cause half the damage dealt by a weapon she wields to be acid, cold, electricity, or fire damage for 1 round. A suli can use this ability on her unarmed strikes, causing them to be neither archaic nor nonlethal while the damage alteration persists. She can use this ability a number of times per day equal to her level or CR.
Suggested Ability Scores: Strength, Charisma.

Tiefling

Source Alien Archive 2 pg. 99
Fiendish blood grants a tiefling their supernatural defenses and abilities.
Required Creature Type: Outsider (native).
Alignment: Any non-good.
Traits: Darkvision 60 ft.; resistance 5 to cold, electricity, and fire; fiendish gloom, usable a number of times per day equal to 1 + half the creature’s CR.
Suggested Ability Scores: Dexterity, Intelligence.