Universal Monster Rules

Krajen

Natural Spelljammer (Su): A natural spelljammer can attain spelljamming speed (100 million miles per day) without the use of a spelljamming helm. This ability has the same requirements for being far away from large objects as a ship with a spelljamming helm.

This ability provides no tactical rating (see Tactical Rating, below), unless otherwise stated in the creature’s entry.

Only phlogiston or wildspace creatures (see Phlogiston Subtype and Wildspace Subtype) can have this ability.

Phlogiston Subtype: A subtype applied only to outsiders. Creatures with this subtype are native to the phlogiston. These creatures almost always have fly speeds with good or better maneuverability and can move freely in space. Those with average or worse maneuverability usually have the Hover bonus feat.

Phlogiston creatures are rarely found in wildspace or on other planes, and are practically unheard of on planets.

Traits: A phlogiston creature possesses the following traits (unless otherwise noted in the creatures entry).

Cannot take the run full-round action when flying within the gravity well of a planet size B (10 mile radius) or larger. A normal move action is always treated as a run for the purposes of fatigue.

Phlogiston creatures never suffer any combat penalties for fighting in zero-gravity.

Phlogiston creatures often don’t have to breathe, or have some other adaptation for the phlogiston. (See creature’s entry.)

Tactical Rating (Su): Creatures with a tactical rating (TR) can naturally move on the ship scale when not within the atmosphere of a larger object.

This ability provides no natural spelljamming ability (see Natural Spelljammer), unless otherwise stated in the creature’s entry.

Only phlogiston or wildspace creatures (see Phlogiston Subtype and Wildspace Subtype) can have this ability.

Wildspace Subtype: This subtype is often used for creatures that spend most—if not all—of their time in wildspace away from large gravity wells. These creatures almost always have fly speeds with good or better maneuverability and can move freely in space. Those with average or worse maneuverability usually have the Hover bonus feat.

Some wildspace creatures also spend a lot of time in the phlogiston.

Traits: A wildspace creature possesses the following traits (unless otherwise noted in the creatures entry).

Keen Sight. A wildspace creature sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
+4 racial bonus to Perception.
Cannot take the run full-round action when flying within the gravity well of a planet size B (10 mile radius) or larger. A normal move action is always treated as a run for the purposes of fatigue.
Wildspace creatures never suffer any combat penalties for fighting in zero-gravity.
Wildspace creatures often don’t have to breathe, or have some other adaptation for the vacuum of space. (See creature’s entry.)

adapted from work by Static
Image by Gwyneth Ravenscraft

Universal Monster Rules

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