Convecyte
Source: Starfinder #19: Fate of the Fifth
CR: 2 XP: 600
CE Large monstrous humanoid
Init.: +1 Senses: blindsense (vibration) 30 ft., darkvision 60 ft. Perception: +7
Defense
HP: 30
EAC: 13 KAC: 15
Fort: +6 Ref: +4 Will: +3
Offense
Speed: 30 ft.
Melee: slam +11 (1d6+4 B)
Offensive Abilities: acid burst (2d4+4 A, DC 11)
Statistics
Str: +2 Dex: +1 Con: +4 Wis: +0 Int: +0 Cha: +0
Skills: Acrobatics +7, Athletics +12, Survival +7
Languages: Shirren; telepathy 100 ft.
Ecology
Environment: any
Organization: solitary or troop (2–5 plus 2 Medium-sized Swarm creatures for each convecyte)
Special Abilities
<p><b>Acid Burst (Ex)</b> When a convecyte dies, its protective plates crack and explode, showering an area with their acidic contents. Every creature within a 20-foot burst (including those within the convecyte) takes 2d4+4 acid damage (Reflex DC 11 half).<br/><br/><b>Swarm Carrier (Ex)</b> A convecyte can carry a number of creatures under its chitinous layers, giving each creature DR 10/— and full cover from attacks while they rest inside, though such creatures can’t act while inside a convecyte. A convecyte can carry four Small or two Medium creatures this way and can deposit them in adjacent squares as a swift action.<br/><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 with 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>