CR 4

XP 1,200

NE Small humanoid (gray)

Init +1; Senses darkvision 30 ft.; Perception +10


HP 43

EAC 15; KAC 15

Fort +3; Ref +3; Will +9

Defensive Abilities phase


Speed 30 ft.

Melee touch +6 (probe)

Ranged needler pistol +8 (1d4+4 P plus blue whinnis)

Offensive Abilities sleep paralysis

Spell-Like Abilities (CL 4th) 1/day—deep slumber (DC 18), hold person (DC 17) 3/day—detect thoughts (DC 16), mind link (DC 16), mind thrust (1st-level, DC 16) At will—daze (DC 15), detect affliction


Str -1; Dex +1; Con +0; Int +5; Wis +0; Cha +3

Skills Life Science +15, Medicine +10, Sense Motive +15

Languages Aklo (can’t speak); telepathy 100 ft.

Gear gray skinsuit (functions as basic lashunta tempweave), needler pistol with 25 darts, 5 doses of blue whinnis


Environment any

Organization solitary, pair, or invasion (6–12)

Special Abilities

Phase (Su) Grays exist slightly out of phase with the Material Plane. A gray can pass through walls or material objects (but not corporeal creatures) as long as it begins and ends its turn outside of any wall or obstacle. In addition, a gray always benefits from a 20% miss chance against attacks and effects targeting it directly and takes only half damage from area effects. Force effects, however, function normally against a gray.

Probe (Su) A gray creates powerful psychic connections to creatures it touches, transferring information and sensations at terrifying speeds. A creature struck by a gray’s touch (a melee attack targeting KAC) is staggered by sensory overload for 1d4 rounds unless it succeeds at a DC 15 Will save.

Alternatively, if the creature it touches is conscious, intelligent, and paralyzed, a gray can instead use a standard action to probe the creature’s mind. It can search for the answer to a simple question (such as, “What is your starship’s point of origin?”) or seek information on one general topic known to the subject. The target can resist this probing with a successful DC 15 Will save. The gray can probe a single creature in this way only once per minute, but if it remains in contact with the subject for at least 1 minute, it can choose one Intelligence-based skill the subject has at least 1 rank in and attempt checks using the subject’s skill modi er instead of its own for the next 24 hours.

A gray can’t employ this ability in both ways simultaneously, and using this ability to overload a target’s senses interrupts its efforts to probe for information.

Sleep Paralysis (Su) As a standard action, a gray can paralyze a sleeping creature within 30 feet that it can see. A target that succeeds at a DC 15 Will save remains asleep and is immune to the same gray’s sleep paralysis ability for 24 hours. A creature that fails the save awakens but is paralyzed for 1d6 minutes. Any attack or hostile action other than a gray’s ability to probe for information ends this paralysis. If the paralysis is not interrupted and its duration ends, the victim falls back asleep and has no memory of the event, as if its memory were eliminated by modify memory. The victim can attempt a DC 15 Will save against the memory erasure; if it succeeds, it remembers the paralysis and probing but with imperfect clarity.

Section 15: Copyright Notice

Starfinder Alien Archive © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Jason Keeley, Jon Keith, Steve Kenson, Isabelle Lee, Lyz Liddell, Robert G. McCreary, Mark Moreland, Joe Pasini, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, and Josh Vogt.