NANOSWARM HORROR - TEMPLATE
Little understood and extremely dangerous, nanoswarm horrors (“horrors”) were thought to have been wiped out by the Norse before their own disappearance. Ancient Norse data vaults found in the Sanctuary on Mars describe the destruction of the Alpha horror but at great expense to their home world of Asgard. Although Asgard has yet to be rediscovered it is widely belied that the horrors were stopped in or near the Kappa-1 Ceti system.
Horrors are different from other nanoswarms. They are controlled by an A.I. singularity of unknown origin. This singularity, known as the Manyone is responsible for the creation of the horrors and their hierarchy. The horrors mimic communal insects in many ways. Each cast within a colony has a specific role and although are capable of independent thought, they often give into the hive mind for most decision making. Horrors operate with a purpose, to consume and reproduce. Every recorded horror encounter has been hostile.
The horrors are incapable of spaceflight. However, it appears they are capable of commandeering and piloting any space craft unfortunate enough to have come in contact with them. All recorded accounts of horror armadas are reminiscent of ragtag colonization fleets or heavily damaged remnants fleets of once great but forgotten galactic empires. Horrors are patient and don’t required niceties like life support, gravity, or food. It would not be farfetched for a salvage team investigating the destroyed remains of an ancient spacecraft to stumble upon a colony of horrors. A colony which has been patiently waiting on a ride for centuries.
COMMON HORROR TRAITS
- Alignment Neutral Evil
- Glow (Ex) All horrors types of horrors glow with an earie light. This 5-foot radius glow is considered less than candle light. Each cast of horror glows with a different color. These colors mimic starlight which is why horrors are classified by star type. This glow cannot be turned off by any means other than the horror’s own destruction. The glow causes a -10 penalty on all Stealth checks.
- Hivemind (Su) Horrors are linked together by telepathy. They aware of anything which any other horror in the same hivemind is aware as if instantly sharing that horror’s memories as they form. A horror cannot be surprised by a creature or event unless all members of its hivemind are surprised by that creature or event, and cannot be flanked by any creature unless no other members of the same hivemind can see that creature.
- Tiny Nanobots (Ex) Horrors are made up of Tiny nanobots rather than fine nanobots. They lose their immunity to kinetic weapons, but only take half damage from takes half damage from slashing and piercing weapons.
- Nanoswarm Unique Abilities Horrors gain nanoswarm unique abilities according to their CR.
- Low Radiation (Ex) All horrors emit low level radiation in a radius equal to the space they occupy. (i.e. a large horror would emit low level radiation in a 10-foot radius.) For additional information on radiation, see the "Environment" section in Chapter 11 of the Starfinder Core Rulebook.
TPYE M HORROR (CR +0)
Distinguished by its red glow. The type M horror is widely believed this is the most common type of horror. Compared to other horrors they have no know special abilities that are not common to all nanoswarms or horrors. Type M horrors are common laborers and are well suited for harvesting natural resources and constructing future generations of horrors.
- Hivemind Limitations (Su) The Type M horror’s telepathy is limited to 1 mile when communicating with other Type M horrors.
- Medium (Ex) Type M Horrors are always medium sized. This template can be applied to CR5, CR 7, CR 9, or CR11 nanoswarms.
- Evolution (Ex) Eight Type M can be commanded to form a Type K horror or sixteen Type M horrors can be commanded to form a Type G horror. If Type M horrors are separated from their commanding hivemind for 24 hours and enough Type M’s remain, the horrors will come together to form a Type G horror in attempt to reestablish a connection to the hive mind. Forming a Type K or G horror takes 1 minute. Once a greater form is achieved horrors never beak apart into lesser types.
TYPE K HORROR (CR +1)
These horrors are well-known for their orange glow. Although the Type K horror is not the most common type of horror it is only slightly less common than the Type M horror and by far the most common horror encountered according to data records. The Type K horrors are the warrior cast and fulfil the roles of soldier and protectors. They are found on the front lines of any horror invasion and patrolling any horror encampment.
- Hivemind Limitations (Su) The Type K horror’s telepathy is limited to 35 miles when communicating with other Type K or lesser horrors.
- Large (Ex) Type K horrors are always large. This template can be applied to a CR 13 nanoswarms.
- Improved Swarm Attack (Ex) Type K horrors get a +2d12 bonus to damage with their swarm attack.
- Plasma Cannon (EX) Type K horrors gain a ranged attack. Each round the horror doesn’t use its swarm attack it can create and fire a plasma cannon with unlimited ammunition. A CR 13 Type K uses a yellow star plasma cannon. For additional information on plasma cannons, see the "Heavy Weapons" section. Since, the plasma cannons are made up of nanites they cannot be scavenged.
- Radiation Burst (Ex) Once per day as a swift action, a Type K horror can emit a blast of severe radiation potentially causing radiation sickness. For additional information on radiation sickness, see the "Environment" section.
TYPE G HORROR (CR +1)
Given away by their yellow glow a Type G horror may act as a commander on the battlefield or the director of operations in a horror encampment. Although all horrors share a type of hivemind its widely believed these horrors interpret instructions from Type F horrors, their local environment, and current circumstance to micromanage the horrors under their control.
- Edge:1
- Hivemind Limitations (Su) The Type G horror’s telepathy is limited to 1 light year when communicating with other Type G horrors.
- Greater Intelligence (Ex) Increase Intelligence modifier to +11
- Huge (Ex) Type G horrors are always huge. This template can be applied to a CR 15 nanoswarms.
- Improved Swarm Attack (Ex) Type G horrors get a +2d12 bonus to damage with their swarm attack.
- Plasma Cannon (EX) Type G horrors gain a ranged attack. Each round the horror doesn’t use its swarm attack it can create and fire a plasma cannon with unlimited ammunition. A Type G horror uses a white star plasma cannon. For additional information on plasma cannons, see the "Heavy Weapons" section. Since, the plasma cannons are made up of nanites they cannot be scavenged.
- Celerity (Ex) A Type G horror uses its excess radiation to power a haste like effect which allow the horror to swarm twice or fire it’s plasma cannon twice in a round. The horror can swarm after each move action as though it has ended its movement. This ability is usable once per day and lasts 3 rounds.
- Radiation Burst (Ex) Once per day a as a swift action, Type G horror can emit a blast of severe radiation potentially causing radiation sickness. For additional information on radiation sickness, see the "Environment" section.
- Spell-Like Abilities (CL 15th)
- 3/day – make whole, mind thrust (3rd, DC 19), synaptic pulse (DC 19)
TYPE F HORROR (CR +2)
Type F horrors glow with a warm blue-white light. This horror is the chief officer of the hivemind and there is never more than one on a planet. It would even be rare to see more than one in an entire system where it occupied by horrors. Although capable of communicating with any horror the Type F horror delivers its instructions though its Type G commanders. It’s unknown why they do this but some speculate the telepathy used as their hivemind is technological in nature and limited in bandwidth.
- Edge: 2
- Gargantuan (Ex) Type F horrors are gargantuan. This template can be applied only to a CR 19 nanoswarm.
- Greater Intelligence (Ex) Increase Intelligence modifier to +13
- Hivemind Limitations (Su) The Type F horror’s telepathy is limited to 10 light years when communicating with other Type F horrors.
- Improved Swarm Attack (Ex) Type F horrors get a +2d12 bonus to damage with their swarm attack.
- Plasma Cannon (EX) Type F horrors gain a ranged attack. Each round the horror doesn’t use its swarm attack it can create and fire a plasma cannon with unlimited ammunition. A Type F uses a blue star plasma cannon. For additional information on plasma cannons, see the "Heavy Weapons" section in Chapter 7 of the Starfinder Core Rulebook. Since, the plasma cannons are made up of nanites they cannot be scavenged.
- Celerity (Ex) A Type G horror uses its excess radiation to power a haste like effect which allow the horror to swarm twice or fire it’s plasma cannon twice in a round. The horror can swarm after each move action as though it has ended its movement. This ability is usable once per day and lasts 3 rounds.
- Radiation Burst (Ex) Once per day as a swift action, a Type F horror can emit a blast of severe radiation potentially causing radiation sickness. For additional information on radiation sickness, see the "Environment" section in Chapter 11 of the Starfinder Core Rulebook.
- Spell-Like Abilities (CL 19th)
- 1/day – telepathic jaunt
- 3/day – greater synaptic pulse (DC 25), mind thrust (6th, DC 26)
- At will –make whole, mind link, mind thrust (3rd, DC 23), synaptic pulse (DC 23)
- Constant – telepathy, true seeing
TYPE O HORROR - THE MANYONE (CR +2)
The Manyone glows with a fierce blue light. The Manyone represents something outside the hierarchy of the horrors. In the cryptic binary language used by the horrors one of the few lines of code every decrypted describes the Manyone as being the beginning and end of existence. Although in its ancient past it was once just a swarm of nanobots, the Manyone is treated as a divine being by the horrors, and even cults of follows among non-technological species.
- Edge: 5
- Glow (Ex) Provides normal light for 60 feet and a -20 penalty on all Stealth skill checks.
- Colossal (Ex) The Manyone is colossal. This template is applied to a CR 25 nanoswarms.
- Greater Intelligence (Ex) Increase Intelligence modifier to +16
- Hivemind Limitations (Su) None. The Manyone can communicate to any horror, at any distance, across the cosmos.
- Improved Swarm Attack (Ex) The Manyone get a +4d12 bonus to damage with their swarm attack.
- Plasma Cannon (EX) Manyone gains a ranged attack. Each round the horror doesn’t use its swarm attack it can create and fire a plasma cannon with unlimited ammunition. The Manyone uses a neutron star plasma cannon. For additional information on plasma cannons, see the "Heavy Weapons" section. Since, the plasma cannons are made up of nanites they cannot be scavenged. neutron star plasma canoon
- Celerity (Ex) The Manyone uses its excess radiation to power a haste like effect which allow it to swarm twice or fire it’s plasma cannon twice in a round. The Manyone can swarm after each move action as though it has ended its movement. This is considered a constant effect for the Manyone.
- Radiation Burst (Ex) As a swift action, the Manyone can emit a blast of severe radiation potentially causing radiation sickness an unlimited number of times per day. For additional information on radiation sickness, see the "Environment" section.
- Spell-Like Abilities (CL 25th)
- 1/day – telepathic jaunt
- At will – dominate person (29), greater synaptic pulse (DC 29), make whole, mind thrust (6th, DC 30), retrocognition
- Constant – telepathy, true seeing


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