Ashypsozoan
Source: Starfinder #22: The Forever Reliquary
CR: 10 XP: 9,600
N Large aberration
Init.: +3 Senses: blindsight (heat or vibration) 120 ft., sightless Perception: +19
Defense
HP: 165
EAC: 23 KAC: 25
Fort: +12 Ref: +12 Will: +11
Offense
Speed: 10 ft., burrow 30 ft., fly 30 ft. (Ex, average; functions in vacuum)
Melee: tentacle +22 (2d6+18 B & E plus bioelectric pull [DC 17])
Ranged: shock arc +19 (2d8+10 E; critical arc 2d6)
Offensive Abilities: None
Statistics
Str: +8 Dex: +3 Con: +5 Wis: +2 Int: -4 Cha: +0
Skills: Acrobatics +19, Stealth +24, Survival +19
Ecology
Environment: any (Ashypso)
Organization: solitary, pair, or bloom (3–6)
Special Abilities
<p><b>Bioelectric Growth (Ex)</b> Whenever an ashypsozoan’s electricity immunity prevents it from taking electricity damage from an attack, it regains 10 Hit Points.<br/><br/> <b>Bioelectric Pull (Ex)</b> A creature that takes damage from an ashypsozoan’s tentacle must succeed at a DC 17 Fortitude save or be staggered for 1 round. Additionally, if the ashypsozoan’s attack roll successfully hits the target’s KAC + 4, the ashypsozoan can perform a reposition combat maneuver on that target.<br/><br/> <b>Shock Arc (Ex)</b> As a ranged attack, an ashypsozoan can fire an arc of bioelectricity with a 40-foot range increment, to a maximum range of 80 feet.</p>