Cargo Creep
Source: Starfinder #25: The Chimera Mystery
CR: 4 XP: 1,200
N Medium aberration
Init.: +3 Senses: darkvision 60 ft. Perception: +10
Defense
HP: 46
EAC: 16 KAC: 17
Fort: +7 Ref: +5 Will: +5
Offense
Speed: 15 ft., climb 20 ft.
Melee: tentacle +10 (1d4+5 B)
Offensive Abilities: None
Statistics
Str: +1 Dex: +3 Con: +5 Wis: +1 Int: -3 Cha: +0
Skills: Athletics +10 (+18 when climbing), Disguise +15 (+19 when imitating an appropriate material), Stealth +15 (+19 when in an appropriate environment), Survival +15
Languages: Common (can’t speak any language)
Ecology
Environment: any
Organization: solitary, pair, or pod (3–5)
Special Abilities
Molecular Mimicry (Ex) As a standard action, a cargo creep can alter its physical composition to match a material within reach of its tentacle. When it does so, it gains a specific benefit and a vulnerability to a specific energy type based on the material. In addition, the cargo creep gains a +4 circumstance bonus to Disguise and Stealth checks when attempting to imitate or hide among that material, such as disguising itself as a metal plate in metallic form or hiding among plants in vegetation form. A cargo creep can match one of the following materials and can revert back to its default flesh state as a move action. The above cargo creep begins in its flesh state.
Flesh: When a cargo creep touches the flesh, fur, scales, or other skin covering of a creature, it gains a +2 circumstance bonus to Reflex saving throws and a vulnerability to acid.
Metallic: When a cargo creep touches worked metal, it gains DR 5/adamantine and a vulnerability to electricity.
Mineral: When a cargo creep touches natural, nonworked minerals such as stones and gems, it gains a +1 circumstance bonus to KAC and a vulnerability to sonic.
Synthetic: When a cargo creep touches material like fibers, plastics, and polymers, it gains a +1 circumstance bonus to EAC and a vulnerability to cold.
Vegetation: When a cargo creep touches natural plant matter (including that of plant creatures) or worked wood, it gains a +2 circumstance bonus to Fortitude saving throws and a vulnerability to fire.
Description
The exact origin of cargo creeps is a mystery, though those who have seen them understand they are nuisances to crews of transport ships, especially those carrying the types of perishable goods that cargo creeps find delicious. A cargo creep vaguely resembles a cephalopod, with four large eyes and five tentacles that it uses for locomotion. The unusual cells in its skin allow a cargo creep to mimic any sort of material with uncanny accuracy, almost down to its molecular structure. This allows a cargo creep to hide almost anywhere and easily slip into cargo holds in search for food. A cargo creep is generally quick to hide or flee at the first sign of danger, except when cornered, at which point it strikes out at anything that gets too close.
