Antecursor
Source: Starfinder #20: The Last Refuge
CR: 3 XP: 800
CE Small monstrous humanoid
Init.: +4 Senses: blindsense (vibration) 30 ft., darkvision 60 ft. Perception: +13
Defense
HP: 33
EAC: 14 KAC: 15
Fort: +2 Ref: +4 Will: +8
Offense
Speed: 30 ft., fly 45 ft. (Ex, average)
Melee: claw +8 (1d4+4 S)
Ranged: stinger +10 (1d4+3 P plus paralytic neurotoxin)
Offensive Abilities: None
Statistics
Str: +1 Dex: +4 Con: +0 Wis: +2 Int: +1 Cha: -2
Skills: Acrobatics +13, Athletics +8, Life Science +8, Physical Science +8, Stealth +13
Languages: Shirren; telepathy 300 ft.
Ecology
Environment: any
Organization: solitary or advance (2–5)
Special Abilities
<p><b>Stinger (Ex)</b> As a ranged attack, a Swarm antecursor can launch a poisoned stinger from its tail with a range increment of 50 feet. Each stinger is coated with a paralytic neurotoxin (see below).<br/><br/> <b>Swarm Mind (Ex)</b> Members of the Swarm are bound together into a singular hive mind by a blend of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic fields, and telepathic communication. All Swarm creatures with 30 feet of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a “chain” of Swarm creatures under appropriate circumstances, potentially alerting distant Swarm creatures). In addition, once per round when within 30 feet of another Swarm creature, a Swarm creature can roll twice and take the better result on a saving throw against a mind‑affecting effect. <h3 class="title">Paralytic Neurotoxin</h3> <b>Type</b> poison (injury); <b>Save</b> Fortitude DC 14<br/> <b>Track</b> Dexterity; <b>Frequency</b> 1/round for 4 rounds<br/> <b>Cure</b> 2 consecutive saves</p>