Aqlath
Source: Starfinder #33: Dominion’s End
CR: 16 XP: 76,800
N Large monstrous humanoid
Init.: +7 Senses: darkvision 60 ft Perception: +28
Defense
HP: 300 RP: 6
EAC: 30 KAC: 32
Fort: +20 Ref: +18 Will: +16
Offense
Speed: 30 ft.
Melee: gore +31 (6d10+26 P)
Ranged: ice shard +28 (7d6+16 C & S; critical staggered [DC 22])
Offensive Abilities: psychic horns
Spell-like Abilties: (CL 16th)
Statistics
Str: +10 Dex: +4 Con: +7 Wis: +5 Int: +3 Cha: +2
Skills: Athletics +33, Mysticism +28, Survival +28
Languages: Aqlathian
Ecology
Environment: any (Lathlath IV)
Organization: solitary, pair, or squad (3–6)
Special Abilities
<p><b>Ice Shard (Su)</b> As a ranged attack, an aqlath can psychically manifest and hurl a shard of ice. This attack targets EAC and has a range of 40 feet.<br/> <b>Psychic Horns (Su)</b> An aqlath’s crown of horns is a psychic manifestation that allows them to wrench revitalizing energy from an enemy’s mind. An aqlath’s crown always has as many protrusions as their current number of Resolve Points. When a creature fails a saving throw against one of the aqlath’s mind-affecting spell-like abilities, the aqlath can spend 1 Resolve Point as a reaction to regain 40 Hit Points. When an aqlath has 0 Resolve Points (and therefore no more horns in their crown), they can’t use their spell-like abilities.</p>