Brood Sovereign

Source: Starfinder #33: Dominion’s End

CR: 20 XP: 307,200

NE Gargantuan magical beast (aquatic, cold)

Init.: +5 Senses: blindsight (vibration) 120 ft., darkvision 60 ft., low-light vision Perception: +34

Defense

HP: 400

EAC: 34 KAC: 35

Fort: +19 Ref: +19 Will: +22

Offense

Speed: 20 ft., swim 60 ft.

Melee: slam +29 (13d6+25 B plus swallow whole)

Ranged: keratin dart +31 (8d8+20 P)

Offensive Abilities: rage spasm (two 120-ft. cones, 4d12+20 E plus terrify, Reflex DC 27 half, usable every 1d4 rounds), swallow whole (13d6+25 A, EAC 34, KAC 31, 100 HP), terrify (DC 27)

Spell-like Abilties: (CL 20th; ranged +31)

Statistics

Str: +5 Dex: +5 Con: +9 Wis: +12 Int: +6 Cha: +6

Skills: Athletics +34 (+42 to swim), Intimidate +39, Mysticism +39, Stealth +34, Survival +34

Languages: Common, Sarcesian (can’t speak any language); telepathy 120 ft.

Ecology

Environment: any cold aquatic (Nisis)

Organization: solitary or breeding scrum (2–4)

Special Abilities

<p><b>Depth-Inured (Ex)</b> A brood sovereign’s invertebrate body is accustomed to navigating ocean depths. They’re immune to damage related to changes in atmospheric or liquid pressure.<br/> <b>Keratin Dart (Ex)</b> As a ranged attack, a brood sovereign can fire a horn-like dart with a range increment of 100 feet. This ranged attack ignores penalties for attacking underwater.<br/> <b>Rage Spasm (Su)</b> A brood sovereign’s xenophobic rage is so great that they can radiate it from their bodies in both physical and psychic manifestations. As a full action, a brood sovereign can cause their tree-like crowns to spasm violently, sending out two 120-foot cones of concentrated psychic anger that can be aimed independently. A creature caught in the area of at least one cone takes 4d12+20 electricity damage as its brain and nervous system short out (Reflex DC 27 half).<br/> <b>Terrify (Su)</b> A creature that takes damage from a brood sovereign’s rage spasm ability must attempt a DC 27 Will saving throw. On a failure, the creature gains the panicked condition for 1d6 rounds. At the end of an affected creature’s turn, it can attempt an additional saving throw to end the panicked condition early; on a successful save, it’s instead shaken for the remainder of the effect’s duration.</p>

Description