There are monsters and there are monsters. Some of them dwell on land, some in the depths of the oceans, some fly across skies, and some soar through the void beyond.
Space monsters are closer in their stats to living starships than regular monsters, though they differ from actual starships in some ways. They are immune to death effects, disease, and poison. They don't have regular ability scores and HD, ignoring effects of ability damage, ability drain, and energy drain. They are not treated as creatures for targeting purpose, but can be affected by effects that specifically affect space creatures. Most of them have either completely alien minds, or lack detectable sentience, making them immune to mind-affecting effects, though some of them respond to communication attempts with various degree of success.
Many space monsters are spread across galaxy without any apparent FTL capabilities, meaning their are either extremely ancient, use some sort of naturally occuring phenomena to travel between the stars, or someone was deliberately spreading them around in the past.
Helm Piloting +14; fly, maneuver, stunt (all)
Critical Hits each critical hit suffered gives yrchin a cumulative –1 penalty to Speed, AC, TL, and checks, and adds +1 to number of hexes it needs to move before turning.
Senses yrchins have short-range sensory apparatus
Weapons crystaline shards are direct-fire weapons with short range and array special property; crystalline spike is a tracking weapon with short range, speed 15, and limited fire 5 special property.
Yrchins have spherical bodies of stone and crystal covered in long spines. They move by projecting electromagnetic fields from some of those spines, and fight by firing shards of their shells. They live among asteroid fields, and stellar debris, feeding on minerals, and absorbing radiation along wide range of frequencies. They are sometimes living in small clusters and tend protect their territory aggressively, though they don't pursue fleeing intruders outside of their territory.
Shields cilia (port 75, starboard 75, aft 100)
Attack (starboard) cilia (6d6)
Gunner gunnery +13; fire at will, shoot
Helm Piloting +13; fly, maneuver, stunt (back off, evade, flyby, slide, turn in place), full power (no Resolve cost)
Critical Hits each critical hit suffered gives stargrazer a cumulative –1 penalty to Speed, AC, TL, and checks, and adds +1 to number of hexes it needs to move before turning.
Senses stargrazer have long range-range sensory apparatus
Weapons cilia are direct-fire long range weapons with array and point blank special properties.
Regrow Cilia (Engineering Action) A stragrazer can use its engineering action to regain 25 shield points in each of its available arcs (port, starboard, aft), up to the listed maximum.
Stargrazers are peaceful giants gathering in the inner parts of solar systems, absorbing solar winds and space dust. They resemble enormous T-shaped mouthless manta-rays, with millions of cilia made of super-strong polymer chains that have microscopic thickness but length of thousands of miles. The cilia are their main feeding apparatus and defense mechanism, though they also double as sensory organs and possibly as means of communications between each other. They are usually assembled into a small pods of a few individuals but occasionally a lone stargrazer can be met. They are not aggressive but they will defend themselves when threatened by turning back to the attackers and lashing with their molecular-sharp cilia.
While stargrazers don't present a threat to space shipping, they are occasionally targeted by unscrupulous scientists, engineers, and salvagers who are interested in researching and harvesting their ultra-strong cilia.