- How to Read Stat Blocks
- Name and CR
- Race and Grafts
- Alignment, Size, Type, and Subtype
- Init, Senses, and Perception
- Hit Points and Resolve Points
- EAC and KAC
- Saving Throws
- Defensive Abilities, DR, Immunities, Resistances, and SR
- Space and Reach
- Offensive Abilities
- Spell-Like Abilities
- Spells Known
- Ability Score Modifiers
- Other Abilities
- Special Abilities
How to Read Stat Blocks
This section presents an example of a creature stat block that might be found in a Starfinder product. Below is a description of each line in that stat block. Note that this example isn’t meant to be used as written; it is merely a way to show the different aspects of a stat block. Any abilities that differ from the rules for characters are either universal creature abilities (see the Starfinder Alien Archive) or explained at the end of the stat block.
Name and CR
The creature’s name is presented along with its Challenge Rating (CR), a numerical representation of the creature’s relative power. Challenge Ratings are explained in detail.
This is the total number of experience points the PCs earn for defeating the creature.
Race and Grafts
All creatures have a race entry. Some creatures are also built with class or template grafts, giving them more abilities (see the Alien Archive for more information).
Alignment, Size, Type, and Subtype
A creature’s listed alignment represents the norm for many of those creatures; it can vary as you require for the needs of your campaign. A creature’s size determines its space and reach. Some innate abilities come from the creature’s type and subtype.
Init, Senses, and Perception
This lists the creature’s initiative modifier followed by its special senses (this entry is omitted if it doesn’t have any). Its Perception modifier is listed here instead of in its Skills entry (see below).
If the creature has a magical or exceptional aura, it is listed here along with its radius from the creature and the save DC to resist the aura’s effects, where applicable.
Hit Points and Resolve Points
EAC and KAC
The creature’s Energy Armor Class and Kinetic Armor Class are listed here.
Defensive Abilities, DR, Immunities, Resistances, and SR
The creature’s unusual defensive abilities, damage reduction (DR), immunities, resistances, and Spell resistance (SR) are listed here (if the creature has them).
This entry lists the creature’s weaknesses, if it has any.
This notes the creature’s speed followed by any additional speeds and types of movement the creature has.
The creature’s melee attacks are listed here, each starting on a separate line. The attack roll modifier appears after the attack’s name, followed by the attack’s damage, damage type, and critical effects in parentheses.
If the creature can make multiple melee attacks with a full action (usually with different weapons), the attacks and attack roll modifiers are listed in this entry, followed by the attack’s damage, damage type, and critical effects in parentheses.
This entry lists the creature’s ranged attacks in the same format the Melee entry uses for melee attacks.
Space and Reach
The creature’s space and reach are noted here; if the creature’s space and reach are a 5-foot square and a reach of 5 feet, respectively, this entry is omitted. Any special reach (from weapons or the like) is listed in parentheses.
This entry lists abilities the creature is likely to use offensively.
After noting the caster level of the creature’s Spell-Like abilities, this section lists the creature’s Spell-Like abilities (and the associated saving throw DCs, where relevant), organized by the number of times per day it can use each ability.
If the creature can cast Spells (usually from a mystic or technomancer class graft), its caster level is shown in this entry, followed by the Spells it knows (with the associated saving DCs, where applicable) and how many times per day it can cast them. Often, only the creature’s most powerful Spells are listed here.
Ability Score Modifiers
The creature’s ability score modifiers (rather than the scores themselves) are listed here.
The creature’s skills appear here alphabetically with their modifiers.
Any feats that give the creature a static bonus (such as Improved Initiative) are already factored into the creature’s statistics. Only feats that give situational bonuses or allow for special combat tactics are listed here.
The languages most commonly spoken by the creature are noted here. You can swap out the languages known for other choices as needed.
This entry lists abilities and features the creature has that aren’t covered in another line.
This entry details the gear and treasure the creature has, which can be altered to suit your needs.
The regions and climates in which the creature is typically encountered are listed here.
This entry describes typical groupings for this creature type and whether such groups include any other types of creatures.
All of the creature’s unusual abilities are detailed in this section.