TEXT: 1
  Strange WorldS:
  DeaD 
  planets
   Kim Frandsen
  
  2
  strange WorlDs
  Credits
   Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey Swank, John 
  Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Landon Winkler, Matt Roth, Michael Ritter, 
  Rodney Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels
  Credits
   Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey Swank, John 
  Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Landon Winkler, Matt Roth, Michael Ritter, 
  Rodney Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels
  Strange WorldS:
  DeaD planets
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See http://paizo.com/
  starfinder for more information on the Starfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not 
  endorse this product.
  Starfinder is a registered trademark of Paizo Publishing, LLC, and the Starfinder® Roleplaying Game and the Starfinder® Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Starfinder® Roleplaying Game 
  Compatibility License. See http:// paizo.com/starfinder/compatibility for more information on the compatibility license.
  Open Game Content: All material — including but not limited to art, place and character names, character and setting 
  descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open Game Content. 
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not 
  a challenge to their ownership and is used under Fair Use.
  
  3
  The 
  The 
  Contents
  Introduction 
  4
  Temperature  
  4
  Food & Water 
  4
  Visibility & Winds 
  4
  Terrain 
  5
  Airless Worlds 
  5
  Artificial Heaven 
  6
  Extinct Civilization 
  7
  Former War World 
  8
  World of the Unquit 
  10
  Creatures of the Dead Planets 
  11
  Bloodshade  CR 20 
  11
  Embalmed One  CR 2 
  12
  Living Hologram  CR 5 
  13
  Robot, Overseer  CR 10 
  14
  
  4
  strange WorlDs
   
  »
  IntroDuCtIon
  She looked out upon the barren wasteland. Had someone 
  really lived here? It wasn’t possible to believe. The gray 
  dust covered everything, and while there was gravity, there 
  hadn’t been an atmosphere for millennia, and apart from 
  the occasional alien visitor, the landscape and the dust had 
  been undisturbed for all this time. Yet someone still believed 
  that there was value here, among the ruins of the ancients. 
  After all, that was why she had been hired. She activated 
  her commlink “Right people, let’s move. Remember to check 
  your that your air is topped up and your indicators are 
  working. We’ve got 5 hours on this shift before we should 
  need to refill, so let’s make the most of it.”
   
  Sentient beings are, by nature, drawn to planets with 
  atmosphere, with life, with water, and with the ability 
  to propagate themselves and colonize the world in 
  question. And due to the nature of sentience, and the 
  vast difference between alien species, most worlds are 
  hospitable to one form of life or another. But there are 
  those worlds, where it is not so. Worlds where most 
  aliens fear to tread, be that for a lack of atmosphere, 
  gravity, some supernatural phenomenon, or simply the 
  leftovers of a careless and forgotten war. These are the 
  dead planets, where life, as most races recognize it, no 
  longer exists and where no sane person would travel.
   
  Strange Worlds: Dead Planets aims to introduce you, 
  and your gaming group to a variety of these planets. As 
  such, where the Strange Worlds series normally focuses 
  on a particular biome, this time around we’re looking at 
  a particular type of planet, that can exist for a variety of 
  reasons. In this book, you’ll find ideas, reasons, hazards, 
  and creatures that can populate these worlds for you, be 
  it an old war world, now forgotten, a planet destroyed 
  by radioactivity or pollution, one laid low by technology 
  as it lost itself to A.I. or one ravaged by disease. All these 
  and more is what we outline and introduce for you here, 
  drawing upon the existing parts present in the Starfinder 
  Core Rulebook and expanding your options. It is our hope 
  that some of these fascinating places will find their way 
  to your gaming table.
   envIronment
  Unlike a single-biome planet, dead worlds have no 
  unifying features and can look vastly different. The only 
  constant that they share is the lack of life that might 
  fill that of other planets, but even on these planets 
  SENTIENCE can still exist, even if it is not tied to a living, 
  breathing entity. The planets themselves no longer 
  support life, and life is incapable of arising on the planet 
  of its own accord, with any living creature being a visitor 
  or a left-over from long ago. Those few living beings that 
  do visit one of the dead planets rely on technology or 
  magic to survive.
   
  temperature 
  Temperatures on a dead planet can vary wildly, going 
  the whole spectrum from desert to ice, but that is usually 
  not the case. It is usually either temperate or so cold 
  as to reach absolute 0 due to the lack of atmosphere. 
  Even with atmosphere, many planets would require you 
  to have a full environmental suit to survive or a fully 
  enclosed vehicle.
  FooD & Water
  Food is either nonexistent or inedible due to the local 
  conditions, with water being equally absent or polluted 
  beyond measure.
   
  vIsIbIlIty & WInDs
  Winds on a dead planet can be both gentle and 
  strong, but the main problem with them is that they 
  almost invariably kick up dust or dirt, causing the 
  visibility to drop.
  In general, the maximum distance in dusty terrain at 
  which a creature can succeed at a Perception check to 
  detect the presence of others is 6d6×20 feet; beyond 
  this distance, elevation changes and light reflection or 
  snow in the air makes sight-based Perception checks 
  impossible. The presence of hilly terrain limits spotting 
  distance to 6d6×10 feet. The likely lack of undergrowth 
  
  5
  makes it difficult to hide, but for creatures that are 
  equipped to deal with the dust, mud or dirt, (or dresses 
  for the occasion), it becomes possible to almost 
  completely blend in with the browns, greys, and blacks 
  dominating the landscape.
  terraIn
  Terrain is where a dead planet truly shines, as it can 
  vary greatly, and as such we have broken it into sub-
  categories to make it easier for you to find the planet 
  type that fits your campaign. In each section, we also 
  introduce various unique hazards to that type of world, 
  so that you can use them to liven up your campaign.
  aIrless WorlDs
  A world with no air is inherently dangerous to most 
  species, as they are not usually capable of surviving in a 
  vacuum. This means that anyone going here should be 
  protected in a suit, to avoid suffocation. These planets 
  have either always been in this state, or they have been 
  subjected to some catastrophe in the past, that caused 
  the air to disappear, usually a catastrophe on a galactic 
  scale, such as a collision with the planet’s own moon, or 
  an asteroid passing much too close and ripping a hole in 
  the atmosphere, carrying with it so much of the air, that 
  what is left is too thin for creatures to breathe.
  terraIn: lIFeless & aIrless
  While the features of an airless world can be as varied 
  as that of most worlds, there is one common factor 
  on them, the lack of flora and fauna. No plants survive 
  on the surface of these planets, just as no creatures 
  live there either. The surface of the planet is therefore 
  dominated by plains, hills, and mountain ranges, but 
  the dirt and dust is not kept in check by any plants, 
  nor is the surface disturbed by any storms or winds. 
  Any impression is therefore left for the ages unless 
  deliberately obscured. This makes tracking enormously 
  easy, as the signs of passage are not removed by the 
  passage of time, and any Survival checks made to 
  track someone is not increased by the passage of time. 
  (I.e. you can ignore the “Time since tracks were made” 
  portion of the Follow Tracks usage of the Survival skill).
  Anyone who is not wearing armor or other equipment 
  allowing you to breathe in airless environments, 
  immediately start to suffocate (as per the Starfinder Core 
  Rulebook) on one of these planets, making it extremely 
  hostile if a creature was to crash land upon one of these 
  planets and have some of the equipment break.
  The final thing to note on an airless world is that there 
  can be no sound, as the sound waves cannot transmit. 
  Weapons that deal sonic damage are therefore useless, 
  as are spells that deal sonic damage, though creatures 
  might still be able to cast the spells, depending on the 
  equipment that they have in place.
  Wind Force
  Wind Speed
  Checked Size
  Blown Away Size
  Piloting and Perception Penalty 
  Calm
  0–10 mph
  —
  —
  —
  Moderate
  11–20 mph 
  —/—
  —
  —
  Strong
  21–30 mph
  Tiny
  —
  –2
  Severe
  31–50 mph
  Small
  Tiny
  –4
  Windstorm
  51–74 mph
  Medium
  Small
  –8*
  Hurricane
  75–174 mph
  Large
  Medium
  –12*
  Tornado
  175–300 mph
  Huge
  Large
  –16*
  *Perception checks at wind forces higher than windstorm become impossible on a dust-covered planet, as the dust obscures everything.
  
  6
  strange WorlDs
  raDIatIon                      
  (HazarD, Cr varIes, see beloW)
  Because there is no atmosphere on these planets, they 
  are constantly bombarded with cosmic rays, causing 
  radiation to be prevalent. These radiation levels can be 
  deadly, even if a creature suffers only a short exposure, 
  depending on the strength of the radiation on the 
  planet. Below is the DC and CR ratings for the various 
  radiation levels on these planets.
  Radiation Level
  Fortitude Save DC
  CR
  Low
  13
  2
  Medium
  17
  7
  High
  22
  14
  Severe
  30
  24
  Creatures exposed to radiation only receives the CR 
  reward, provided they are actually vulnerable to the 
  radiation level that is prevalent on that particular planet. 
  It is therefore worth noting that all armor protects 
  you against low levels of radiation and grants a +4 
  circumstance bonus to saving throws against higher 
  levels of radiation. Armor of 7th level and higher grants 
  immunity to medium radiation levels and provides a 
  +6 circumstance bonus to saving throws against higher 
  levels of radiation. No armor’s bonuses apply to saves 
  against radiation sickness, regardless of the level of 
  radiation exposure that caused you to contract it.
  Furthermore, while radiation itself is a poison, 
  radiation sickness is a disease, with the following 
  profiles:
  Radiation
  Type poison, emanation (omnipresent on these 
  planets); Save Fortitude (see chart above)
  Track Constitution; Frequency 1/round
  Effect At each state of impaired and beyond, the 
  victim must succeed at a DC 18 Fortitude saving 
  throw or contract the radiation sickness disease 
  (see below). 
  Cure none
  Radiation SickneSS
  Type disease; Save Fortitude (same DC as the level 
  of radiation that caused the radiation sickness)
  Track physical; Frequency 1/day
  Effect Radiation sickness isn’t contagious.
  Cure 3 consecutive saves
  artIFICIal Heaven
  These worlds are the provinces of the artificial 
  intelligence and robotic constructs. No living being lives 
  here, and those that do arrive are either killed, driven off, 
  or leave of their own accord as they find the unblinking 
  eyes of the constructs around them to be disconcerting. 
  These worlds can be as normal as any other inhabited 
  planet, or as foreign as an airless, gravity-less asteroid, 
  but the feature they all have in common, is that they’re 
  subject to the rule of no living creature. As such the 
  terrain on these planets are varied and the hazards and 
  terrain that you might find on them can vary greatly. Two 
  hazards are unique to these planets, however.
  laW 0: overrIDen       
  (HazarD, Cr 10)
  The robotic inhabitants of planets where Law 0 
  has been overridden are extremely hostile to living 
  creatures, as they will actively seek out and destroy any 
  traces of living beings, though they are not interested 
  in leaving their own homeworld. To this end, they have 
  created nanite robots, that track down and attack living 
  beings. These are based in nodes around the planet, and 
  set up in innocent looking canisters, usually in the shape 
  of garbage cans, street lights, or a similar ubiquitous 
  technological invention. When these are disturbed, 
  however (a living being passing within 10 ft.), a nanite 
  swarm is released, attacking and infecting any living 
  being within a 30 foot radius.
  
  7
  nanIte InFeCtIon
  Type disease (contact or inhaled); Save Fortitude 
  DC 19
  Track physical; Frequency 1/hour
  Effect At the bedridden state, the effects become 
  permanent until the victim benefits from a 
  restoration spell, as the nanites destroy nerve 
  endings and bone structures.
  Cure 2 consecutive saves
  equIpment FrItz        
  (HazarD, Cr 2)
  On some worlds, the robots committed genocide 
  and killed off their creators, but this was not necessarily 
  done on purpose. On some worlds, the magnetic fields 
  of the planet are simply so strong that it has a chance of 
  destroying to warping equipment after even short-term 
  exposure. Anyone bringing a technological item to one 
  of these planets must make a DC 11 Will save every time 
  they wish to use the equipment. A failure indicates that 
  the equipment does not function and requires at least 
  a full minute’s worth of repairs to fix (an Engineering 
  check with a DC of 10 + the level of the item). Sensitive 
  equipment such as computers, robots, and in some 
  cases androids, might be affected further by prolonged 
  exposure as adjudicated by the GM.
  extInCt CIvIlIzatIon
  These planets were once inhabited by ancient beings, 
  but these somehow died out long ago. What is left now 
  is ill-understood technology, crumbling ruins, and the 
  hollow shells of buildings that were abandoned long 
  ago. These planets might still have plant life on them, 
  but they were normally so heavily industrialized (or the 
  civilization lived underground), that no native plant life 
  or animal life remains.
   terraIn: CrumblIng ruIns
  On most dead planets of this type, old ruined 
  buildings will take up the majority of the landscape. 
  These will be falling apart, and may well be so old 
  that they cannot support the weight of being moving 
  across them. In a settlement with wide, open streets, 
  the maximum distance at which a creature can succeed 
  at a Perception check to detect the presence of others 
  is 2d6×10 feet. In a settlement where the buildings are 
  more crowded, standing close together, this distance is 
  1d6×10 feet. These places will, however, be unusually 
  quiet, meaning that sound carries much further than 
  vision. Any Perception checks that rely on sound are 
  therefore far easier than normal, lowering the DC of any 
  sound-related Perception checks by 5.
  Movement through these crumbling ruins is usually 
  not affected, but certain areas, where buildings have 
  collapsed could be difficult or even impassable terrain, at 
  the GM’s discretion.
   
  anCIent teCHnology   
  (HazarD, Cr varIes)
  Ancient technology can be found in many ruins, items 
  that no one can be certain of what does without extensive 
  study. However, even the mere removal of them can cause 
  problems, and cause them to activate with potentially 
  disastrous results. Most artifacts of this kind would likely 
  be inoffensive (i.e. eating utensils, furniture, and the like), 
  but some objects could potentially be weaponized or 
  simply dangerous if mistreated. 
  When the GM decides that the players have 
  encountered such an item, he should determine the 
  potential lethality of the object in question. For example, 
  a commlink is likely to be relatively harmless, though 
  mishandling it could result in a nasty shock, so he 
  assigns it a CR of 1. However, if those same players had 
  found an ancient plasma grenade or an electrified fence, 
  he might assign that with a CR of 5, 10, or more. Below 
  is a list of CRs, damage based upon that CR, and the 
  corresponding difficulty of a check to recognize the item 
  for what it is. (This could be any skill check, but would 
  typically be things like Culture, Engineering, Medicine, or 
  Physical Science).
  
  8
  strange WorlDs
  CR
  Save DC
  Damage
  1/3
  10
  1d4
  1/2
  11
  1d6
  1
  12
  1d8
  2
  13
  1d10
  3
  14
  1d6+3
  4
  15
  1d8+3
  5
  15
  1d10+3
  6
  16
  3d8
  7
  17
  3d10
  8
  18
  4d8
  9
  18
  4d10
  10
  19
  5d8
  11
  20
  5d10
  12
  21
  7d8
  13
  21
  7d8
  14
  22
  6d10
  15
  23
  7d10
  16
  24
  9d8
  17
  24
  10d8
  18
  25
  10d10
  19
  26
  10d10
  20
  27
  11d10
   FallIng DebrIs                 
  (HazarD, Cr varIes, see beloW)
  When the winds are strong (above Strong [or 30 
  mph]), there is a chance of debris being knocked loose, 
  if there are tall buildings still standing. Anyone within 
  30 feet of a tall building (more than 30 feet), has a 25% 
  chance of being hit by falling debris. A character hit by 
  debris must succeed on a Reflex saving throw or take 
  damage as indicated by the table below.
   
  Height of Building
  Save DC
  Damage
  CR
  30–50 feet
  12
  1d6+1
  1
  50–80 feet
  15
  2d6+2
  4
  80–110 feet
  18
  3d6+3
  7
  110+ feet
  21
  4d6+4
  10
   
  Former War WorlD
  Fought over by many, and then abandoned, this type 
  of world is littered with the leftovers of the soldiers who 
  gave their lives here, some buried in mass graves, and 
  some left to rot on the battlefield itself. The planet is 
  crisscrossed with defensive lines, trenches, and dugouts, 
  created by the soldiers in an attempt to keep themselves 
  alive for longer. Abandoned weapons and unexploded 
  ordnance litter a planet such as this, as it is would have 
  been impossible for the warring factions to clean up the 
  mess, without a concerted effort. Instead, the planet 
  was left to die on its own, and depending on how long 
  ago the war happened, the weapons might still be 
  usable. Regardless, the unexploded ordinance retains its 
  lethality for hundreds or thousands of years.
   
  terraIn: DeFensIve lInes
  Defensive lines were things like tank-traps and 
  trenches, set up by the warring factions, to slow down 
  enemy vehicles and terrain. This means that moving 
  through them counts as difficult terrain, and each move 
  into a square of difficult terrain counts as 2 squares of 
  movement. Each diagonal move into a difficult terrain 
  
  9
  square counts as 3 squares and you can’t run or charge 
  across difficult terrain. Further, anyone who has taken 
  cover behind the defensive lines (these are usually 
  created so that it’s clear which side the attacker is on, 
  and which side the defender is one), gain concealment 
  (20% miss chance) and a +2 circumstance bonus on 
  saving throws against any weapon or spell that does 
  not fire indirectly (Most weapons fire directly, with the 
  exception of things like grenades and grenade launcher, 
  and some missile launchers. Some spells, like explosive 
  blast, might fire indirectly as well, being set to explode 
  above the trenches). This is best left to the GM to decide, 
  depending on the flavor of the game he is creating).
   
  Corpse stenCH (HazarD, Cr 4)
  On recently abandoned battlefields, and near mass 
  graves, the environment tends to be less than hygienic, 
  often with rotting corpses lying about, and almost 
  unbreathable air. On most planets, these corpses would 
  eventually be devoured by scavengers, but on a dead 
  planet, they freely rot and only the most foolhardy 
  visitors come near.
  When moving into an area affected by corpse stench 
  (usually a larger area, but never less than 30 feet in 
  diameter), any breathing creature is potentially affected 
  by the disease. This has the following profile:
  coRpSe Stench
  Type disease (inhaled); Save Fortitude DC 15
  Track physical; Frequency 1/day (1/10 minutes 
  while in the area under the effect)
  Cure 2 consecutive saves
  Effect Once the victim reaches the bedridden 
  state, they start to have difficulty breathing, 
  and requires a permanent supply of air (usually 
  oxygen, though races may vary), as their lungs or 
  equivalent organs slowly turns to liquid. If this is 
  not provided at all times, he automatically moves 
  one step further every 20 minutes.
   mIneFIelD                        
  (HazarD, Cr varIes)
  Minefields are used on a battlefield for area denial, 
  securing positions from attack, or at worst helping the 
  defenders out, when incoming opponents are storming 
  towards them. When a battlefield is abandoned, mines 
  are often left behind and can remain dangerous many 
  years after a conflict has ended, remaining a threat to 
  anyone passing through the area until properly cleared.
  All mines are based on upon grenades, gaining the 
  same CR as the level of the grenades, i.e. a minefield 
  based on a cryo grenade I, would be CR 6, as it is a level 
  6 item.
  Each minefield fills up a number of squares, with each 
  square containing 1 mine. For each square that anyone 
  traversing the minefield will have to pass through, 
  increase the CR by one. (To use the example from before, 
  a person moving through 2 squares with mines based on 
  a cryo grenade I, would be facing a CR 7 challenge).
  DemolItIons, explosIves, 
  & mInes
  Mines are a particular type of explosive, that are 
  very similar to grenades. These weapons cost the 
  same as their parent grenade, but have the following 
  changes:
  Motionless: A mine cannot be thrown like a grenade. 
  Instead, it must be set, requiring an Engineering 
  check DC 10+item level of the grenade, allowing for 
  a remote explosion without the use of a detonator. 
  This standard setting detects anyone walking on top 
  of the mine and then explodes upon contact. Usually, 
  the weight limit is set at 5 lbs, to ensure that it is not 
  set off by smaller local animals, but the handler of the 
  mine can choose a different setting if this is required. 
  A timer can also be added (adding 5 to the DC) 
  allowing the mine explosion to be delayed for up to 
  5 rounds after first being triggered. The mine can be 
  disabled with a similar Engineering check, but failure 
  by 5 or more results in the mine exploding.
  
  10
  strange WorlDs
   WorlD oF tHe unquIet
  Unquiet worlds are those worlds where undeath has 
  taken over, and where it still propagates actively. These 
  are the worlds lost to necromantic rituals, deadly undead 
  plagues, and cybernetic overloads. These worlds may still 
  be habitable if cleared of the undead, and might even 
  still be well-maintained depending upon the undead in 
  question, but they’re usually nothing more than gigantic 
  mortuaries or necropoli where no living creature draws 
  breath. They still have the remnants of their civilizations 
  showing on the surface of the planet, with any buildings 
  often left standing so that one wouldn’t be able to tell 
  that anything was wrong if it hadn’t been for the fact 
  that no one is around.
  As the terrain would be as varied as the places that the 
  living inhabited, a GM should refer to either one of the 
  other worlds as needed (an unquiet world might well 
  be either extinct or a former battlefield) or to the terrain 
  section of the Starfinder Core Rulebook as appropriate. 
  These worlds might also have hazards as appropriate 
  to them (i.e. an unquiet world that’s a former war world 
  might well have a minefield or corpse stench). Below is a 
  hazard unique to undead worlds.
  blooD boIl (HazarD, Cr 6)
  A blood boil is a marshy area where necrotic 
  energies have gathered and simmered for hundreds of 
  years, seeping into the very soil and making the area 
  dangerous by its mere existence. When a living creature 
  approaches within 60 feet, the waters of the marshes 
  start to bubble and pop, becoming more frequent as a 
  creature moves closer. Should a creature move to within 
  30 feet, the blood boil starts rapidly generating gasses 
  and the air fills with lethal fumes within seconds. Anyone 
  moving to within 30 feet of a blood boil (which can be 
  anything from 30 feet across to several miles) must make 
  a DC 16 Fortitude save or contract a disease known as 
  brain rot. Anyone remaining in the area must take a new 
  save every 10 minutes unless they have brought their 
  own air supply. 
  BRain Rot
  Type disease (inhaled); Save Fortitude DC 16
  Tracks mental; Frequency 1/day
  Effect progression track is Healthy-Weakened-
  Impaired-Befuddled-Comatose-Dead. Once the 
  creature dies, it turns into an embalmed one, as 
  described below.
  Cure 3 consecutive saves
  
  11
  CE Huge undead
  Init +6; Senses blindsight (life) 120 ft., darkvision 60 
  ft.; Perception +34
  Aura death (30 ft., DC 25)
  deFenSe 
  hp 465
  EAC 35; KAC 37
  Fort +21; Ref +21; Will +19
  Defensive Abilities fast healing 10, undead 
  immunities
  oFFenSe
  Speed 60 ft.
  Melee wracking bite +34 (6d12+32 P plus lifedrain 
  and swallow whole)
  Multiattack wracking bite +34 (6d12+32 B plus 
  lifedrain), 2 blood tentacles +31 (6d12+32 B each)
  Ranged blood breath +31 (12d6+20 C)
  Space 15 ft.; Reach 15 ft.
  Offensive Abilities swallow whole (6d12+32 A, EAC 
  35, KAC 37, 116 HP)
  StatiSticS
  Str +12; Dex +6; Con—; Int —; Wis +9; Cha +0
  Skills Athletics +39, Stealth +34
  Other Abilities unliving
  ecoLoGY
  Environment any 
  Organization solitary
  SpeciaL aBiLitieS
  Aura of Death (Su) Any living creature within 
  30 feet of a bloodshade must make a DC 25 
  Fortitude saving throw, or take 10d20 points 
  of cold damage. Creatures that succeed the 
  Fortitude saving throw only take half damage. 
  A creature that succeeds on the saving throw 
  cannot be affected again for 24 hours, but one 
  who fails the saving throw must continue to 
  make a saving throw each round until it succeeds.
  Life Drain (Su) Any creature who takes damage 
  from the wracking bite attack must succeed on 
  a DC 25 Fortitude saving throw or take a further 
  2d12 points of cold damage, which will heal the 
  bloodshade for a similar amount.
  Bloodshades are the remains of the dead, leftover 
  after battles or massacres that killed tens of thousands 
  of individuals. The amount of negative energy unleashed 
  in those situations eventually coagulate, taking on 
  an ooze-like form, the color of translucent blood. It is 
  actively hostile towards all life, mindlessly seeking out 
  and destroying any lifeforms that it encounters. Being 
  mindless, it is utterly fearless and impossible to detract. 
  The only known way to distract a bloodshade is to offer 
  it a bigger target, consisting of more individual lifeforms 
  to destroy. It will even attack vehicles to get to the 
  lifeforms inside if needed.
  Thankfully these creatures are incredibly rare, and any 
  occurrence of these creatures is usually followed by a 
  planetwide quarantine to ensuring that it does not leave 
  the planet.
   
  »
  Creatures oF tHe          
  DeaD planets
  Below you’ll find sample creatures for you to use in your games. There are 4 creatures of different Challenge Ratings so 
  that you have an opportunity to challenge players of various levels with these creatures of the dead planets.
  blooDsHaDe
  Cr 20
  xp 307,200
  [Combatant]
  
  12
  strange WorlDs
  CE Medium undead 
  Init +2; Senses blindsense (life) 60 ft., darkvision 
  60 ft.; Perception +7
  deFenSe 
  hp 25
  EAC 13; KAC 15
  Fort +4; Ref +4; Will +3
  Defensive Abilities undead immunities
  oFFenSe
  Speed 30 ft.
  Melee slam +10 (1d6+6 B)
  Ranged noxious vomit +7 (1d4+2 A plus disease)
  Offensive Abilities embalming, noxious vomit
  StatiSticS
  Str +4; Dex +2; Con —; Int +0; Wis +1; Cha +0
  Skills Athletics +7, Intimidate +7, Stealth +12,
  Languages Common
  Other Abilities unliving
  ecoLoGY
  Environment any
  Organization solitary, pack (2-5) or army (20+)
  SpeciaL aBiLitieS
  Embalming (Su) As a standard action an 
  embalmed one may choose to perform a grapple 
  combat maneuver. This is resolved as normal, but 
  if the opponent loses, and gains the grappled 
  condition, the opponent takes 1d6 points of cold 
  damage automatically each round, on top of any 
  slam attacks. These Hit Points are then gained by 
  the embalmed one as healing. Any surplus Hit 
  Points are lost.
  Noxious Vomit (Su) Once every 1d4 rounds, as a 
  standard action, an embalmed one can spit a 
  glob of vomit at a target within 60 feet. Anyone 
  hit must make a DC 11 Fortitude save or be 
  affected by slimy doom (see Starfinder Core 
  Rulebook). Anyone dying from this disease rises 
  within 1d4 days as an embalmed.
  The embalmed ones are the remaining souls of a 
  destroyed planets. They’ve managed to cling on through 
  all the hardships that their world suffered and were 
  among the last to die, cursing the gods as they died. 
  Mere days after their deaths, they rose once more, 
  seeking out living creatures, to sate their hunger for life, 
  their will to live on giving them this dreaded curse.
  Only the act of causing the deaths of others seems 
  to alleviate the painful existence of undeath, but on 
  an already dead planet, they find this very hard to 
  accomplish, and actively shun each other’s company as 
  they cannot stand the sight of what they have become. 
  embalmeD one
  Cr 2
  xp 600
  [Combatant]
  
  13
  N Medium construct (mechanical) 
  Init +0; Senses darkvision 60 ft., low-light vision;
  Perception +11
  deFenSe 
  hp 60 Rp 2
  EAC 16; KAC 17
  Fort +2; Ref +2; Will +6
  Defensive Abilities construct immunities, incorporeal
  oFFenSe
  Speed 0 ft. (see below)
  Melee electrifying touch +9 (1d4+5 E)
  Ranged lightning beam +11 (1d4+5 E)
  Offensive Abilities master of devices, projection
  Spell-Like Abilities (CL 5th)
  1/day—holographic image (DC 17), logic bomb (DC 17)
  3/day—detect tech, disguise self, overheat (DC 16)
  At will—ghost sound (DC 15), psychokinetic hand
  StatiSticS
  Str +0; Dex +0; Con —; Int +5; Wis +2; Cha +3
  Skills Culture +16, Diplomacy +16, Sense Motive +11
  Languages Celestial, Common, Infernal, Kasatha, 
  Shirren, Terran, Ysoki
  Other Abilities unliving
  ecoLoGY
  Environment any
  Organization solitary
  SpeciaL aBiLitieS
  Master of Devices (Ex) As a standard action, a 
  living hologram can use 1 RP to gain control of 
  an armor, technological device, or weapon. This 
  allows it to perform any action that a creature 
  holding, carrying, or wearing the device would 
  normally be capable of, such as dropping a clip 
  out of the weapon, discharging a weapon at the 
  owner (using the living hologram’s ranged attack 
  bonus) or shutting down the life support systems 
  of a suit of armor. A DC 15 Will save on behalf of 
  the owner prevents this effect. 
  Projection (Sp) As a move action, a living hologram 
  can teleport up to 60 feet away. It must have line 
  of sight to its destination. This movement doesn’t 
  provoke attacks of opportunity. However, the 
  living hologram can only use this ability within 
  the location where it was originally installed, or 
  where holographic transmitters have been set up 
  (at the GM’s discretion). This means that the living 
  hologram cannot leave the location where it was 
  originally placed.
  Living holograms are the technological remainders 
  of a heavily industrialized world. During their prime, 
  they often served as guides and helpful assistants to the 
  inhabitants and visitors to the areas where they were 
  installed. Originally they’d only been intended as virtual 
  intelligences (basically computer programs capable of 
  simulating intelligence through a series of pre-recorded 
  responses), but once the creatures that inhabited their 
  world moved on, leaving the holograms alone, they 
  started corresponding with each other, and 
  eventually, they developed true sentience. 
  Now they inhabit their original 
  places still, unable to leave 
  them unless outside 
  forces carry one of their 
  transmitters elsewhere, and 
  after possibly thousands of 
  years, of seeing the same 
  scenery decaying around 
  them, they yearn to be able to 
  experience new worlds. As they 
  themselves are incorporeal, 
  they need the 
  assistance of others to 
  help them leave their 
  homes and rejoin society 
  once more. They are not 
  willing to take no for 
  an answer, though 
  they prefer to coerce 
  creatures into helping 
  them, rather than having 
  to subdue them.
  lIvIng Hologram
  Cr 5
  xp 1,600
  [spellCaster]
  
  14
  strange WorlDs
  LN Medium construct (mechanical)
  Init +0; Senses darkvision 60 ft., low-light vision;
  Perception +19
  deFenSe 
  hp 150
  EAC 23; KAC 24
  Fort +9; Ref +9; Will +13
  Defensive Abilities construct immunities, nanite 
  regeneration
  oFFenSe
  Speed 30 ft.
  Melee electric touch +20 (2d8+15 E)
  Ranged beam of light +18 (3d4+10 F)
  Offensive Abilities piercing gaze
  StatiSticS
  Str +5; Dex +0; Con —; Int +3; Wis +8; Cha +0
  Skills Athletics +19, Computers +24, Engineering 
  +24 , Physical Science +24, Profession (GM’s 
  choice) +19
  Languages Common, Infernal, Shirren, Ysoki 
  Other Abilities unliving
  ecoLoGY
  Environment any
  Organization solitary or patrol (2)
  SpeciaL aBiLitieS
  Nanite Regeneration (Ex) While within 30 feet 
  of any metallic structure or vehicle that weighs 
  more than 300 pounds, and is at least Medium 
  size, an overseer gains fast healing 5.
  Piercing Gaze (Ex) As a standard action, an 
  overseer can stare upon a creature, making it 
  feel the full force of its willpower. The targeted 
  creature must succeed on a DC 19 Will save or be 
  staggered for 1d6 rounds.
  Overseers are the guards and in some cases normal 
  inhabitants of robotic worlds. They were created to be 
  an active guard or security force, capable of repairing 
  any damage caused by unfriendly activity, and to this 
  day they still guard the sites where they were assigned. 
  Highly intelligent, they will sometimes interrogate 
  sentient creatures to determine activities in the 
  galaxy at large, and how it will affect their duties. Any 
  attempts to stop them in their duty (whatever these 
  may be) result in first a warning, and then a show of 
  force to remove the interference.
  robot, overseer
  Cr 10
  xp 9,600
  [expert]
  
  15
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Starfinder Roleplaying Game Core Rulebook. © 2017, Paizo Inc.; Authors: Alexander 
  Augunas, Logan Bonner, Jason Bulmahn, Thurston Hillman, Amanda Hamon Kunz, Jason 
  Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Amber E. Scott, Mark Seifter, Owen 
  K.C. Stephens, and James L. Sutter, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Starfinder: First Contact © 2017, Paizo Inc; Authors: John Compton, Jason Keeley, Robert 
  G. McCreary, and James L. Sutter.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Strange Worlds: Dead Planets. © 2017, Fat Goblin Games; Author: Kim Frandsen
  
  16
  strange WorlDs
  pIrates: ports anD CreWs
   
  » start your spaCe 
  aDventures rIgHt WItH Fat 
  goblIn games!
  CosmIC oDyssey: pIrates oF 
  tHe starstream
  Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible 
  products designed to give you, as both a player and as a gamemaster, 
  all the tools you need to fully explore a classic motif of science fiction 
  with new character options, equipment and vessels, as well as a 
  location and NPCs. Designed to be dropped into your existing game, or 
  to serve as a starting point for your adventures, each Cosmic Odyssey 
  is ready-made for action. In Pirates of the Starstream we bring you to 
  8-Pieces Port, a safe haven to criminals that caters to the corsairs and 
  buccaneers of the spaceways. Included in this book are new themes 
  such as the brute and rogue, new drone options for mechanics, a new 
  spell, new equipment for boarding and ramming, new sample starships 
  like the gunboat, and several NPCs for you to drop into your campaign.
  CosmIC oDyssey: servICe bots 
  anD syntHetIC CompanIons
  Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible 
  products designed to give you, as both a player and as a gamemaster, 
  all the tools you need to fully explore a classic motif of science fiction 
  with new character options, equipment, and vessels, as well as a 
  location and NPCs. Designed to be dropped into your existing game, or 
  to serve as a starting point for your adventures, each Cosmic Odyssey 
  is ready-made for action. In Service Bots & Synthetic Companions, 
  we bring you all the rules you need for building your very own robot 
  pal as well as several pre-made Service Bots, or SBs. These synthetic 
  companions exist in a space outside the fully-autonomous android race 
  and the advanced machine companions of the mechanic class’s drones. 
  Instead, our SBs are robotic companions for everyone (that can afford 
  them). And, rather than just generic rules, an entire corporate world of 
  competing manufacturers with different goals and ideals — as well as 
  of course designs — is presented to provide gamemasters with a rich 
  tapestry of backdrops and plot hooks, as well as to give players more 
  flavorful companions then just a string of letters and numbers for their 
  robotic buddies.
   
  » avaIlable noW!
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Fat Goblin Games/FGG - Strange Worlds - Dead Planets.pdf