Mutant Grafts

The Starfinder Roleplaying Game has made an attempt to simplify monster and NPC creation by introducing a new creature and NPC building system. The system relies on a base Array (Combat, Expert, or Spellcaster) and then a series of Grafts are layered over the array to quickly produce a unique creature of NPC. For additional information on creating monsters NPCs, see "Creating Monsters and Other NPCs" in Appendix 1 of the latest Starfinder Roleplaying Game® release featuring aliens.

When building mutants using the array and graft mechanic the damage caused by physical mutations and some psychic mutations should be determined by the creatures CR and its base Array (Combat, Expert, or Spellcaster). The saving throw DC for physical mutations can be found under the Combat, Expert, or Spellcaster Array – Main Statistics, Ability DC column. The saving throw DC for psychic mutations can be found under the Combat, Expert, or Spellcaster Array – Main Statistics, Base Spell DC column. All mutants created by grafts gain the mutant subtype.

Creatures built with the graft mechanic do not lose Resolve Points for the major mutant or true mutant templates, because the effects of their mutations scale with the creatures CR. Creatures built with the graft and array system do not benefit from the Evolution Feats or Bioware.

The following template grafts should be applied during Step 5 of the creature building process.

Step 5: Template Grafts

Minor Mutant

Minor mutants are similar to their base creature, but they have at least one feature which sets them apart from other members of their race. Minor mutants are often hard to detect most minor deformities and mutant abilities are not openly displayed until the mutant uses an ability granted by their mutations.

Deformities: One Tier 4 or lower.

Mutations: One Tier 3 or lower.

Abilities: +1 to one ability score bonus, and -1 to one ability score bonus.

Major Mutant

Major mutants are similar to their base creature, but they have at least two features which set them apart from other members of their race. Major mutants are usually easy to detect because of their deformities and obvious physical mutations.

Deformities: Two Tier 5 or lower (Maximum deformity pool 10).

Mutations: Two or more beneficial mutations of value equal to the total deformity pool.

Abilities: +1 to two ability score bonuses, and -1 to two ability bonuses.

True Mutant

True mutants sometimes share traits similar to their base creature, but they often have a number of features which might lead people to believe they are another type of alien or creature entirely. True mutants are usually easy to detect because their deformities and beneficial mutations are obvious to observers.

Deformities: Three Tier 5 or lower (Maximum deformity pool 15).

Mutations: Three or more beneficial mutations of value equal to the total deformity pool.

Abilities: +2 to two ability score bonuses, and -1 to two ability bonuses.


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