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creatures, as well as creatures already dazzled, are to mortals destined for greatness.

ss. These Feats AcrobaticsB, Dodge, HoverB, Mobility, Spring


not affected. A starling can suppress or resume this starlings act as “guiding stars,” ensuring that Attack, Weapon Focus (slam)
ability as a free action. The save DC is Constitution Skills Acrobatics +18, Craft (any one) + 12, Disable
events occur as the stars have predicted. A
based. Device +13, Fly +7, Knowledge (nature) +12,
7th-level spellcaster can gain a starling falling Perception +14
Easily mistaken for a will-o’-wisp or lantern star as a familiar if she has the Improved Languages Ignan, Overcommon; telepathy 100 ft.
archon, a starling is, in fact, the immature Familiar feat. SQ no breath, starflight
form of a falling star. Ecology
Though starlings emerge mostly self-
sufficient, other falling stars often look after
MFalling Star, Netad Environment any star or space
Organization solitary, pair, or constellation (1–8 plus
Standing not quite 4 ft. tall, this humanoid is 1–12 starlings)
starlings as one would a child. Like the stars shrouded in red flame that roils with dark swirls and Treasure standard
they come from, a falling star’s “youth” bright sparks. Special Abilities
lasts countless humanoid lifetimes. When a Hypnotic Light (Su) Any creature within 30 ft. who
starling reaches maturity (becomes another Falling Star, Netad  CR 5 looks directly at a netad must make a DC 17 Will
type of falling star), it might join with the XP 1,600 save or be fascinated for 1 min. Sightless creatures,
constellation that raised it, or else leave to N Small fey as well as creatures already fascinated, are not
explore the universe. Init +3; Senses detect magic, low-light vision; affected. A netad can suppress or resume this ability
Perception +14 as a free action. This is a mind-affecting pattern
Starlings embody the stars as guides, both effect. The save DC is Constitution based.
Aura hypnotic light (30 ft., DC 17)
as tools of divination and tools of navigation.
Defense
They spend long hours watching the The smallest of their kind (excepting the
AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +3
movements of the stars and planets, and of natural, +1 size) immature starling), netads are born from
the creatures that move across them. From hp 55 (10d6+20) low-energy stars: relatively young red
the patterns that emerge, starlings come to Fort +5, Ref +10, Will +8 dwarfs and ancient red giants. Their aureole
understand the interconnection between DR 10/cold iron, Immune blindness, cold, electricity, is not as bright as those of other falling stars
things on large and small scales. This fire, patterns, poison (outshining only the smoldering darkstar), yet
connection to destiny gives starlings a kind Offense it has a hypnotic effect on living creatures.
of happy fatalism that eludes most mortals. Speed 20 ft., fly 60 ft. (average) Netads embody stars as furnaces of
Melee 2 slams +9 (1d4+3 plus plasma burn)
Though not particularly smart, starlings are destruction and creation. Netads are the
Special Attacks plasma burn (1d3 electricity and 1d3
inquisitive. They often follow in the wake of fire, DC 17), powerful charge (slam, 2d4+6 plus artisans of their kind, each practiced in a craft
starships, which younger starlings mistake plasma burn) such as alchemy, sculpture, or weaponry. In
for small meteors, and older starlings Spell-Like Abilities (CL 5th, concentration +7) the depths of space, they collect errant rocks
know to hold mortal travelers. Although Constant—detect magic, know direction and metals with which to work.
At will—burning hands (DC 13), produce flame
their physical abilities are limited, starlings’ The creations of mortals fascinate netads
3/day—heat metal (DC 14), make whole
maneuverability and sense of direction are 1/day—fabricate (mineral only), major creation when they find them adrift in space. If not
well known. Many travelers have been saved (mineral only) stopped, netads attempt to dismantle things
by a starling leading them out of danger or Statistics in order to see how they are built. Many a
distracting terrible space monsters. Str 17, Dex 17, Con 14, Int 8, Wis 13, Cha 14 spacefaring crew has found itself stranded
Individual starlings are sometimes attracted Base Atk +5; CMB +7; CMD 21 or worse as a result of a curious netad.

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If befriended, a netad might be willing to fire, DC 21), powerful charge (slam 3d6+15 plus mesads instead express their emotion by
trade its creations. Some netads, however, plasma burn) their aureole. When content, a mesad’s light
Spell-Like Abilities (CL 10th, concentration +14)
resent the intrusion of terrestrial creatures is warm and inviting; when angry, it becomes
Constant—detect magic, invisibility purge, know
into the depths of space. They jealously direction, speak with plants harsh and penetrating.
guard asteroids from the depredations of At will—aid, blur (self only), searing light Mesads exemplify stars as the givers of
miners. 7/day—cure serious wounds heat, light, and life. Few creatures (even
1/day—command plants (DC 19), plant growth those that live beneath the ground and sea)
Antaren  (CR +1) Statistics can survive without the energy provided by
Netads from red giant stars are sometimes also Str 21, Dex 23, Con 20, Int 10, Wis 18, Cha 21 a sun. Mesads spend their time patrolling
giant. Their slow speech and tendency to go off on Base Atk +7; CMB +12; CMD 28
tangents during conversation may make them seem
the space between stars and their planets,
Feats Acrobatics, Dodge, HoverB, Mobility, Point Blank
senile, yet they possess knowledge of antiquity. An Shot, Precise Shot, Spring Attack, Weapon Focus clearing away dust and debris that block
antaren is a netad with the giant simple template, (slam) sunlight and caring for extraterrestrial
except that its Dexterity is not reduced and its size Skills Acrobatics +27, Diplomacy +22, Fly +8, animals and plants. Mesads are collectors
increases by two categories (to Large). An antaren Knowledge (nature) +17, Perception +21, Spellcraft by nature. Some turn asteroids into gardens
has the following additional spell-like abilities (CL +14, Use Magic Device +22
6th):
of exotic plants. Others accumulate
Languages Ignan, Overcommon, speak with plants;
3/day—fireball telepathy 100 ft.
aesthetically pleasing space rocks or the
1/day—legend lore SQ no breath, starflight flotsam and jetsam of spacefarers.
Ecology Mesads nurture life where they can but
MFalling Star, Mesad Environment any star or space
Organization solitary, pair, or constellation (1–6 plus
have an unusual view of the natural order.
To the mesads, plants that photosynthesize
The creature is roughly the size and shape of a human, 1–8 netads and 1–12 starlings) are the highest form of life. Creatures unable
but enveloped by a fiery corona. Treasure standard to produce their own food from sunlight are
Special Abilities viewed as having an unfortunate disability.
Falling Star, Mesad  CR 9 Dazzling Light (Su) Any creature within 60 ft. who To a few perverse mesads, all other creatures
XP 6,400 looks directly at a mesad must make a DC 21
N Medium fey Fortitude save or be dazzled for 1 min. Sightless
are parasites, stealing from plants what they
Init +6; Senses detect magic, low-light vision; creatures, as well as creatures already dazzled, are can’t produce themselves.
Perception +21 not affected. A mesad can suppress or resume this
Aura dazzling light (60 ft., DC 22)
Defense
ability as a free action. The save DC is Constitution
based.
MFalling Star, Hypatid
It is difficult to look at this radiant creature. Though
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 bright as star, its form is that of an androgynous
natural) Mesads range in color from orange to yellow
to nearly white, reflecting the hue of their human.
hp 119 (14d6+70)
Fort +9, Ref +15, Will +11 original star. These pleiades come from
DR 10/cold iron, Immune blindness, cold, electricity, stars of moderate size and intensity, but Falling Star, Hypatid CR 13
fire, patterns, poison XP 25,600
especially those with planets able to support
Offense N Medium fey
life—while the inhabitants of those planets Init +7; Senses detect magic, low-light vision;
Speed 30 ft., fly 60 ft. (average)
might think it different, their sun is just one Perception +26
Melee 2 slams +13 (1d6+5 plus plasma burn)
Special Attacks plasma burn (1d6 electricity and 1d6 of countless stars. Lacking facial features, Aura blinding light (30 ft./60 ft., DC 25)

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