Comanide
Source: Starfinder #9: The Rune Drive Gambit
CR: 7 XP: 3,200
N Medium fey
Init.: +2 Senses: low-light vision Perception: +14
Defense
HP: 90
EAC: 18 KAC: 19
Fort: +8 Ref: +8 Will: +10
Offense
Speed: 30 ft., fly 60 ft. (Su, average)
Melee: claw +14 (1d8+7 C & S; critical bleed 1d8)
Offensive Abilities: comet form
Spell-like Abilties: (CL 7th; melee +14)
Statistics
Str: +0 Dex: +2 Con: +0 Wis: +5 Int: +4 Cha: +2
Skills: Acrobatics +14, Culture +19, Mysticism +19
Languages: Common; telepathy 100 ft.
Ecology
Environment: any
Organization: solitary, pair, or group (3–5)
Special Abilities
<p><b>Comet Form (Su)</b> As a full action, a comanide can fly up to 240 feet in a straight line, trailing a dazzling jet of plasma. This movement doesn’t provoke attacks of opportunity, and the comanide can make one claw attack against each creature it can reach during this movement, taking a –4 penalty to each attack roll. A creature within 30 feet of the comanide that can see it during this movement must succeed at a DC 17 Will saving throw or become fascinated for 1 round. Once the comanide uses this ability, it can’t use it again until after it rests for 10 minutes.<br/><br/> <b>Icy Crown (Su)</b> While a comanide wears its icy crown, the fey emanates a glowing cloud of frigid plasma in a spherical radius of 30 feet. This aura casts normal light in a 30-foot radius, and dim light for an additional 30 feet. While within the aura, the comanide has fire resistance 10. Creatures other than comanides that end their turns in the aura take 3d6 cold damage (Fortitude DC 17 half). A comanide can apply or remove its crown as a move action. The crown can be sundered (hardness 2, HP 35), and it can be taken from the comanide with a successful disarm combat maneuver or when a foe successfully renews a grapple. A non-comanide wearing the crown emits light and gains cold resistance 10 so long as the comanide lives.</p>