Ceretoram
Source: Starfinder #23: Hive of Minds
CR: 9 XP: 6,400
CE Large monstrous humanoid
Init.: +6 Senses: blindsense (vibration) 30 ft., darkvision 60 ft. Perception: +22
Defense
HP: 120
EAC: 21 KAC: 22
Fort: +8 Ref: +10 Will: +14
Offense
Speed: 30 ft., fly 30 ft. (Ex, average)
Melee: claw +15 (3d4+12 S; critical bleed 2d6) or tentacle +15 (1d8+12 P plus consume; critical staggered [DC 18])
Offensive Abilities: remote pulse
Spell-like Abilties: (CL 9th; ranged +17)
Statistics
Str: +3 Dex: +6 Con: +0 Wis: +4 Int: +0 Cha: -1
Skills: Acrobatics +17, Athletics +17, Sense Motive +22
Languages: Shirren; telepathy 100 ft.
Ecology
Environment: any
Organization: solitary, pair, or purge (3–6)
Special Abilities
<p><b>Consume (Ex)</b> A creature struck by a Swarm ceretoram’s tentacle must succeed at a DC 18 Fortitude save or have some of its biological matter siphoned off by the attack, taking an additional 1d8 piercing damage. The ceretoram then regains Hit Points equal to double this additional damage.<br/> <b>Remote Pulse (Su)</b> As a reaction when a creature fails its save against a ceretoram’s <i>mind thrust</i> spell-like ability, the ceretoram can immediately cast its <i>synaptic pulse</i> spell-like ability, centering the effect on the target of the <i>mind thrust</i>. That creature isn’t subject to the effects of the <i>synaptic pulse</i>.<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 within 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.</p>